one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

the book · 16

01-same-parts

Chapter 1. Same parts

RimWorld, in parts · Rare parts · How much of a game is core · The grid · The most common parts · One name, many rules · What the names are for · Names still missing · Exercise: decompose a game

2,953 words
02-six-layers

Chapter 2. Six layers

Substrate: what exists · Dynamics: how it changes · Coupling: how systems touch · Control: how intent enters · Legibility: how the state gets out · Pacing and stakes: when to look and what is lost · Where genres spend · Exercise: profile a game by layer

3,417 words
03-old-parts

Chapter 3. Old parts

Dating a mechanic · Most of it by 2000 · A test of the claim · The founding games · What came after · Careers · Built from older parts · Named influences · Exercise: date a game

3,461 words
04-families

Chapter 4. Families

What the two games share · How the families are drawn · Families that cross genres · Series and descendants · Reading a family · How much genre explains · Where the method is weak · Exercise: place a game

3,817 words
05-depth-costs-legibility

Chapter 5. Depth costs legibility

Two scores · What the scores show · Readable rules, unreadable results · Harder to balance · Expensive and hidden · Hard reads · Mechanics that own nothing · Hidden on purpose · Choosing a point on the slope · Exercise: trace a collapse

3,966 words
06-five-ceilings

Chapter 6. Five ceilings

Content made by hand · Ticks per second · What a player can follow · Same inputs, same world · Minds made of formulas · Lifting one ceiling spends another · The ceilings move at different speeds · Exercise: find the ceiling

3,943 words
07-what-shipped

Chapter 7. What shipped

How the dataset counts maturity · The one norm: frames · Assets, places, and motion · Characters that talk · Societies in the lab · Opponents and tools · What writes into the simulation · Prototypes beside the engine · Reproducibility · How it was received · Exercise: classify an AI feature

4,422 words
08-where-ai-lands

Chapter 8. Where AI lands

Seven ways to change a mechanic · Where the set comes from · Counting exposure · What the techniques would change · The economic core · Research that would tune the economy · The most exposed mechanics · Judgment against evidence · Exercise: aim a technique

4,707 words
09-vacant-lots

Chapter 9. Vacant lots

Packages · Lots no one has built · Five lots · Goals and open runs · Two kinds of city builder · Two more lineages · Lots already built · What makes a lot worth building · Exercise: survey a lot

4,281 words
10-bets

Chapter 10. Bets

What a bet contains · The top of the list · A colonist with a memory · The pattern behind the list · Storytellers and events · Orders and managers · Laws written by players · Further down · Search and emulators · Bets outside games · Who should build what · Exercise: write a bet

4,565 words
11-what-breaks

Chapter 11. What breaks

The same inputs, the same world · Where the computation happens · Contradiction · Opaque replacements · The bill · Latency · Steering and checking · Trust, authorship, and safety · Provenance · Labor and safety · Risks the bets name · A log as the fix · Exercise: trace a failure

3,569 words
12-keeping-score

Chapter 12. Keeping score

A bet that can lose · Reading criteria literally · What counts as evidence · What does not count · Who may resolve one · What a checker has to establish · The two quiet outcomes · A prediction that was true when written · Horizon and date · What the scoreboard will show · Exercise: resolve one early

3,714 words
13-how-the-book-checks-itself

Chapter 13. How the book checks itself

Everything is a build · One file per record · Eleven ways to drift · Failures that shaped the rules · A field and a mechanic that disagreed · Four pilots · Status is a claim about evidence · Runs and their limits · How to contribute

3,167 words
90-glossary

Glossary of mechanics

Resources & production · Logistics & networks · Economy & finance · Agents & behavior · Social relations · Population & lineage · Governance & policy · Space & construction · Physics & materials · Environment & ecology · Biology & health · Time & pacing · Information & legibility · Control & automation · Progression & goals · Risk & failure · Narrative & generation · World generation · Multiplayer & persistence · Conflict & defense · Operation & procedure

4,988 words
91-catalog
1,384 words

episodes · 12

episode-01

Every simulation game is made of the same parts

RimWorld taken apart into its mechanics, then every game in the catalog the same way. The most common parts simulate nothing, the parts a game can't do without are much rarer, and each genre spends its parts differently.

5:26
episode-02

Where the parts came from

Hamurabi, from 1968, already used parts that games still use. Most of the vocabulary was in a catalog game by 2000, a test against chance shows how much of that comes from parts being widely shared, and recent games are built mostly from old parts.

8:04
episode-03

Families across genres

Group games by their mechanics instead of their genre and families appear: series that stay together, a sequel that moved, and odd couples like Papers, Please and Princess Maker 2. How the families are drawn, how far they match genre, and where they fall apart.

7:46
episode-04

Why deep systems are hard to read

A flooded fortress in Dwarf Fortress shows a chain of causes the player never sees. Mechanics that produce more variety are rated harder to read and harder to balance, and designers answered with mechanics that simulate nothing and only show what the others hold.

