Stealth
Being seen puts the player at a disadvantage, so patrols, light, and sound must be rules that can be read rather than a sudden failure.
Guides explain combinations and are counted separately from individual mechanisms.
Core loop
- Watch the gap in a patrol and the shape of vision
- Choose a route that is exposed for a moment
- Slip through, or make a sound that shifts attention
- Reach cover and look again
Key mechanisms
- Vision and hearing have a visible range
- Guard reactions come in steps, and a sighting explains itself
- A shortcut rewards observation, not meaningless waiting
Design notes
- One room, two guards, and one light are enough to test
- The player always has a dark place to step back into
- Failure keeps enough information to show which step was seen
Reference games
- Mark of the Ninja
- Invisible, Inc.
- Metal Gear Solid
Variants and combinations
- Shadows move between upper and lower levels
- The player places the guards, and someone else tries the infiltration
- Patrol routes change, but the vision rule stays the same
Common pitfall
Explain what exposed the player rather than making detection appear random.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Mark of the Ninja
Compare infiltration and combat as choices, then examine cues for light, sound and alertness.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Make a stealth game: one room, two guards, and one light. Show vision as a shape on the floor. Being seen returns you to the last shadow and names the step that exposed you. Always leave one shadow you can retreat to.
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.