Concept glossary

Shared vocabulary for Genres, Themes, Player perspective, Game modes, Visual style, and Tone/mood — the same lists the concept wizard search pickers use. Genres through modes lean on IGDB where they fit; visual style and mood are curated Steam-aligned labels. Common founder terms are marked when they are not IGDB enum names.

Looking for report metric meanings? See Metric definitions.

Genres

Store-style play categories. Prefer IGDB labels when they fit; common founder terms (Roguelike, Deckbuilder) are included too.

  • Adventure

    Exploration and story-led play; puzzles and traversal often matter more than pure combat score-chasing.

    Examples: The Legend of Zelda, Firewatch

  • Arcade

    Short-session, score- or wave-driven play with immediate readability — often inspired by coin-op pacing.

    Examples: Pac-Man, Geometry Wars

  • Card & Board Game

    Digital adaptations or originals built around cards, boards, dice, or tabletop rules.

    Examples: Slay the Spire, Tabletop Simulator

  • Fighting

    Duel or arena combat where timing, spacing, and matchup knowledge decide rounds.

    Examples: Street Fighter, Tekken

  • Hack and slash/Beat 'em up

    Crowd-clearing melee combat — side-scrolling brawlers or combo-heavy action against packs of foes.

    Examples: Devil May Cry, Hades

  • Indie

    Independent / small-team production label. Prefer a play-style genre too when you can.

    Examples: Celeste, Hollow Knight

  • MOBA

    Team objective maps with lane/structure play and hero ability kits (multiplayer online battle arena).

    Examples: League of Legends, Dota 2

  • Music

    Rhythm, performance, or music-creation as the primary activity.

    Examples: Beat Saber, Crypt of the NecroDancer

  • Pinball

    Pinball tables and close cousins — flippers, tilt, multiball scoring.

    Examples: Pinball FX

  • Platform

    Jumping and precision movement across platforms, often with level-timed challenge.

    Examples: Super Mario, Celeste

  • Point-and-click

    Cursor-driven adventure: hotspots, inventory puzzles, dialogue trees.

    Examples: Monkey Island, Return of the Obra Dinn

  • Puzzle

    Primary challenge is solving spatial, logic, or systems puzzles.

    Examples: Portal, The Witness

  • Quiz/Trivia

    Question-and-answer or knowledge challenges as the core loop.

    Examples: The Jackbox Party Pack

  • Racing

    Competition on a course or open route where vehicle control and racing line dominate.

    Examples: Forza, Mario Kart

  • Real Time Strategy (RTS)

    Real-time army/base command — economy, production, and simultaneous control.

    Examples: StarCraft, Age of Empires

  • Role-playing (RPG)

    Character progression, builds, and often quests or party management drive long-term play.

    Examples: Baldur's Gate, Final Fantasy

  • Shooter

    Aiming and firing are central — FPS, TPS, twin-stick, or rail variants.

    Examples: DOOM, Overwatch

  • Simulator

    Systems fidelity to a real or fictional activity (vehicles, life, management as simulation).

    Examples: Microsoft Flight Simulator, Euro Truck Simulator

  • Sport

    Digital recreation of athletic competition with sport-specific rules.

    Examples: FIFA, NBA 2K

  • Strategy

    Planning and decision-making under constraints; may be turn-based or real-time.

    Examples: Civilization, XCOM

  • Tactical

    Grid or positioning combat with careful unit placement and ability timing.

    Examples: Into the Breach, Fire Emblem

  • Turn-based strategy (TBS)

    Players alternate turns for movement, combat, or empire decisions.

    Examples: Civilization, Advance Wars

  • Visual Novel

    Story presented mainly through text, choices, and illustrated scenes.

    Examples: Doki Doki Literature Club, Ace Attorney

  • Roguelike

    Common founder term

    Run-based play with procedural layouts and lasting failure between attempts; often permadeath and build variety.

    Examples: Hades, Slay the Spire, Dead Cells

  • Deckbuilder

    Common founder term

    You construct or draft a card deck and win through card synergies across encounters.

