The Game Atlas

A field guide to game types — and how to name yours for an AI

Every game is easier to build once you can name its type. This is a map of the big ones — fly through it in 3D, or read the field guide below. Each entry comes with a short brief you can hand to an AI so it builds the game you meant, not the one it guessed.

Action

You win by doing — reflex, aim, and timing in the moment.

Twin-Stick Shooter

Point and shoot, everywhere at once.

You move with one control and aim with another, spraying a swarm of enemies from a top-down or side view. The whole game lives in the gap between where you are and where you're pointing.

Like Enter the Gungeon · Nuclear Throne · Geometry Wars

Core loop
Dodge incoming fire while aiming and shooting in an independent direction; clear the room, grab drops, move on.
Perspective
Top-down (or side-on) 2D, camera framing a single arena.
Win / lose
Win by clearing waves/rooms; lose when your health hits zero.
Session
Short, twitchy bursts — a room or a level at a time.
Progression
Better weapons and upgrades within a session; usually little that carries between.
Browse Twin-Stick Shooter on Steam

Platformer

Jump, land, don't fall.

You run and jump across a hand-crafted arrangement of gaps, hazards, and moving parts. Mastery is your legs: precise timing and reading the space ahead.

Like Celeste · Super Mario Bros. · Hollow Knight

Core loop
Read the layout, time your jumps and moves, reach the exit without dying.
Perspective
Side-scrolling 2D (or 2.5D), camera following the character.
Win / lose
Win by reaching the goal / end of the level; lose by falling or taking too many hits.
Session
Level-sized chunks, a few minutes each; can stretch with checkpoints.
Progression
New abilities (double jump, dash) unlock new terrain; skill is the main progression.
Browse Platformer on Steam

Bullet Hell

A wall of bullets, and one gap that's yours.

The screen fills with dense, patterned enemy fire and you thread a tiny hitbox through it. It's a reading-and-reflex test dressed as a shooter.

Like Touhou · Ikaruga · Enter the Gungeon

Core loop
Weave through elaborate bullet patterns, return fire, survive the boss's phases.
Perspective
Fixed vertical or horizontal scroll, top-down.
Win / lose
Win by surviving to and beating the boss; one hit (or a small health pool) loses.
Session
Tight, high-intensity runs of a few minutes.
Progression
Score and mastery over unlocks; some games add ships/loadouts.
Browse Bullet Hell on Steam

Soulslike

It's supposed to be hard. That's the point.

Deliberate, stamina-gated melee combat where every enemy can kill you and death costs you your dropped resources until you return for them. Patience and pattern-learning beat button-mashing.

Like Dark Souls · Elden Ring · Hollow Knight

Core loop
Learn an enemy's tells, manage stamina, strike in the openings; die, recover your souls, try again wiser.
Perspective
Third-person 3D (or 2D metroidvania-adjacent).
Win / lose
Win by defeating bosses and reaching the end; death drops your currency at the spot you fell.
Session
Medium-to-long; boss attempts can be a long grind.
Progression
Level up from banked currency; permanent gear and stat growth.
Browse Soulslike on Steam

Metroidvania

The map is the puzzle.

One big interconnected world you can't fully cross yet. New abilities are keys — each one reopens old places and reveals where you couldn't go before.

Like Metroid · Hollow Knight · Ori and the Blind Forest

Core loop
Explore, hit a wall you can't pass, find the ability that unlocks it, backtrack to open the world further.
Perspective
Side-scrolling 2D (usually), one continuous map.
Win / lose
Win by reaching the final area/boss; you 'lose' progress only to checkpoints.
Session
Long, exploratory; naturally paused at save rooms.
Progression
Ability-gated: powers permanently expand where you can reach.
Browse Metroidvania on Steam

Run-Based

One life, one run. You lose, you learn, you go again — a little stronger.

Roguelite

Die, but keep a little of what you learned.

Runs are procedurally generated and death sends you back to the start — but you keep some permanent unlocks, so the metagame creeps forward even when the run doesn't.

Like Hades · Dead Cells · Slay the Spire

Core loop
Start a fresh run, build power from randomized rewards, push as far as you can before you die.
Perspective
Any (top-down, side-on, isometric) — the structure is what defines it.
Win / lose
Win by completing a full run; death ends the run but banks meta-progress.
Session
One run = one sitting, 20-45 minutes; the campaign is many runs.
Progression
In-run: temporary build. Between runs: permanent unlocks and small stat gains.
Browse Roguelite on Steam

Survivors-like

You don't aim. You just survive.