7:03
episode-05

The five ceilings

Five limits on simulation games: content made by hand, ticks per second, what a player can follow, the same inputs giving the same world, and believable minds. Lifting one usually spends another, and the cost of authoring is falling fastest.

7:29
episode-06

What AI shipped

Which AI techniques have shipped in simulation games, and how far. Neural rendering is the one that is normal; talking characters, opponents, and tools players never see have shipped in fewer games, and the few that change a game's state can break its replays.

8:07
episode-07

Where AI lands

Infinite Craft stores a language model's answer and treats it as a rule. Counting every technique against every mechanic shows research aimed at generative content, while the economic core most games are built from has almost nothing aimed at it.

7:31
episode-08

Vacant lots

Pairs of common mechanics that almost never share a game, like a city builder that tells stories or a production game whose workers grow old. A few lots are already built by a single game, and some may stay empty for good reason.

7:33
episode-09

Bets worth making

The dataset's bets on what to build next, each with an experiment and a dated prediction: a button that asks why, a preview of possible futures, colonists with a memory, mods written as a sentence. None of the leading bets asks a model to become the simulation.

7:11
episode-10

What breaks

How AI features break simulation games: desyncs when a search stops by the clock, contradictions, models that replace rules players could read, the running cost of model calls, and trust. A log that records the model's decisions keeps such a game replayable.

6:43
episode-11

Keeping score

How the dataset's predictions are written so they can lose, when they come due, and who is allowed to check them. Once results arrive, the scoreboard also tests whether the rankings behind the bets meant anything.

6:48
episode-12

How this was made

How the dataset behind the series is built and checked: plain-text records, everything rebuilt on every change, rules that came from failures, a record of every run, and what the checks can't see. It ends on how anyone can extend it.

6:42

shorts · 12

short-01

The five most common parts

The five parts that turn up most often in simulation games don't simulate anything.

0:38
short-02

Every part of Stardew Valley is older than it

Every part of Stardew Valley appears in an earlier game in our catalog.

0:40
short-03

A border post and a daughter

A border-checkpoint game from 2013 and a daughter-raising game from 1993 belong to the same family.

0:36
short-04

Decorating makes the raids bigger

In RimWorld, decorating your colony makes the raids bigger.

0:36
short-05

The refrigerator knows

In The Sims, the knowledge of how to eat is stored in the refrigerator.

0:36
short-06

The one AI technique that's normal

Of the AI techniques in our dataset, exactly one has become normal in games, and it never touches the simulation.

0:40
short-07

Most used, barely touched

The kind of mechanic simulation games use most is among the kinds AI research has touched least.

0:36
short-08

City builders don't tell stories

Only one game in our catalog lets you place buildings and also runs chains of story events: 77 games do the first, 17 the second.

0:38
short-09

The why button

The AI feature our dataset ranks highest for simulation games is a button that asks why.

0:39
short-10

The faster computer

A faster computer can break a multiplayer game when the AI opponent thinks by the clock.

0:35
short-11

Due on the same day

9 predictions about AI in simulation games come due on the same day, December 31, 2027.

0:35
short-12

The parts the agents skipped

The most common parts of simulation games almost went uncounted in our dataset.

0:33

games · 177

a-tale-in-the-desert

MMO worldA Tale in the Desert

A combat-free MMO set in ancient Egypt in which players gather, craft, and build, pass tests in several disciplines, and govern the world through player-written petitions and votes, with the world wiped and restarted at the end of each Telling.

2003 · mmo world
against-the-storm

City builderAgainst the Storm

A roguelite city builder in which each settlement must fill a reputation gauge before the Queen's impatience runs out, balancing three villager species' needs while opening dangerous forest glades under a recurring blightstorm.

2021 · city builder
ai-dungeon

AI-nativeAI Dungeon

A text adventure in which a large language model continues the story after each player input, so actions, dialogue, and world facts the player types are improvised into narration rather than resolved by authored rules.

2019 · ai-native
animal-crossing-new-horizons

Life simAnimal Crossing: New Horizons

A Nintendo life sim on a deserted island whose clock, seasons, and wildlife follow the real calendar, built around gathering, D.I.Y. crafting, museum collections, villager relationships, and island design.

2020 · life sim
anno-117

City builderAnno 117: Pax Romana

A Roman-era Anno city builder in which residents advance from Liberti to Patricians through categorized needs, buildings affect their neighbors, schools generate research, and modular ships guard multi-island trade.

2025 · city builder
anno-1800

City builderAnno 1800

An industrial-era city builder in which residents advance through five Old World tiers by consuming goods from multi-island production chains, linked to a New World session by trade routes and contested by AI rivals.

2019 · city builder
arma-3

Wargame / military simArma 3

A first-person military simulation on large open terrains in which infantry, vehicles, and aircraft fight under modeled ballistics, recoil, and load-based stamina, extended by the Eden editor, SQF scripting, and a large mod community.

