The vocabulary the whole index is built on.
Every filterable field is constrained to a controlled vocabulary — that is what keeps “hardcore” and “roguelike” meaning the same thing on every page. These are the canonical terms — hover any badge site-wide to see its entry here, or click through to it directly.
Standard progression with recoverable deaths, checkpoints and unlimited reloads.
Strict progression with higher stakes and semi-permanent consequences.
A single death deletes the character or resets progress entirely.
No manual saving or retries. Continuous playthrough integrity.
Procedurally generated, single-life design; no metaprogression.
Procedurally generated, allows persistent metaprogression.
Ranked leaderboards, PvP focus, or scoring-based competition.
Default developer-built difficulty.
A selectable variant within base content (e.g. an Ironman toggle).
Developer-maintained temporary season, event or challenge.
Community or third-party content integrated externally.
Player-defined or community-curated rules applied on top of an existing mode.
Each mode references these by id. A mechanic qualifies only if it changes how the game is played rather than how hard it is, holds the same meaning across unrelated games, takes a small fixed set of values, and can be contrasted against its absence within a single game. Difficulty knobs are modifiers, and a term as broad as “hardcore” is a mode.
A constraint takes an option away from you; a mechanic is a system the mode switches on. Both are controlled vocabulary and both carry a badge on a game’s difficulty panel, but they are separate lists because they answer different questions — and because a constraint must never become a legal value for mode.mechanics[]. A constraint is referenced simply by naming it in a rule or an option, so defining one here upgrades every row already using that name.
Restricts the player from changing the selected difficulty after starting, requiring the chosen setting to be retained for the duration defined by the game or mode.
Applied at build from a mode’s mechanics and death consequence. Roguelike and roguelite are identified by a run-scoped permanent loss rather than by permadeath, which is reserved for the deletion of a character or save.