No.039 / 280Action & reflex · Stealth & identity

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
DishonoredNo.039Dishonored

01The core loop

Action → feedback → next choice
  1. 01Read patrols and sightlines
  2. 02Commit to a route
  3. 03Suspicion meter climbs
  4. 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.

  1. 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.

  2. T2

    Turn 2 · The player chooses

    You dash 2 seconds to a pillar, wait for him to turn, then cover the last 2.

  3. T3

    Turn 3 · The feedback

    His marker fills to 70%, then drains; he mutters 'just my eyes' and resumes patrol.

  4. 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

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Dishonored
D

Dishonored

P1

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

HITMAN World of Assassination
H

HITMAN World of Assassination

P2

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?

Fusion · Original design proposal · not an existing feature
Rising Alert Stealth RoutesStealth & identity+

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

Stealth & identity

Moving Through Light and Shadow

Shadow is your armor; every lamp is a problem to solve.

Prototype complexity
Who plays
Solo decisions
  1. 01Read the light map
  2. 02Advance through darkness
  3. 03Deal with blocking lights
  4. 04Watch your visibility gauge
Thief · Mark of the Ninja
Stealth & identity

Sound Lures

Make a noise somewhere else and walk the guard off your path.

Prototype complexity
Who plays
Solo decisions
  1. 01Spot the blocking guard
  2. 02Pick a noise spot
  3. 03Guard leaves to check
  4. 04Slip through the gap
HITMAN World of Assassination · Desperados III
Stealth & identity

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
  1. 01Find cover under pressure
  2. 02Hide and watch
  3. 03Wait for a patrol gap
  4. 04Exit and advance
HITMAN World of Assassination · Thief
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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