2013 · wargame / military sim
aurora-4x

4X strategyAurora 4X

A free space 4X simulation by a single developer in which the player runs an interstellar empire through ship design from components, mineral mining, sensor-based detection, missile and beam combat, and named officers, with time advanced in steps from seconds to days.

2004 · 4x strategy
autonauts

Programming simAutonauts

A colony automation game in which the player crafts workerbots from parts and teaches them farming, crafting, and cooking routines in a Scratch-style visual language, so that bots supply the food, housing, and care that a growing population of Folk needs.

2019 · programming sim
balance-of-power

Political simBalance of Power

A Cold War geopolitical sim in which the player, as US or Soviet leader, spends aid, treaties, and interventions on minor countries over eight annual turns and manages escalating crises to gain prestige without triggering nuclear war.

1985 · political sim
banished

City builderBanished

A survival city builder without money or a tech tree in which exiled families gather, farm, and stockpile for winter while aging, births, disease, and disasters decide whether the town grows or starves.

2014 · city builder
beamng-drive

Vehicle simBeamNG.drive

A vehicle sim built on soft-body physics in which every vehicle is a node-and-beam skeleton that flexes, deforms, and breaks under impact, played as a free-roam sandbox with scenarios.

2013 · vehicle sim
besiege

Construction / engineeringBesiege

A physics construction game where the player builds medieval siege machines from blocks, wheels, and weapons, then drives them against castles and armies in objective levels or a sandbox.

2015 · construction / engineering
big-ambitions

Business / economic simBig Ambitions

A business life sim set in a simulated New York City in which the player's avatar rents storefronts, stocks and staffs shops, builds warehouse logistics, and grows from one store into a business empire.

2023 · business / economic sim
big-pharma

Factory / automationBig Pharma

A pharmaceutical factory and business sim in which the player routes ingredients through machines on conveyor belts to push their concentration into the range that activates cures while suppressing side effects, then sells into contested markets.

2015 · factory / automation
bitburner

Programming simBitburner

A free, open-source incremental hacking game in which the player writes JavaScript scripts that hack, grow, and weaken simulated servers for money, then spends it with faction reputation on augmentations that reset progress in exchange for permanent multipliers.

2017 · programming sim
black-and-white

God gameBlack & White

A god game in which the player wins villagers' belief through miracles, help, or fear while training a giant creature whose behavior is learned from the player's rewards and punishments.

2001 · god game
caesar-3

City builderCaesar III

A Roman city builder in which service walkers roam the roads from their buildings, houses evolve only where food, goods, and services actually reach them, and missions are won on culture, prosperity, peace, and favor ratings.

1998 · city builder
capitalism

Business / economic simCapitalism

A corporate business sim in which the player builds retail stores, factories, farms, mines, and R&D centers from internal unit layouts and competes with AI firms on price, quality, and brand across city markets.

1995 · business / economic sim
captain-of-industry

Factory / automationCaptain of Industry

An industrial colony builder in which the player reshapes island terrain with excavators and trucks, runs production chains to feed, house, and power a settlement, and spends the Unity its satisfied population generates on edicts, quick builds, and world-map expansion.

2022 · factory / automation
car-mechanic-simulator-2021

Job simCar Mechanic Simulator 2021

A first-person garage sim in which the player diagnoses and repairs customer cars part by part, restores auction and barn-find cars, and expands the workshop.

2021 · job sim
caves-of-qud

Systemic RPGCaves of Qud

A science-fantasy roguelike RPG with simulated factions, liquids, body parts, and procedurally generated histories, built partly with wave function collapse.

2015 · systemic rpg
cities-skylines

City builderCities: Skylines

A city builder in which road-following zones, agent citizens who route to work along computed paths, district policies, and player-drawn transit lines make traffic flow the central design problem.

2015 · city builder
cities-skylines-2

City builderCities: Skylines II

The sequel to Cities: Skylines, with citizens choosing routes by time, comfort, and money, a tech tree of development points, preset climates with seasons, and maps of up to 441 tiles.

2023 · city builder
command-modern-operations

Wargame / military simCommand: Modern Operations

A real-time operational military simulation in which the player commands air, naval, and land units drawn from a database of tens of thousands of real platforms, sensors, and weapons on a map of Earth, managing doctrine, emissions control, and missions.

2019 · wargame / military sim
contraband-police

Job simContraband Police

A first-person border-post sim set in 1981 in which the player checks drivers' documents, searches vehicles for hidden contraband, chases smugglers, and upgrades the post against gang attacks.

2023 · job sim
game-of-life

Artificial lifeConway's Game of Life

A zero-player cellular automaton on an infinite square grid in which each cell lives or dies by the B3/S23 neighbor-count rule, producing gliders, oscillators, and universal computation from a seeded pattern.

