---
title: "Core loops"
url: /docs/en-us/production/game-design/core-loops
last_updated: 2026-08-17T23:44:06Z
description: "Core Loops"
---

# Core loops

A game's **core loop** is the central gameplay through which an entire game is built. A game's core loop is divided into three sections:

- Minute to minute player interaction
- Most repeated set of actions
- Progression engine

## Minute to minute player interaction

The first step in a core loop is the **minute to minute player interaction**. These constant actions form the baseline for the game and vary depending on genre.

In an action RPG, exploration represents the minute to minute player interaction. The player constantly explores the world, either discovering new areas or revisiting previously explored ones.

![A diagram of three light blue circles in a pyramid configuration with white arrows between them to signify an ordered cyclical relationship. The top blue circle that signifies the first step says Explore.](../../assets/game-design/core-loops/core-loops1.png)_First step in a core loop in an Action RPG_

## Most repeated set of actions

The second step in a core loop is the **most repeated set of actions**. The minute to minute interaction facilitates these actions, and these are often the defining mechanic of the game. While games might involve multiple action sets, the most frequently repeated actions become part of the game's core loop.

In an action RPG, fighting is the most repeated set of actions. As they explore the world, players continually engage in combat. Though "fighting" comprises various individual actions, such as dodging, striking, and guarding, they fall under the single core mechanic.

![A diagram of three light blue circles in a pyramid configuration with white arrows between them to signify an ordered cyclical relationship. The top blue circle that signifies the first step says Explore, and the second blue circle on the bottom right-hand side that signifies the second step says Fight.](../../assets/game-design/core-loops/core-loops2.png)_Second step in a core loop in an Action RPG_

## Progression engine

The third step in a core loop is the **progression engine**, which propels players through the game. Without a progression system, a game becomes repetitive, boring, and shallow.

In an action RPG, the upgrade tree serves as the progression system. Once players finish exploring and fighting, they require a system to manifest these changes. This process includes leveling up and acquiring new skills, which then boost the player's future exploration and combat capabilities.

![A diagram of three light blue circles in a pyramid configuration with white arrows between them to signify an ordered cyclical relationship. The top blue circle that signifies the first step says Explore, the second blue circle on the bottom right-hand side that signifies the second step says Fight, and the third blue circle on the bottom left-hand side that signifies the third step says Upgrade.](../../assets/game-design/core-loops/core-loops3.png)_Third step in a core loop in an Action RPG_

When you design a core loop effectively, you create engaging and dynamic games that captivate players. A well-designed core loop fosters a seamless, repeatable, enjoyable gameplay cycle.