Auto-firing weapons and ever-thickening hordes; you only move. Each run you stack absurd upgrades until you're a walking storm — or the timer runs out.

Like Vampire Survivors · Brotato · Halls of Torment

Core loop
Move to survive the swarm while weapons fire on their own; pick an upgrade each level-up and snowball.
Perspective
Top-down, single arena.
Win / lose
Win by surviving to the timer / final boss; lose when the horde overwhelms you.
Session
Fixed-length runs, ~15-30 minutes.
Progression
In-run power spikes from stacked upgrades; meta unlocks between runs.
Browse Survivors-like on Steam

Strategy

You win by deciding — plan, place, and out-think the board.

Tower Defense

Build the gauntlet. Watch it hold.

Enemies march along a path toward your base; you place and upgrade towers to stop them before they arrive. Positioning and timing your economy is the whole game.

Like Bloons TD · Kingdom Rush · Plants vs. Zombies

Core loop
Read the incoming wave, place/upgrade towers, spend the economy the wave pays out, hold the line.
Perspective
Top-down or isometric, fixed map.
Win / lose
Win by surviving all waves; lose when too many enemies reach your base.
Session
Per-map, 10-20 minutes; endless modes stretch longer.
Progression
Persistent tower unlocks and upgrade trees across maps.
Browse Tower Defense on Steam

Auto-Battler

You build the team; the fight runs itself.

Between rounds you draft and arrange units and synergies; then combat resolves automatically and you watch your plan hold up (or not). All the decisions are in the shop, not the swing.

Like Teamfight Tactics · Dota Underlords · Super Auto Pets

Core loop
Spend gold to buy/position units and chase synergies; combat auto-resolves; adapt for the next round.
Perspective
Top-down board / grid.
Win / lose
Win by being the last player standing (or beating the ladder); lose when your health runs out.
Session
A match is ~20-35 minutes.
Progression
Mostly per-match; ranked ladders and cosmetics between.
Browse Auto-Battler on Steam

Turn-Based Tactics

One grid, one turn, no do-overs.

You move a squad across a grid, spending each unit's turn on position, cover, and attacks. Every move is a small bet with lasting consequences.

Like XCOM · Into the Breach · Fire Emblem

Core loop
Assess the board, spend each unit's actions on movement and attacks, end turn, react to the enemy's.
Perspective
Isometric or top-down grid.
Win / lose
Win by meeting the mission objective; lose by losing your squad or failing the objective.
Session
Mission-sized, 20-60 minutes; campaigns span many.
Progression
Units level up, gain gear and skills; permadeath raises the stakes in some.
Browse Turn-Based Tactics on Steam

4X / Grand Strategy

Explore, expand, exploit, exterminate.

You steer a whole civilization or empire across a vast map and a long arc — settling, researching, trading, and warring. The scope is enormous and the turns are yours to take slowly.

Like Civilization · Stellaris · Crusader Kings

Core loop
Explore the map, expand your territory, develop your economy and tech, and manage diplomacy or war.
Perspective
Top-down world map, heavy UI.
Win / lose
Win by a victory condition (domination, science, culture…); lose by elimination.
Session
Very long — a single game can run many hours across sessions.
Progression
Tech trees and empire growth within a game; mastery across games.
Browse 4X / Grand Strategy on Steam

Builder & Sim

You win by growing — tend a system and watch it compound.

City Builder

Zone it, wire it, watch it live.

You lay out a settlement — roads, housing, services, supply chains — and keep it balanced as it grows. There's rarely a 'win'; there's the city you keep making better.

Like Cities: Skylines · SimCity · Frostpunk

Core loop
Place and connect infrastructure, balance budget and needs, respond as the population grows and complains.
Perspective
Isometric or free 3D camera over the map.
Win / lose
Usually open-ended; failure is bankruptcy or collapse; scenarios add goals.
Session
Long, relaxed building sessions.
Progression
The city itself is the progression; tech/policy unlocks as it scales.
Browse City Builder on Steam

Colony / Management Sim

Every little person has a plan of their own.

You don't control units directly — you set priorities and your colonists (or staff, or patients) act on their own, generating stories and disasters you scramble to manage.