1970 · artificial life
creatures

Artificial lifeCreatures

An artificial-life game in which the player hatches and raises Norns whose neural-network brains, simulated biochemistry, and haploid digital genomes produce learned behavior and heritable mutation.

1996 · artificial life
crusader-kings-3

Grand strategyCrusader Kings III

A character-driven grand strategy game in which the player rules as successive heads of a medieval dynasty from 867 or later to 1453, managing traits, stress, vassal opinion, marriages, and succession across a map of feudal titles.

2020 · grand strategy
dcs-world

Flight simDCS World

A combat flight sim platform of study-level aircraft modules with clickable cockpits and modeled subsystems, flown in missions and on multiplayer servers built with a Lua-scriptable mission editor.

2008 · flight sim
democracy-4

Political simDemocracy 4

A turn-based government sim in which the player, as leader of a democracy, adjusts policy sliders whose weighted effects move statistics and overlapping voter groups, resolves dilemmas, and tries to balance the budget and win the next election.

2020 · political sim
dont-starve

Survival simDon't Starve

A survival sim in a procedurally generated wilderness where the player balances hunger, health, and sanity, crafts tools and light, and prepares for darkness, hounds, and seasons.

2012 · survival sim
dwarf-fortress

Colony simDwarf Fortress

A colony sim in which the player directs a fortress of autonomous dwarves inside a procedurally generated world whose history, geology, fluids, bodies, and minds are all simulated.

2006 · colony sim
dyson-sphere-program

Factory / automationDyson Sphere Program

A 3D factory automation game in which the player's mech builds production lines on rotating planets, links star systems with logistics drones and warp vessels, and launches sails and rockets to assemble Dyson spheres around stars.

2021 · factory / automation
eco

MMO worldEco

A multiplayer civilization survival game in which players on one server share a simulated ecosystem, specialize in skills, craft and trade with player-made currencies, and pass enforceable laws while researching how to stop a meteor due in thirty days without wrecking the environment.

2018 · mmo world
elite

Space simElite

A 3D space trading and combat game in which the player flies a single ship through eight seed-generated galaxies, buying and selling cargo and fighting pirates and police to raise a combat rating.

1984 · space sim
elite-dangerous

Space simElite Dangerous

An online space sim set in a 1:1 procedurally generated Milky Way where players trade, fight, mine, and explore while a server-side background simulation shifts faction control from aggregate player actions.

2014 · space sim
equilinox

Ecosystem / evolutionEquilinox

A relaxed nature-building game in which the player spreads biomes with grasses, places plants and animals that each have environmental requirements, and spends diversity points earned by healthy species on evolutions and genetic modifications.

2018 · ecosystem / evolution
euro-truck-simulator-2

Vehicle simEuro Truck Simulator 2

A truck driving sim in which the player hauls timed cargo deliveries across a scaled European road network and grows a transport company of trucks, garages, and hired drivers.

2012 · vehicle sim
europa-universalis-4

Grand strategyEuropa Universalis IV

A real-time-with-pause grand strategy game in which the player directs one of over 500 nations from 1444 to 1821 through monarch-point spending, trade-node competition, colonization, diplomacy, and war on a province map.

2013 · grand strategy
eve-online

MMO worldEVE Online

A single-universe space MMO in which players mine, manufacture, trade, and fight in ships that are destroyed for good, inside a player-made economy and a galaxy of high-, low-, and null-security space where player alliances claim sovereignty.

2003 · mmo world
factorio

Factory / automationFactorio

A factory automation game in which the player builds belt, train, robot, and circuit networks that mine, refine, and assemble items on an alien planet while pollution provokes native biters that evolve over time.

2013 · factory / automation
fallout-shelter

Colony simFallout Shelter

A vault management sim in which the Overseer builds rooms in an underground shelter, assigns dwellers to power, food, and water production by their SPECIAL stats, and grows the population through recruitment, rescue, and breeding.

2015 · colony sim
farming-simulator-25

Farming simFarming Simulator 25

The 2024 entry in Giants Software's series in which the player runs a farm business by operating over 400 licensed vehicles and implements across seasonal field work, livestock, forestry, and production chains.

2024 · farming sim
farthest-frontier

City builderFarthest Frontier

A frontier-town city builder in which crop rotation, soil fertility, diet variety, clean water, and healers decide whether named diseases spread, while prosperity draws stronger raiders against walled defenses.

2022 · city builder
facade

Social simFaçade

A free 2005 interactive drama in which the player types natural language as a dinner guest of the married couple Grace and Trip while a drama manager sequences authored beats toward one of three endings.

2005 · social sim
football-manager

Sports managementFootball Manager

A football club management series in which the player sets tactics, training, transfers, and finances while a match engine simulates games from the attributes of players drawn from a researched database of real footballers.

2004 · sports management
foundation

City builderFoundation

A gridless medieval city builder in which painted zones grow homes organically, monuments are assembled from modular parts, and the village advances along Labor, Clergy, or Kingdom estates.

