ATLAS / IDEAS Game design atlas Find a mechanism, understand its tradeoffs and smallest useful scope, then build your game with a design card and sample project.
192 Mechanisms32 Mechanism domain48 Art styles12 Genre guides
All252 Mechanisms192 Art styles48 Genre guides12 Core loop 01 Sample stock02 Compare thresholds03 Switch production04 Consume and sample againLogistics and automation Linked states
Start early to avoid shortage or reduce switching and overproduction?
Reference games Factorio · Timberborn
Core loop 01 Read supply/demand02 Allocate power03 Advance systems04 Inspect shortage effectsLogistics and automation One rule
Power essential protection or briefly redirect it to production?
Reference games FTL: Faster Than Light · Mindustry
Core loop 01 Read occupancy02 Reserve a route03 Enter and leave04 Release and recheckLogistics and automation Linked states
Enter an empty junction now or wait until its exit is available?
Reference games Factorio · OpenTTD
Core loop 01 Identify team needs02 Take a shared tool03 Finish and hand off04 Redistribute positionsCooperation and roles One rule
Keep working with the tool or hand it to someone closer to the next job?
Reference games Unrailed! · Lovers in a Dangerous Spacetime
Core loop 01 Signal a downed teammate02 Assess threats03 Approach and sustain rescue04 Restore team agencyCooperation and roles One rule
Risk an immediate rescue or control threats and wait for a safer window?
Reference games Deep Rock Galactic · Hunt: Showdown 1896
Core loop 01 Agree on grip positions02 Move and turn together03 Adjust to obstacles04 Reach the goal togetherCooperation and roles One rule
Turn together while connected or release and regrip to pass a narrow obstacle?
Reference games Heave Ho · Moving Out
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.