    Examples: Slay the Spire, Balatro, Inscryption

  • Metroidvania

    Common founder term

    Interconnected map gated by movement/ability unlocks; backtracking with new tools opens paths.

    Examples: Hollow Knight, Ori, Metroid

  • Extraction

    Common founder term

    Enter a dangerous map, loot under pressure, and successfully extract — death or failure risks the haul.

    Examples: Escape from Tarkov, Hunt: Showdown

  • Idle / Incremental

    Common founder term

    Numbers, upgrades, and automation compound over time; often offline progress or prestige resets.

    Examples: Cookie Clicker, IdleOn

  • Survival

    Common founder term

    Stay alive by gathering, crafting, and managing hunger/threat — often open world. (Also an IGDB theme.)

    Examples: Don't Starve, Valheim

Themes

What the game is about — subject matter, not the control scheme or camera.

  • 4X (explore, expand, exploit, and exterminate)

    Empire-scale exploration, expansion, resource exploitation, and conquest.

    Examples: Civilization, Stellaris

  • Action

    Kinetic conflict and fast decision-making as the emotional center (subject, not just a genre tag).

    Examples: Devil May Cry

  • Business

    Running a company, shop, or economy is the fantasy.

    Examples: Game Dev Tycoon, Two Point Hospital

  • Comedy

    Humor is a primary subject or tone pillar.

    Examples: Goat Simulator, The Stanley Parable

  • Drama

    Character conflict and emotional stakes drive the narrative subject.

    Examples: What Remains of Edith Finch

  • Educational

    Teaching skills or knowledge is an explicit goal.

    Examples: Kerbal Space Program

  • Erotic

    Adult romantic or sexual content is a primary subject.

  • Fantasy

    Magic, myth, or secondary-world fantasy settings and creatures.

    Examples: The Witcher, Skyrim

  • Historical

    Past eras, real or lightly fictionalized history.

    Examples: Assassin's Creed, Kingdom Come

  • Horror

    Fear, dread, or survival against the uncanny.

    Examples: Resident Evil, Outlast

  • Kids

    Content aimed primarily at children.

    Examples: Animal Crossing

  • Mystery

    Investigation, secrets, and revelation.

    Examples: Return of the Obra Dinn, Her Story

  • Non-fiction

    Documentary or real-world factual subject matter.

    Examples: This War of Mine

  • Open world

    Large continuous space where the player chooses where to go next.

    Examples: The Elder Scrolls, Breath of the Wild

  • Party

    Social, local, or party-game subject (group play as the fantasy).

    Examples: Mario Party, Jackbox

  • Romance

    Romantic relationships as a central subject.

    Examples: Stardew Valley, Dream Daddy

  • Sandbox

    Player-driven creation and experimentation with few mandated goals.

    Examples: Minecraft, Garry's Mod

  • Science fiction

    Futurism, space, tech, or speculative science as the subject.

    Examples: Mass Effect, No Man's Sky

  • Stealth

    Avoiding detection and silent approach as the subject fantasy.

    Examples: Metal Gear, Hitman

  • Survival

    Endurance against scarcity, environment, or monsters.

    Examples: The Long Dark, Subnautica

  • Thriller

    Suspense and high-stakes tension as the subject mood.

    Examples: Alien: Isolation

  • Warfare

    War, armies, and military conflict as the subject.

    Examples: Call of Duty, Company of Heroes

  • Crafting

    Common founder term

    Gathering materials and assembling items/gear is a core subject fantasy.

    Examples: Minecraft, Valheim

  • Exploration

    Common founder term

    Discovery of places, secrets, or systems is the emotional payoff.

    Examples: Outer Wilds, No Man's Sky

  • Revenge

    Common founder term

    Payback or reckoning against a wrong is a central narrative subject.

    Examples: God of War, Max Payne

  • Empire-building

    Common founder term

    Growing territory, influence, or infrastructure over time.

    Examples: Civilization, Frostpunk

Player perspective

How the player sees the world (camera / presentation). You can pick more than one.