2019 · city builder
from-dust

God gameFrom Dust

A god game in which the player carries sand, water, and lava across islands whose material simulation erodes, floods, and hardens terrain, protecting a tribe as it founds villages at totems.

2011 · god game
frostpunk

City builderFrostpunk

A survival city builder in which the leader of the last city around a coal generator must keep falling temperatures at bay while signing laws that trade citizens' welfare against productivity under hope and discontent meters.

2018 · city builder
frostpunk-2

City builderFrostpunk 2

The sequel to Frostpunk, in which the Steward builds whole districts on the frost and must pass laws through a council of 100 faction delegates while faction tension can escalate into civil war.

2024 · city builder
ftl

Space simFTL: Faster Than Light

A roguelite starship sim where the player allocates reactor power and directs crew through room-level oxygen, fire, breach, and system-damage simulation while fleeing a rebel fleet across eight sectors.

2012 · space sim
game-dev-story

Business / economic simGame Dev Story

A game-studio management sim in which the player hires and trains staff, licenses consoles, and develops games from genre and type combinations that four critics score across a twenty-year span.

1997 · business / economic sim
game-dev-tycoon

Business / economic simGame Dev Tycoon

A game-studio business sim where the player picks topic, genre, and platform for each game, splits development effort across design and technology focus areas, and lives or dies by review scores across the history of the industry.

2012 · business / economic sim
garrys-mod

Physics sandboxGarry's Mod

A Source engine physics sandbox in which players spawn props, ragdolls, and NPCs, join them with welds and constraints, and script whole new multiplayer game modes in Lua.

2004 · physics sandbox
generative-agents-smallville

AI-nativeGenerative Agents (Smallville)

A research sandbox in which 25 language-model agents in a Sims-like town keep natural-language memory streams, reflect, and plan their days, producing unscripted information spread and social coordination.

2023 · ai-native
going-medieval

Colony simGoing Medieval

A colony sim set after a plague in which settlers with traits, needs, and moods dig into and build up a multi-level voxel terrain to survive seasons and raids.

2021 · colony sim
gran-turismo

Vehicle simGran Turismo

A PlayStation racing game that paired a tuned handling model and 140 production cars with license tests, prize credits, and parts tuning in a Simulation mode career.

1997 · vehicle sim
gran-turismo-7

Vehicle simGran Turismo 7

A console racing simulator that combines a detailed vehicle dynamics model and car collection with GT Sophy, a deep reinforcement learning opponent added as a permanent rival in 2023.

2022 · vehicle sim
hamurabi

City builderHamurabi

A ten-turn text game in which the player, as the Babylonian king Hammurabi, splits a grain stock between feeding people, planting acres, and buying land while harvests, rats, and plague vary at random.

1968 · city builder
hardspace-shipbreaker

Job simHardspace: Shipbreaker

A zero-gravity salvage sim in which the player cuts derelict ships apart with a laser cutter and grapple, manages decompression and volatile systems, and sorts salvage to pay down a large debt.

2020 · job sim
harvest-moon

Farming simHarvest Moon

An early farming sim for the Super Famicom in which the player has two and a half years to restore an inherited farm through daily crop watering, livestock care, and courting one of five eligible women.

1996 · farming sim
hearts-of-iron-4

Grand strategyHearts of Iron IV

A World War II grand strategy game starting in 1936 or 1939 in which the player builds factories, turns resources into equipment, designs divisions, follows a national focus tree, and directs fronts and battle plans across land, sea, and air.

2016 · grand strategy
house-flipper

Job simHouse Flipper

A first-person renovation sim in which the player cleans, paints, demolishes, and furnishes rundown houses, then sells them to buyers whose bids depend on how well the house fits their needs.

2018 · job sim
infinite-craft

AI-nativeInfinite Craft

A browser crafting game in which combining any two elements yields a new element whose name and emoji a language model generates on first request and a shared database then fixes for all players.

2024 · ai-native
inzoi

Life siminZOI

A Krafton life sim in early access since March 2025 in which the player oversees autonomous Zois with eight needs in dense cities, with optional on-device language model prompts and generative tools for patterns and objects.

2025 · life sim
iracing

Vehicle simiRacing

A subscription online racing sim with laser-scanned cars and tracks in which drivers race scheduled official series and advance through license classes gated by a no-fault Safety Rating, while an Elo-style iRating sorts fields.

2008 · vehicle sim
islanders

City builderIslanders

A minimalist placement puzzle in which every building scores points from compatible and incompatible neighbors on a procedural island, and score thresholds unlock new building packs and new islands.

2019 · city builder
job-simulator

Job simJob Simulator

A room-scale VR comedy set in a museum run by robots, where the player performs parodied office, kitchen, store, and garage tasks by grabbing and manipulating physics objects.

2016 · job sim
jurassic-world-evolution

Management / tycoonJurassic World Evolution

A dinosaur park management game in which the player excavates fossils for DNA, breeds and modifies dinosaurs, and keeps them contained through storms, sabotage, and breakouts while balancing three division contracts.