Like RimWorld · Dwarf Fortress · Two Point Hospital

Core loop
Set jobs and priorities, build to meet needs, and firefight the emergent crises the sim throws up.
Perspective
Top-down or isometric, zoomable.
Win / lose
Mostly survival/open-ended; a wiped colony is the loss state.
Session
Long; the story emerges over hours.
Progression
Research, expansion, and the deepening web of systems.
Browse Colony / Management Sim on Steam

Idle / Incremental

The numbers go up even when you don't.

You make a few choices, then production compounds — often while you're away. The pleasure is watching growth curves bend and unlocking each new order of magnitude.

Like Cookie Clicker · Adventure Capitalist · Melvor Idle

Core loop
Buy generators, spend the output to buy bigger generators, prestige to reset with a multiplier.
Perspective
UI-first, 2D; visuals are secondary.
Win / lose
Rarely a loss state; 'winning' is reaching milestones and prestiging.
Session
Tiny active check-ins plus long idle stretches.
Progression
Exponential — layered multipliers and prestige loops.
Browse Idle / Incremental on Steam

Cozy Farming Sim

No pressure. Just the seasons.

A gentle loop of tending land, animals, and relationships at your own pace. Low stakes by design — the reward is routine, growth, and a place that feels like yours.

Like Stardew Valley · Animal Crossing · Harvest Moon

Core loop
Work the daily routine — plant, tend, gather, socialize — and slowly improve your farm and town ties.
Perspective
Top-down or 2.5D, warm and readable.
Win / lose
No fail state; the arc is soft goals and seasonal rhythms.
Session
Comfortable, open-ended; one in-game day at a time.
Progression
Tools, land, relationships, and seasonal content expand over time.
Browse Cozy Farming Sim on Steam

Puzzle

You win by figuring it out — one clean solution hiding in plain sight.

Match-3

Line them up, watch them pop.

Swap adjacent tiles to make lines of three or more; matches clear, cascade, and score. Easy to grasp, endlessly tunable, and the backbone of casual mobile.

Like Bejeweled · Candy Crush · Puzzle & Dragons

Core loop
Scan the board, make the highest-value swap, trigger cascades, meet the level's goal.
Perspective
2D grid, front-on.
Win / lose
Win by hitting the target in the move/time limit; lose by running out.
Session
Bite-sized — a level in a minute or two.
Progression
Level maps, boosters, and difficulty ramps.
Browse Match-3 on Steam

Physics Puzzle

Set it up, then let gravity finish it.

You arrange or launch objects and the simulation does the rest — cutting rope, stacking, toppling, flinging. Solutions feel discovered, not entered.

Like Cut the Rope · Angry Birds · World of Goo

Core loop
Read the setup, place or aim, run the physics, adjust until it resolves cleanly.
Perspective
2D side-on (usually).
Win / lose
Win by achieving the goal state (deliver, destroy, reach); lose by missing.
Session
Quick levels; snackable.
Progression
New mechanics/objects gate later levels; star ratings for mastery.
Browse Physics Puzzle on Steam

Sokoban / Logic Puzzle

One right answer, and it's beautiful.

A small, deterministic space with a single elegant solution you have to reason your way into — pushing blocks, routing lines, satisfying constraints. No reflexes, all thought.

Like Baba Is You · Sokoban · The Witness

Core loop
Study the rules of the space, form a hypothesis, test it, refine until the puzzle clicks.
Perspective
Top-down grid or first-person, static.
Win / lose
Win by solving; you don't 'lose' so much as get stuck and reset.
Session
Puzzle by puzzle; solvable in any spare moment.
Progression
New rules/mechanics introduced one clean idea at a time.
Browse Sokoban / Logic Puzzle on Steam

Story & Cards

You win by choosing — the game is a story (or a hand) you steer.

Visual Novel

Mostly reading. Occasionally deciding.

A branching illustrated story you read through, making choices at key forks that steer characters, romance, and endings. The 'mechanics' are the writing and the branches.

Like Doki Doki Literature Club · Phoenix Wright · Steins;Gate

Core loop
Read a scene, reach a choice, pick a branch, and follow the consequences toward an ending.
Perspective
2D, character art over backgrounds; text-forward.
Win / lose
Win/lose is usually 'which ending' rather than pass/fail; some add bad ends.
Session
Chapter-length reads; easy to pause.
Progression
Story branches and unlockable routes/endings across playthroughs.
Browse Visual Novel on Steam

Interactive Fiction

The whole world is words.

Text-driven storytelling where you choose or type actions and the prose responds. No graphics to lean on — the interface is language, and the imagination fills the rest.