  • First person

    Camera sits in the character's eyes — you see hands/weapons, not the full body by default.

    Examples: Half-Life, Skyrim

  • Third person

    Camera follows behind or beside a visible avatar.

    Examples: Uncharted, The Legend of Zelda: Breath of the Wild

  • Bird view / Isometric

    Elevated or angled top-down view — classic strategy, CRPG, and many sims.

    Examples: Diablo, Into the Breach, The Sims

  • Side view

    Side-on camera — platformers, many beat 'em ups, and 2D fighters.

    Examples: Celeste, Street Fighter

  • Text

    Primarily text interface (parser, menus, or prose) rather than a spatial camera.

    Examples: Zork, AI Dungeon

  • Virtual Reality

    Designed for VR headsets — head-tracked view and usually motion controllers.

    Examples: Half-Life: Alyx, Beat Saber

  • Auditory

    Sound is the primary sense for play (audio games; limited or no visual scene).

    Examples: BlindDrive

Game modes

How people play together or alone. Match catalog labels when you can.

  • Single player

    One human player is the intended experience (AI opponents okay).

    Examples: Hades, Portal

  • Multiplayer

    More than one human player — competitive or open-ended online/local multiplayer.

    Examples: Fortnite, Rocket League

  • Co-operative

    Players work together toward shared goals (co-op campaigns, heists, raids).

    Examples: Deep Rock Galactic, It Takes Two

  • Massively Multiplayer Online (MMO)

    Large persistent shared worlds with many simultaneous players.

    Examples: World of Warcraft, Final Fantasy XIV

  • Battle Royale

    Shrinking-playspace last-player/team-standing competition.

    Examples: Fortnite, PUBG

  • Split screen

    Multiple players on one device/screen (divided view).

    Examples: Mario Kart, Halo (classic LAN)

Visual style

How it looks — curated labels aligned with common Steam visual tags (Pixel Graphics, Anime, Stylized, …). Product-authored for now (not a live Steam dump; see T69). Free text still allowed.

  • Pixel art

    Deliberate pixel / low-resolution raster look — from chunky 8-bit to crisp modern pixel.

    Examples: Celeste, Stardew Valley, Dead Cells

  • Low-poly

    Angular, faceted 3D with visible polygon edges — often stylized rather than soft-shaded realism.

    Examples: Everything, Superliminal, Dreams (some creations)

  • Hand-drawn

    Illustration that reads as drawn by hand — lines, ink, paint, or sketch — not photoreal 3D.

    Examples: Cuphead, Gris, Hollow Knight

  • Anime

    Anime / manga-inspired character and scene styling (eyes, line work, color language).

    Examples: Persona 5, Doki Doki Literature Club, Genshin Impact

  • Cartoon / cartoony

    Bold shapes, exaggerated proportions, and playful graphic readability.

    Examples: Overcooked, Fall Guys, Cuphead

  • Stylized

    Clearly non-photoreal art direction — readable silhouettes and designed color, without a single named technique.

    Examples: Fortnite, Hades, Zelda: Breath of the Wild

  • Realistic / photoreal

    Aims at photographic or high-fidelity real-world materials and lighting.

    Examples: The Last of Us, Red Dead Redemption 2, Cyberpunk 2077

  • Cel-shaded

    Flat color regions and ink-like outlines — comic or animated-film shading on 3D forms.

    Examples: The Legend of Zelda: The Wind Waker, Borderlands, Jet Set Radio

  • Voxel

    Built from blocky volumetric cubes — Minecraft-family or modern voxel art.

    Examples: Minecraft, Teardown, Crossy Road

  • Minimalist

    Sparse shapes, limited palette, and lots of negative space — UI and world stay quiet.

    Examples: Journey, Monument Valley, Thomas Was Alone

  • Abstract

    Non-representational forms — geometry, color, and motion over literal objects.

    Examples: Rez, Tetris Effect, Manifold Garden

  • Comic book

    Panel, ink, halftone, or onomatopoeia language borrowed from print comics.