2018 · management / tycoon
kenshi

Systemic RPGKenshi

A squad-based open-world RPG with no hero character, where any recruit can starve, lose limbs, train skills by doing, be enslaved, or found an outpost among reactive factions.

2013 · systemic rpg
kerbal-space-program

Space simKerbal Space Program

A space flight sim where the player assembles rockets from parts and flies them under patched-conic orbital physics and atmospheric aerodynamics through a scaled-down planetary system.

2011 · space sim
kingdoms-and-castles

City builderKingdoms and Castles

A medieval town builder in which peasants farm and stockpile for an annual winter while the player stacks castle blocks into walls and towers to defend against vikings, dragons, and ogres.

2017 · city builder
lemonade-stand

Business / economic simLemonade Stand

A 1973 educational business sim in which the player runs a lemonade stand for 12 days, setting glasses made, advertising signs, and price against a daily weather report.

1973 · business / economic sim
little-computer-people

Life simLittle Computer People

A 1985 home-computer life sim in which one procedurally seeded little person lives in a cross-section of a three-story house, follows a daily routine, and depends on the player for food, water, and attention.

1985 · life sim
mule

Business / economic simM.U.L.E.

A four-player economic strategy game on a colony planet where players outfit M.U.L.E. robots to produce food, energy, smithore, and crystite and trade them in real-time auctions.

1983 · business / economic sim
manor-lords

City builderManor Lords

An early-access medieval city builder in which families settle gridless burgage plots along curved roads, fields depend on soil fertility and crop rotation, and the lord fields retinue and militia in real-time battles.

2024 · city builder
microsoft-flight-simulator-2020

Flight simMicrosoft Flight Simulator (2020)

A flight sim that streams a photorealistic model of the whole Earth built from map and photogrammetry data and flies aircraft through live weather with a surface-level aerodynamic model.

2020 · flight sim
microsoft-flight-simulator-2024

Flight simMicrosoft Flight Simulator 2024

The successor to Microsoft Flight Simulator (2020) that adds a career mode of certified aviation jobs, walk-around preflight, revised aircraft systems, and modeled ground surfaces to the streamed whole-Earth flight sim.

2024 · flight sim
mindustry

Factory / automationMindustry

An open-source automation tower defense game in which the player belts ore into factories that supply turrets, units, and the core against enemy waves while capturing campaign sectors on two planets, with an assembly-like logic language for controlling blocks and units.

2017 · factory / automation
minecraft

Sandbox worldMinecraft

A procedurally generated voxel sandbox where players mine blocks, craft tools, survive hostile night mobs and hunger, farm and trade, and build circuits from redstone.

2009 · sandbox world
mini-metro

Transport / logisticsMini Metro

A minimalist subway-design game where the player draws and redraws lines between shape-coded stations under a weekly ration of trains and tunnels until a station overcrowds.

2013 · transport / logistics
motorsport-manager

Sports managementMotorsport Manager

A racing team management game in which the player designs car parts across seasons, hires drivers and staff, and makes live strategy calls on tyres, pit stops, and weather while races are simulated.

2016 · sports management
nintendogs

Virtual petNintendogs

A Nintendo DS puppy sim in which the player pets, washes, feeds, and walks up to three dogs, teaches them tricks with recorded voice commands, and enters disc, agility, and obedience trials.

2005 · virtual pet
noita

Physics sandboxNoita

A roguelite action game in which every pixel of the world is simulated as a falling-sand material that burns, melts, flows, and reacts, and the player builds wands from spells to dig through procedurally generated levels.

2019 · physics sandbox
offworld-trading-company

Business / economic simOffworld Trading Company

A real-time economic strategy game on Mars where companies claim resource tiles, refine goods for a shared market whose prices move with every trade, and win by buying out every rival's stock.

2015 · business / economic sim
opus-magnum

Programming simOpus Magnum

A programming puzzle game in which the player builds alchemical machines from arms, tracks, and glyphs on a hex grid, programs them on an instruction timeline, and compares each looping solution's cost, cycles, and area against other players' histograms.

2017 · programming sim
out-of-the-park-baseball

Sports managementOut of the Park Baseball

A text-based baseball management sim in which the player runs a franchise's roster, scouting, draft, trades, and finances while a pitch-by-pitch engine simulates games for career, historical, or fictional leagues.

1999 · sports management
oxygen-not-included

Colony simOxygen Not Included

A side-view colony sim in which a few duplicants survive inside an asteroid where every tile holds an element with mass and temperature, so air, liquids, heat, and germs flow through the base.

2017 · colony sim
papers-please

Job simPapers, Please

A border inspection game in which the player checks entrants' documents against daily-changing rules on a timed shift and spends the wages on a family's rent, food, and heat.

