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Gameplay Mechanics

Dragynrain edited this page Nov 13, 2025 · 1 revision

Gameplay Mechanics

Core gameplay systems and mechanics in Rogue Signal Protocol.

Core Stats

CPU (Health)

  • Default: 100
  • Max Capacity: 200
  • Your primary health pool. When it reaches 0, you're eliminated
  • Can be restored with CPU Recovery Nodes (+20) and by eliminating enemies (+5)
  • Upgraded permanently with Processing Core pickups (+20 max)

RAM (Ability Slots)

  • Default: 8 GB
  • Max Capacity: 32 GB
  • Determines how many exploits you can equip simultaneously
  • Each exploit costs 1-3 RAM
  • Upgraded permanently with Memory Expansion pickups (+4 max)

Heat (Ability Resource)

  • Max: 100 degrees
  • Overheat Threshold: 100 degrees
  • Generated when using exploits
  • Passively cools 2 degrees/turn (3 with enhanced cooling)
  • Can be reduced with Cooling Nodes (-20 instant)
  • Upgraded permanently with Cooling Matrix pickups (+20 max)

Trace (Detection Level)

  • Max: 100%
  • Passively increases 1% every 25 turns
  • Increases when in enemy vision or performing loud actions
  • Reduced by 50% when advancing to next level
  • Can be reduced with Log Wiper exploit (-30%) or Ghost Nodes (-20%)
  • At high trace levels, enemies become more aggressive

Movement & Stealth

Vision System

  • Player Vision: 15 tiles
  • Enemy Vision: Varies by type (3-8 tiles)
  • Line of sight blocked by walls
  • Blind Spots reduce enemy vision range by 3x when player is inside

Detection States

Enemies have three awareness states:

  1. Unaware (Yellow): Normal patrol, hasn't detected you
  2. Alert (Orange): Investigating suspicious activity, lasts 1 turn
  3. Hostile (Red): Actively pursuing you

Blind Spots

  • Represented by . symbol
  • Reduce enemy detection range dramatically
  • Function as stealth zones for tactical positioning
  • Ghost Nodes also function as blind spots

Enemy Movement Queue

One of the game's core tactical features:

  • Enemies display their next 3 planned moves
  • Allows you to predict and outmaneuver security
  • Queue invalidates when:
    • Enemy changes state (unaware -> alert -> hostile)
    • Planned move is blocked
  • All enemies use consistent pathfinding for predictability

Combat System

Damage Calculation

  • Direct damage: Exploit damage value - enemy resistance (if applicable)
  • Area damage: Can affect multiple targets including you
  • Admin Avatar has 50% damage resistance (minimum 5 damage)

Combat Exploits

  • Buffer Overflow: 40 damage, melee range (1 tile)
  • Code Injection: 25 damage, 5 tile range
  • Logic Bomb: 15 damage, area attack (2 tile radius)
  • Denial of Service: Disables enemies for 5 turns
  • System Crash: 30 damage to everything nearby (including you!)

Shadow Damage Bonus

  • Attacking from blind spots grants +10 damage
  • Encourages stealth-to-combat transitions

Exploits

Exploits are your primary abilities, organized into four categories:

Stealth

  • System Hop: Teleport up to 6 tiles
  • Traffic Masquerade: Become invisible for 5 turns
  • Decoy Swarm: Distract enemies for 8 turns
  • Memory Leak: Blind enemies in 3x3 area for 3 turns

Combat

  • Buffer Overflow: High damage melee (40)
  • Code Injection: Reliable ranged damage (25)
  • Logic Bomb: Area damage (15)
  • Denial of Service: Disable enemies

Utility

  • Threat Scan: Reveal enemy vision for 5 turns
  • Network Scan: Show all special nodes
  • Log Wiper: Reduce trace by 30%
  • Antivirus: Cure all negative effects

Emergency

  • System Crash: Desperation move, damages everything

See Exploit Database for complete details.

Level Progression

Network Types

  1. Corporate Network (Level 1)

    • 19 enemies
    • More resources (6 cooling/CPU/ghost nodes)
    • 12 data codes, 4 exploit pickups, 1 upgrade
  2. Government System (Level 2)

    • 28 enemies
    • Moderate resources (4 cooling/CPU/ghost nodes)
    • 10 data codes, 3 exploit pickups, 2 upgrades
  3. Military Backbone (Level 3)

    • 38 enemies
    • Scarce resources (2 cooling/CPU/ghost nodes)
    • 5 data codes, 2 exploit pickups, 3 upgrades
    • Final level with Admin Avatar boss

Victory Condition

  • Reach and activate the Gateway (>) on each level
  • Successfully exfiltrate from all 3 networks

Data Codes

Randomized beneficial pickups (! symbol):

  • Heat reduction: -40 degrees instant
  • CPU restoration: 30-40 CPU
  • Trace reduction: -25%
  • Speed boost: Extra movement for 3 turns
  • Enhanced vision: +2 vision range for 5 turns
  • Exploit efficiency: Reduced heat cost for 8 turns

Special Enemy Behaviors

Admin Avatar (Boss)

  • Only appears on Military Backbone (Level 3)
  • 250 CPU, 8 vision range, 45 damage
  • 50% damage resistance (min 5 damage)
  • Relentless pursuit behavior
  • Uses advanced pathfinding

Virus Enemies

  • Don't deal direct damage
  • Inflict virus status effect (3-10 turns)
  • Virus deals 3 CPU damage per turn
  • Cured with Antivirus exploit

Inhibitor Enemies

  • Apply slow effect on contact
  • Reduces your movement options
  • No direct damage

Scanner Enemies

  • Stationary surveillance (0 damage)
  • Enhanced vision range (5 tiles)
  • Early warning system for other enemies

Difficulty Modifiers

Four difficulty levels with stat multipliers:

  • Easy: 0.8x (20% easier)
  • Normal: 1.0x (baseline)
  • Hard: 1.3x (30% harder)
  • Nightmare: 1.6x (60% harder)

Multipliers affect enemy stats and resource availability.

Permadeath & Saves

  • Game auto-saves on exit
  • Save is deleted on death - true permadeath
  • No save scumming or reloading
  • Achievement progress persists across runs

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