    Examples: Comic Jumper, Batman: Arkham (some UI/FX), Comix Zone

  • Noir

    High-contrast shadow, rain/night city cues, and crime-drama visual language.

    Examples: L.A. Noire, Disco Elysium (parts), Max Payne

  • Retro / CRT

    Nostalgic older-hardware look — scanlines, limited palettes, or era-specific UI chrome.

    Examples: Hotline Miami, Hypnospace Outlaw, Return of the Obra Dinn

  • Painterly / watercolor

    Soft edges, pigment bleeds, or brush-texture that reads as painting.

    Examples: Gris, Okami, Child of Light

  • Colorful

    Saturated, high-energy color is a primary visual signature (not muted or desaturated).

    Examples: Mario Kart, Splatoon, Hades

  • Dark / desaturated look

    Muted or shadowed palette as art direction — distinct from “Dark” as a story theme.

    Examples: Limbo, Dark Souls, Alien: Isolation

  • UI / diegetic screens

    Heavy interface, CRT monitors, or in-world screens as the visual identity (hacker / systems look).

    Examples: Papers, Please, Keep Talking and Nobody Explodes, Hacknet

Tone / mood

How it feels to play — curated labels aligned with common Steam mood tags (Atmospheric, Cozy, Dark, Funny, …). Distinct from Themes. Product-authored for now (see T69).

  • Atmospheric

    Mood and place do heavy lifting — ambience, sound, and pacing create presence.

    Examples: Firewatch, Alien: Isolation, Journey

  • Cozy

    Low-stakes warmth and comfort — inviting systems without constant threat.

    Examples: Stardew Valley, Animal Crossing, A Short Hike

  • Relaxing

    Calm pacing and soft pressure — play that lowers arousal rather than spikes it.

    Examples: Stardew Valley, Unravel, Flower

  • Tense

    Sustained unease or pressure — you feel on edge even between spikes.

    Examples: Alien: Isolation, FTL, Into the Breach

  • Ominous

    Something bad is coming — dread and foreshadowing more than jump-scare comedy.

    Examples: Silent Hill, Darkwood, SOMA

  • Dark

    Bleak, heavy, or morally grim emotional coloring (mood — not just a fantasy setting tag).

    Examples: Dark Souls, This War of Mine, Spec Ops: The Line

  • Melancholic

    Bittersweet or sorrowful atmosphere — beauty mixed with loss.

    Examples: Gris, What Remains of Edith Finch, Journey

  • Whimsical

    Playful oddity and light surreal charm without hard horror.

    Examples: Katamari Damacy, Tearaway, Chicory

  • Chaotic

    Messy energy, overload, or gleeful disorder — hard to stay composed.

    Examples: Overcooked, Vampire Survivors, Goat Simulator

  • Funny / comedic

    Humor is a primary emotional goal — jokes, parody, or slapstick landing often.

    Examples: Portal, Monkey Island, Untitled Goose Game

  • Cute

    Adorable presentation and soft affect — charm over menace.

    Examples: Slime Rancher, Kirby, Unpacking

  • Wholesome

    Kind, affirming emotional register — low cruelty, high goodwill.

    Examples: A Short Hike, Cozy Grove, Spiritfarer

  • Surreal

    Dream-logic and uncanny imagery — reality bends on purpose.

    Examples: Control, Superliminal, Antichamber

  • Oppressive

    Weight and confinement — systems or world feel stacked against you.

    Examples: Papers, Please, Pathologic, Darkest Dungeon

  • Epic / triumphant

    Grand scale and heroic lift — awe, fanfare, and high stakes.

    Examples: God of War, Horizon Zero Dawn, Final Fantasy

  • Satirical

    Points at the real world with irony or critique while you play.

    Examples: Papers, Please, The Stanley Parable, Disco Elysium

  • Horror (mood)

    Fear as the felt register — jump scares optional; dread is the point. Prefer Themes → Horror for subject matter.

    Examples: Resident Evil, Outlast, Amnesia

  • Mysterious

    Curiosity and unanswered questions drive how it feels to proceed.

    Examples: Outer Wilds, Return of the Obra Dinn, Her Story