2013 · job sim
paralives

Life simParalives

An indie life sim, in early access since May 2026, in which players build grid-less homes and guide Parafolks with needs, emotions, traits, skills, and careers in an open-world town.

2026 · life sim
pc-building-simulator

Job simPC Building Simulator

A workshop sim in which the player takes email jobs to build, upgrade, repair, and overclock PCs from licensed parts and verifies the results with benchmark software.

2018 · job sim
pharaoh

City builderPharaoh

An Egyptian city builder on the Caesar III engine in which a yearly Nile flood waters floodplain farms, walkers carry services to housing, five gods must be appeased, and monuments take years of labor and materials.

1999 · city builder
plague-inc

Ecosystem / evolutionPlague Inc.

A strategy game in which the player evolves a pathogen's transmission, symptoms, and abilities to infect and kill the world's population before humanity's cure research finishes.

2012 · ecosystem / evolution
planet-coaster

Management / tycoonPlanet Coaster

A 3D theme park builder with a spline and piece coaster editor, modular scenery, and individually simulated guests and staff, built around sharing creations through the Steam Workshop.

2016 · management / tycoon
planet-zoo

Management / tycoonPlanet Zoo

A zoo management game where the player builds habitats to meet each species' welfare needs, manages genetics and breeding, and raises a conservation rating, using Planet Coaster's building tools.

2019 · management / tycoon
pocket-city

City builderPocket City

A premium mobile city builder in which the mayor zones residential, commercial, and industrial land along roads that also carry power and water, and earns experience levels that unlock buildings.

2018 · city builder
poly-bridge

Construction / engineeringPoly Bridge

A bridge-building puzzle game where the player places beams and roads from materials with different costs and strengths under a budget, then runs a physics test as vehicles cross.

2015 · construction / engineering
populous

God gamePopulous

The first god game, in which the player raises and lowers land so followers can build and multiply, then spends the mana they generate on disasters against a rival deity's people.

1989 · god game
powerwash-simulator

Job simPowerWash Simulator

A first-person cleaning sim in which the player power-washes vehicles and buildings, choosing nozzles and soaps to strip dirt layers until every part reports clean.

2021 · job sim
princess-maker-2

Life simPrincess Maker 2

A raising sim in which the player, as a father figure, schedules a daughter's training, part-time jobs, rest, and adventures from age 10 to 18, and her accumulated attributes decide one of 74 endings.

1993 · life sim
prison-architect

Management / tycoonPrison Architect

A prison management sim in which the player builds a facility, sets an hourly regime, and staffs it while hundreds of prisoners pursue needs whose neglect leads to fights, escapes, and riots.

2012 · management / tycoon
project-hospital

Medical simProject Hospital

A hospital management sim in which the player builds departments and hires staff while doctors diagnose patients by ordering examinations that reveal symptoms until one diagnosis remains.

2018 · medical sim
project-sid

AI-nativeProject Sid

An Altera research demonstration that runs 10 to 1,000-plus language-model agents with the concurrent PIANO architecture in Minecraft to study role specialization, collective rule-making, and cultural transmission.

2024 · ai-native
project-zomboid

Survival simProject Zomboid

An isometric zombie survival sandbox in which one survivor manages moodles, injuries, skills, and failing utilities across a large Kentucky map until an inevitable death.

2011 · survival sim
prom-week

Social simProm Week

A 2012 browser social sim in which the player picks social exchanges among 18 high school students in the week before prom, with the Comme il Faut rule system deciding who wants to do what and how targets respond.

2012 · social sim
railroad-tycoon

Transport / logisticsRailroad Tycoon

A railroad business sim in which the player lays track, builds stations, schedules trains to meet regional supply and demand, and battles rival barons through the stock market.

1990 · transport / logistics
rebel-inc

Political simRebel Inc.

A counterinsurgency strategy game in which the player, as a coalition governor, spends a monthly budget on civilian and military initiatives to build popular support and stabilize regions of a war-torn country while corruption, inflation, and an insurgency push back.

2018 · political sim
reigns

Political simReigns

A swipe-based card game in which the player, as a succession of medieval monarchs, accepts or rejects advisers' requests that push church, people, army, and treasury meters, and each reign ends when any meter empties or fills.

2016 · political sim
rimworld

Colony simRimWorld

A colony sim where a few named colonists with needs, traits, injuries, and relationships survive on a frontier planet while a storyteller AI paces events.

2013 · colony sim
rollercoaster-tycoon

Management / tycoonRollerCoaster Tycoon

An amusement park management game in which the player builds rides and custom coasters piece by piece, rated for excitement, intensity, and nausea, to satisfy guests with individual preferences and meet scenario goals.

1999 · management / tycoon
satisfactory

Factory / automationSatisfactory

A first-person 3D factory automation game in which a pioneer taps infinite resource nodes on an alien planet and connects machines with belts, pipes, trains, and drones to deliver project parts to FICSIT's Space Elevator.

