Gamorium's take

A choice-driven RPG where allocating stats toward Tide alignment and crisis routing determines narrative outcomes.
the cheat-test profile
Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.
cheat: Aimbot - perfect inputs
Combat is explicitly optional; minimal motor demand throughout
cheat: Out-predict an adaptive opponent
Crisis encounters use scripted AI patterns, no adaptive opponents
cheat: See what's hidden / map the RNG
Hidden Tide value thresholds and item interactions create unknown-information branches
cheat: A perfect solver / coach
Stat allocation, Tide routing and artefact loadout reward system knowledge
Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.
These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.
The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.
Ranked by shared genre first, then by how closely the cheat-test profile matches - a cross-genre tag means a pick matched on skill profile alone.