Contract catalog
The catalog has 15 contracts in 8 groups. Each contract lists its adoptions. An adoption is the contract with the answers filled in for one common case. Open a contract or an adoption to read the questions, try the answers and add it to your package.
Try stamina, backpack, jump or autosave.
Pools & meters
Health, stamina, fuel, and other numbers with a top and a bottom.
Ranged value
15 questionsThis contract decides what your health bar or XP bar does when it overfills, reaches zero, or fills into the next level.
Also called: health, health bar, stamina, mana
Inventories & holdings
Bags, chests, and the items a player carries.
Container
6 questionsThis contract decides when a container is full, what happens to items that do not fit, and which slot receives or gives an item first.
Also called: inventory, backpack, bag, chest
Crafting & exchange
Crafting, trades, and what happens when a job cannot finish.
Job resolution
9 questionsThis contract decides what your crafting bench or build queue does when a job stops, fails, or has no place for its result.
Also called: recipe resolution, crafting, recipe, crafting bench
Ordering & resolution
Which effect happens first when two things happen at once.
Event resolution
8 questionsThis contract decides what your turn order does when two events are due at the same moment: which event goes first and how a tie is decided.
Also called: turn order, initiative, initiative tie, resolution order
Timed window
4 questions per windowThis contract decides what a timed window, such as invulnerability frames, a cooldown, or a status effect, does when its opening occurs again while it is open, when play is suspended, and when it ends.
Also called: invulnerability frames, i-frames, restart lock, cooldown window
World space & grids
Grids and tiles: where cells start, which cells touch, and how distance works.
Grid and direction
10 questionsThis contract decides how your grid is numbered, which cells are neighbors, how distance is measured, and how a rule decides a tie between two cells.
Also called: grid, tile map, coordinates, origin
Controls & camera
Input, selection, movement, cameras, and the feedback that makes them clear.
Camera framing
1 questionThis contract decides what each camera must keep on screen, which activities, such as zoom, may move that content off screen, and what happens when the content does not fit.
Also called: camera, camera bounds, camera follow, camera framing
Control options
2 questionsThis contract decides which button, key, or touch runs each action, how players can change the controls, and what happens when a press is demanding, such as a hold or a combination.
Also called: controls, control scheme, control layout, key bindings
Input forgiveness
1 questionThis contract decides what happens when the player presses jump or dodge slightly too early or too late, and which action the game tries when several become ready at the same moment.
Also called: coyote time, input buffer, jump buffer, input buffering
Pointer command
6 questionsThis contract decides what a mouse click or screen tap does: what it selects, what it orders, and what a cancel ends.
Also called: click to move, tap to move, unit selection, box select
Determinism & replay
Saves, replays, offline progress, and getting the same result twice.
Replay scope
3 questionsThis contract decides what your racing ghost has to match, whether the game can still play it after an update, and what happens at the first difference.
Also called: replay, replay file, rerun, determinism
State persistence scope
3 questionsThis contract decides whether your campaign progress and settings are kept after events such as a crash or a move to a new device, and what happens when a save is damaged.
Also called: save state, save data, persistence, reload
Suspension and catch-up
6 questionsThis contract decides what your energy refill or crop timer does while the game is closed, and what the player sees on return.
Also called: offline progress, away progress, catch-up, background progress
Legibility
What the player can always see, hear, or feel, and which actions they can find.
Action legibility
2 questionsThis contract decides which actions players can discover, what players see when an action cannot be used, and which action a shared button runs.
Also called: action prompts, interact prompt, context-sensitive interact, shared interact button
Fact list
3 questionsThis contract decides which game facts players can always read, and how players read each fact without depending on color alone.
Also called: readable facts, accessibility cues, information channels, color alternatives