- 01Read access rules
- 02Choose an identity
- 03Avoid detection and illegal acts
- 04Enter and leave the target area
Disguise and access
Identity determines permitted areas and actions, while some observers still detect anomalies. A disguise changes permissions rather than granting universal invisibility.
The player's decision
Adopt warehouse access or keep lobby access and seek another entrance?
Original scenario
Original setup: cooks access kitchens, archivists access records, and one guard knows the real archivist. Plan identity, route and observer together.
Start with this prototype
Build three rooms, two identities and one recognizer. Display access and violation reasons. Retrieve a file and return to win; allow disguise changes and reset. Omit crowds and an open world.
Change one variable
Tune overlap between identities so no disguise covers every valuable route.
What to observe in a playtest
Can players explain each denial, and does every identity offer a distinct use?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Color-only permissions or hidden recognition reasons turn social stealth into memorized trial and error.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- HITMAN World of Assassination
Disguises, manipulating characters and starting outfits support route choices.
- Desperados III
Kate can fool characters with an appropriate outfit, illustrating target-dependent identity abilities.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build three rooms, two identities and one recognizer. Display access and violation reasons. Retrieve a file and return to win; allow disguise changes and reset. Omit crowds and an open world.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.