Rising Alert Stealth Routes
Guards don't spot you instantly; suspicion builds, and you reroute inside that buffer.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Information · Timing · Spatial
No.039Dishonored01The core loop
Action → feedback → next choice- 01Read patrols and sightlines
- 02Commit to a route
- 03Suspicion meter climbs
- 04Break contact or reroute
↻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 guard at the hall's end needs 2 seconds to reach 'curious'; the target door is 4 seconds away.
- T2
Turn 2 · The player chooses
You dash 2 seconds to a pillar, wait for him to turn, then cover the last 2.
- T3
Turn 3 · The feedback
His marker fills to 70%, then drains; he mutters 'just my eyes' and resumes patrol.
- T4
Turn 4 · The next decision
The next hall has two crossing guards; a pillar alone won't do, you'll need a tool.
How it plays
Each guard fills a suspicion meter based on distance and lighting while you're visible, and it drains slowly once you're out of view. Tiers go from curious to searching to combat; higher tiers decay slower and pull nearby guards in. Icons and barks tell you how much slack remains.
What the player weighs
- Shortcuts save time but cross more sightlines
- Drawing curiosity lures guards off, but can spiral into an alarm
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Dishonored
A marker over enemies fills gradually before full alert, and Blink lets you leave their sight before it completes.

HITMAN World of Assassination
Suspicious acts make NPCs show a suspicion indicator and investigate, escalating to search or hostility; tolerance varies by area.
The difference worth noticing
Dishonored's alert is mostly about being seen; HITMAN's hinges more on what you're doing and wearing.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Spend a fixed point budget on abilities before the mission, so taking a blink means dropping a suspicion-reset tool and routing starts in the loadout screen.
Prototype this combo in Yoroll→Follow the next idea
Moving Through Light and Shadow
Shadow is your armor; every lamp is a problem to solve.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read the light map
- 02Advance through darkness
- 03Deal with blocking lights
- 04Watch your visibility gauge
Sound Lures
Make a noise somewhere else and walk the guard off your path.
- Prototype complexity
- Who plays
- Solo decisions
- 01Spot the blocking guard
- 02Pick a noise spot
- 03Guard leaves to check
- 04Slip through the gap
Hiding Spots and Exit Timing
Getting in is easy; picking the right moment to come out is the game.
- Prototype complexity
- Who plays
- Solo decisions
- 01Find cover under pressure
- 02Hide and watch
- 03Wait for a patrol gap
- 04Exit and advance



