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Horror
Built to frighten with darkness scarcity and something hunting you.
Psychological Horror
Fear built from atmosphere and implication rather than threat.
Survival Horror
Horror with scarce ammunition and light.
Atmospheric
Carried by lighting and environment design rather than action.
Zombies
Undead enemies in numbers usually with scarce supplies.
Walking Simulator
Exploration and narrative with little or no mechanical challenge.
Post Apocalyptic
Set after a collapse and built around scarcity and ruins.
Dark Fantasy
Fantasy with a grim tone and a hostile world.
Thriller
Sustained tension and pace rather than outright horror.
Party Game
Built for a group in one sitting with minimal setup.
Family Friendly
Suitable for mixed ages with no explicit content.
Board Game
Tabletop games adapted for the screen and new designs like them.
Tabletop
Board card and dice games adapted for the screen.
Social Deduction
Players identify hidden roles by reading each other's behaviour.
Survival
Managing hunger and shelter against an environment that depletes them.
Sandbox
Open tools and systems with no set objective.
Open World
A continuous map that can be crossed in any order.
Building
Constructing structures from placeable parts.
Crafting
Gathering materials and combining them into tools and structures.
PvP
Players compete directly against each other.
Shooter
Ranged combat with firearms or their equivalents as the main mechanic.
PvE
Players face the game's own opponents rather than each other.
FPS
A first-person view with ranged weapons as the main mechanic.
Top Down Shooter
Ranged combat seen from directly above.
Platformer
Jumping between platforms with precise timing and movement.
3D Platformer
Jumping in three dimensions with depth judgement as the challenge.
Puzzle Platformer
Platforming levels where each obstacle is a puzzle to work out first.
2D Platformer
Side-on jumping and traversal built on precise timing.
Collectathon
Puzzle
Progress comes from working out a rule rather than from reflexes.
Hidden Object
Finding specific items concealed in detailed scenes.
Escape Room
A sealed space with linked puzzles and one way out.
Point Click
Navigating and solving by clicking on the scene and its objects.
Logic
Deduction and rule-following rather than reflexes.
Sports
Team or individual competition modelled on a real sport.
Driving
Controlling road vehicles for racing delivery or travel.
Racing
Competition to finish a course first against players or the clock.
Esports
Balanced for organised competition with ranked or tournament play.
Automobile Sim
Cars modelled in detail down to handling and damage.
Casual
Simple rules and short sessions playable without practice.
Action
Reflex-driven play built on movement and timing.
Adventure
Exploration and narrative progress with obstacles to work through.
Simulation
Systems modelled in detail from vehicles to whole businesses.
Indie
Made by small teams outside the major publishers.
Horror
Built to frighten with darkness scarcity and something hunting you.
Psychological Horror
Fear built from atmosphere and implication rather than threat.
Survival Horror
Horror with scarce ammunition and light.
Atmospheric
Carried by lighting and environment design rather than action.
Zombies
Undead enemies in numbers usually with scarce supplies.
Walking Simulator
Exploration and narrative with little or no mechanical challenge.
Post Apocalyptic
Set after a collapse and built around scarcity and ruins.
Dark Fantasy
Fantasy with a grim tone and a hostile world.
Thriller
Sustained tension and pace rather than outright horror.
Party Game
Built for a group in one sitting with minimal setup.
Family Friendly
Suitable for mixed ages with no explicit content.
Board Game
Tabletop games adapted for the screen and new designs like them.
Tabletop
Board card and dice games adapted for the screen.
Social Deduction
Players identify hidden roles by reading each other's behaviour.
Survival
Managing hunger and shelter against an environment that depletes them.
Sandbox
Open tools and systems with no set objective.
Open World
A continuous map that can be crossed in any order.
Building
Constructing structures from placeable parts.
Crafting
Gathering materials and combining them into tools and structures.
PvP
Players compete directly against each other.
Shooter
Ranged combat with firearms or their equivalents as the main mechanic.
PvE
Players face the game's own opponents rather than each other.
FPS
A first-person view with ranged weapons as the main mechanic.
Top Down Shooter
Ranged combat seen from directly above.
Platformer
Jumping between platforms with precise timing and movement.
3D Platformer
Jumping in three dimensions with depth judgement as the challenge.
Puzzle Platformer
Platforming levels where each obstacle is a puzzle to work out first.
2D Platformer
Side-on jumping and traversal built on precise timing.
Collectathon
Puzzle
Progress comes from working out a rule rather than from reflexes.
Hidden Object
Finding specific items concealed in detailed scenes.
Escape Room
A sealed space with linked puzzles and one way out.
Point Click
Navigating and solving by clicking on the scene and its objects.
Logic
Deduction and rule-following rather than reflexes.
Sports
Team or individual competition modelled on a real sport.
Driving
Controlling road vehicles for racing delivery or travel.
Racing
Competition to finish a course first against players or the clock.
Esports
Balanced for organised competition with ranked or tournament play.
Automobile Sim
Cars modelled in detail down to handling and damage.
Casual
Simple rules and short sessions playable without practice.
Action
Reflex-driven play built on movement and timing.
Adventure
Exploration and narrative progress with obstacles to work through.
Simulation
Systems modelled in detail from vehicles to whole businesses.
Indie
Made by small teams outside the major publishers.
Job Simulator
Ordinary occupations modelled as play.
Dense patterns of enemy fire to weave through.
Levels hold large numbers of collectible items to find.
Numbers grow steadily unlocking systems that make them grow faster.
Detailed systems that allow several valid solutions to each problem.
One display divided between players at the same machine.
Job Simulator
Ordinary occupations modelled as play.
Dense patterns of enemy fire to weave through.
Levels hold large numbers of collectible items to find.
Numbers grow steadily unlocking systems that make them grow faster.
Detailed systems that allow several valid solutions to each problem.
One display divided between players at the same machine.