Pick Them Back Up
A fallen teammate isn’t the end; risking the rescue is the real team test.
- Prototype complexity
- Who plays
- Co-op play
- Design focus
- Cooperation · Risk · Timing
No.076Deep Rock Galactic01The core loop
Action → feedback → next choice- 01A teammate goes down
- 02Weigh the rescue risk
- 03Reach them and hold to revive
- 04Back in action or wipe
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
A teammate is down 15m away among 5 small enemies; reviving takes 3 seconds, and you have 60 HP.
- T2
Turn 2 · The player chooses
Throw a grenade to clear them, then rush in.
- T3
Turn 3 · The feedback
Four die; the last one hits you for 15 while you revive successfully.
- T4
Turn 4 · The next decision
Your revived ally is low, so you both fall back to resupply.
How it plays
Players at zero health go down and need a teammate to reach them and hold an interaction in time. Revivers usually can’t fight while helping, inviting attacks. Down markers, revive bars and enemy warnings are key feedback.
What the player weighs
- Revive now vs clear threats first
- Risk the rescue vs preserve the survivors
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Deep Rock Galactic
Downed dwarves can be revived by a teammate holding interact, returning with partial health, and swarm rescues are classic high-risk moments.

Sea of Thieves
Fallen players go to the Ferry of the Damned and respawn on their ship after a wait, so the crew must hold the ship until they return (any downed mechanics depend on version).
The difference worth noticing
Deep Rock’s revive is an active rush-in action; Sea of Thieves is about holding out until the respawn timer ends.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Downed players can mark flanking enemies, and rescuers advance cover to cover, turning a revive into a mini tactical op.
Prototype this combo in Yoroll→Follow the next idea
Hidden Roles
You know who you are; your job is making everyone believe otherwise.
- Prototype complexity
- Who plays
- Competitive play
- 01Roles dealt secretly
- 02Act on your role
- 03Disguise or observe
- 04Exposed or victorious
Crew the Ship
One vehicle, many stations, and a crew scrambling to keep it alive.
- Prototype complexity
- Who plays
- Co-op play
- 01Assign stations
- 02Operate your post
- 03Something goes wrong
- 04Shift roles to cover
You See, I Know
One player sees the problem, another holds the answer, and only talking joins them.
- Prototype complexity
- Who plays
- Co-op play
- 01Each sees half
- 02Describe it aloud
- 03Partner looks it up
- 04Act and verify



