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 termRun-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 termYou construct or draft a card deck and win through card synergies across encounters.
Examples: Slay the Spire, Balatro, Inscryption
Metroidvania
Common founder termInterconnected map gated by movement/ability unlocks; backtracking with new tools opens paths.
Examples: Hollow Knight, Ori, Metroid
Extraction
Common founder termEnter 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 termNumbers, upgrades, and automation compound over time; often offline progress or prestige resets.
Examples: Cookie Clicker, IdleOn
Survival
Common founder termStay 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 termGathering materials and assembling items/gear is a core subject fantasy.
Examples: Minecraft, Valheim
Exploration
Common founder termDiscovery of places, secrets, or systems is the emotional payoff.
Examples: Outer Wilds, No Man's Sky
Revenge
Common founder termPayback or reckoning against a wrong is a central narrative subject.
Examples: God of War, Max Payne
Empire-building
Common founder termGrowing 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