Like 80 Days · Zork · Choice of Games

Core loop
Read the situation, choose (or type) an action, and steer the unfolding text.
Perspective
Text UI, occasional illustration.
Win / lose
Endings and objectives vary; some track stats and fail states.
Session
Flexible — a passage or a whole arc.
Progression
Story state, tracked stats, and branching paths.
Browse Interactive Fiction on Steam

Deckbuilder

You build the deck that beats the run.

You start with a weak hand of cards and, encounter by encounter, add and prune to sculpt a powerful engine. The deck is your character, and drafting it well is the game.

Like Slay the Spire · Balatro · Marvel Snap

Core loop
Play cards to win an encounter, then add/remove/upgrade cards to strengthen your deck for the next.
Perspective
2D card UI, front-on.
Win / lose
Win by clearing the run/opponent; lose when your health or deck fails you.
Session
A run is one sitting; matches are shorter.
Progression
In-run deck sculpting; meta unlocks of new cards/characters.
Browse Deckbuilder on Steam

Party & Social

You win by playing other people — bluff, hide, team up, and cause chaos together.

Hide-and-Seek

Blend in, or spot what doesn't.

One side hides in plain sight — as props, painted walls, anything — while the other hunts for what looks wrong. The whole game is observation and nerve on both sides.

Like Meccha Chameleon · Prop Hunt · Midnight Ghost Hunt

Core loop
As a hider, disguise yourself into the scene and stay still; as a seeker, scan for the one detail that's off and tag it before time runs out.
Perspective
First- or third-person 3D, shared multiplayer arena.
Win / lose
Seekers win by finding every hider in time; hiders win by staying undiscovered.
Session
Short rounds of a few minutes; you play many, swapping roles.
Progression
Per-match; cosmetics, maps, and unlockable roles as meta.
Browse Hide-and-Seek on Steam

Social Deduction

Someone's lying. Possibly you.

Hidden roles among a group — most players share a goal, a few secretly work against them. You win by reading people, building trust, and lying convincingly.

Like Among Us · Town of Salem · Goose Goose Duck

Core loop
Do tasks or gather info while watching everyone else; when a clue drops, argue, accuse, and vote — bluff if you're the traitor.
Perspective
Top-down or first-person, small multiplayer lobby.
Win / lose
The crew wins by finishing tasks or ejecting the impostors; the impostors win by outlasting or outnumbering them.
Session
Rounds of 5–15 minutes; endlessly replayable with a group.
Progression
Per-match; cosmetics and role variants as meta.
Browse Social Deduction on Steam

Physics Party

Wobble, flail, lose gloriously.

Slapstick multiplayer where clumsy physics is the joke. You barely control your own limbs, and the comedy is everyone falling apart together.

Like Fall Guys · Gang Beasts · Human: Fall Flat

Core loop
Fumble through wobbly obstacle courses or brawls, grab and shove opponents, and survive the round's elimination.
Perspective
Third-person 3D, ragdoll physics.
Win / lose
Win by being last standing or first across; lose by falling, getting flung, or being eliminated.
Session
Quick rounds, a few minutes; many back-to-back.
Progression
Per-match; heavy cosmetic unlocks.
Browse Physics Party on Steam

Co-op Chaos

Teamwork, and the yelling that comes with it.

Cooperative games built to overwhelm you — too many tasks, not enough hands. You win by dividing labor, communicating, and not strangling your friends.

Like Overcooked · Moving Out · PlateUp!

Core loop
Split the jobs, coordinate under a timer, and keep the chaotic pipeline moving to hit the level's target.
Perspective
Top-down or isometric, shared screen.
Win / lose
Win by meeting the level's goal together; lose by running out of time or botching the flow.
Session
Level-sized, a few minutes each; a whole night of them.
Progression
Star ratings and new stages; some add persistent upgrades.
Browse Co-op Chaos on Steam

Turn a type into a brief

Pick the row that fits and fill in the five blanks — that's a design brief an AI can actually build from. It pairs with why every repo I touch has a gdd.md.

# <Your game> — one-line brief

Type:        <e.g. roguelite deckbuilder>
Core loop:   <what the player repeats, second to second>
Perspective: <top-down / side-on / first-person / text…>
Win / lose:  <how a run ends, both ways>
Session:     <how long one sitting is>
Progression: <what carries forward, if anything>

Coming soon: paste a link to your game and the Atlas will place it — showing which type it lands nearest.