A run begins with a set of starting resources while rooms, rewards or combinations change. Failure resets the run; each design decides which forms of progress persist outside it.
Show the loop
Enter a new area with few resources
Make one tradeoff in a fight or an event
Use the new ability to change the next encounter
Restart immediately, keeping only memory of the route
Reference gamesHades · Spelunky · The Binding of Isaac
The character attacks automatically, and the player mostly moves. Pressure comes from enemies closing in together, and growth comes from one choice at each level.
Show the loop
Move through gaps in the crowd
Let the automatic attack open a temporary path
Choose one ability from a few options
Use the new range to choose a new place to stand
Reference gamesVampire Survivors · Brotato · Halls of Torment
Progress continues while the player is away, and the return needs a decision that visibly changes the pace. The pleasure is knowing what to change at that moment.
Show the loop
See what offline or automatic work produced
Spend resources on a new producer
Let production run by itself for a while
On return, retire an outdated setup and replace it
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.