Dungeon-Mind
Game design docs for Chris's roguelike: AI-native monsters (Ammann-style action profiles), tick-based PER combat, Pathfinder-inspired rules. Started 2026-09-27.
Overview
Overview Overview Dungeon-Mind teaser key art. "No monster fights alone." Overview dungeon-mind i...
Combat System
Tick engine, PER cycle, resolution, reactions, cancellation, movement
Tick Engine and PER Cycle
Tick Engine and PER Cycle The combat clock is a global discrete tick, not real time. Player-paced...
Resolution, Initiative, and Reactions
Resolution, Initiative, and Reactions Tick resolution Each tick runs one loop over every actor, i...
Cancellation and Readability
Cancellation and Readability Cancel actions Cancelling is itself an action with its own PER cycle...
Movement and Terrain
Movement and Terrain Movement is a PER action like any other. Terrain is paid at the borders: Pha...
Monster AI
Ammann action profiles, knowledge state, decision models
Rules and Licensing
ORC, Pathfinder SRD, scope decisions
Planning
Open questions and next steps
Representation and Feedback Doctrine
Representation and Feedback Doctrine Purpose This page fixes the game's presentation stance: what...