2019 · factory / automation
schedule-i

Business / economic simSchedule I

A first-person crime business sim in which the player grows and cooks drugs, mixes ingredients to create products with effects customers want, sells them around a city under police pressure, and automates production with hired staff.

2025 · business / economic sim
screeps

Programming simScreeps

A persistent MMO strategy game in which players control colonies only by writing JavaScript that the server runs every tick, directing creeps assembled from body parts to harvest energy, upgrade room controllers, trade, and fight other players' code under a CPU budget.

2014 · programming sim
seaman

Virtual petSeaman

A Dreamcast virtual pet in which the player talks through a microphone to a sardonic human-faced fish, managing its tank's heat, water, and food while it matures through five life stages.

1999 · virtual pet
second-life

MMO worldSecond Life

A persistent 3D virtual world in which residents build objects from prims and meshes, script them in the Linden Scripting Language, own land in server-simulated regions, and trade goods and land for Linden Dollars exchangeable for real currency.

2003 · mmo world
shapez-2

Factory / automationshapez 2

A combat-free factory automation game in which the player builds multi-level factories on space platforms that cut, rotate, stack, and paint layered geometric shapes and deliver them to a central Vortex to meet escalating milestone and operator goals.

2024 · factory / automation
civilization

4X strategySid Meier's Civilization

A turn-based 4X game in which the player guides a civilization from 4000 BC toward the space age by founding cities, researching a technology tree, building one-per-world wonders, and competing with rival civilizations by diplomacy or war.

1991 · 4x strategy
silent-hunter-3

Vehicle simSilent Hunter III

A World War II U-boat sim with a dynamic campaign that generates convoys and escorts, manual torpedo targeting, and a persistent crew that gains rank, experience, and morale across patrols.

2005 · vehicle sim
simant

Artificial lifeSimAnt

A Maxis ant-colony simulation in which the player controls one yellow ant that lays trails and recruits nestmates while managing a black colony's castes against a rival red colony, predators, and the household.

1991 · artificial life
simcity-1989

City builderSimCity

The city builder in which a mayor zones residential, commercial, and industrial land, lays power and roads, and sets taxes while grid maps of land value, crime, pollution, and traffic drive where the city grows.

1989 · city builder
simcity-2013

City builderSimCity (2013)

A SimCity reboot built on the agent-based GlassBox engine, in which agents carry workers, power, water, and goods between buildings and small cities share a region over an always-online connection.

2013 · city builder
simcity-2000

City builderSimCity 2000

The isometric sequel to SimCity that adds terrain elevation, an underground layer of water pipes and subways, separate zone tax rates, bonds, ordinances, and power plants that age out.

1993 · city builder
simcity-4

City builderSimCity 4

A city builder in which several cities share a region map and trade utilities, while zones develop by density and wealth level and a commute model routes trips across roads and transit.

2003 · city builder
simearth

God gameSimEarth

A planetary god game built on James Lovelock's Gaia hypothesis in which geology, atmosphere, climate, life, and civilization models interact over billions of years under the player's parameter changes and interventions.

1990 · god game
simlife

Artificial lifeSimLife

A Maxis artificial-life toy in which the player edits plant and animal genes, landscape, and the world's physical parameters, then watches food chains and evolution play out.

1992 · artificial life
simtower

Management / tycoonSimTower

A skyscraper management game in which the player stacks offices, condos, hotels, and shops and designs elevator service so tenants on daily routines do not wait long enough to stress out and leave.

1994 · management / tycoon
snowrunner

Vehicle simSnowRunner

An off-road trucking sim in which the player hauls cargo across mud, snow, and water whose surfaces deform under each truck's weight and tires, upgrading a fleet to reach harder terrain.

2020 · vehicle sim
songs-of-syx

City builderSongs of Syx

A low-fantasy city builder in which tens of thousands of individually simulated citizens and slaves of several races live in a growing city-state whose armies of up to 50,000 units fight real-time battles.

2020 · city builder
space-engineers

Sandbox worldSpace Engineers

A voxel sandbox where players mine asteroids and planets and build ships and stations block by block, with every block carrying mass, inertia, power needs, and damage under Newtonian physics.

2013 · sandbox world
space-haven

Colony simSpace Haven

A spaceship colony sim in which the player builds a ship tile by tile and keeps a crew with needs, moods, and relationships alive inside a tile-based simulation of oxygen, CO2, heat, and power.

2020 · colony sim
spacechem

Programming simSpaceChem

A programming puzzle game in which the player lays out instruction paths for two waldos in grid reactors that grab, bond, rotate, and split atoms into target molecules, with each solution scored on cycles, reactors, and instructions against global histograms.

2011 · programming sim
species-alre

Artificial lifeSpecies: Artificial Life, Real Evolution

A solo-developed evolution simulator in which creatures defined by numeric genes mutate, breed, and speciate in real time across a 3D world while the player observes, edits the gene pool, and alters climate.

2012 · artificial life
spore

Ecosystem / evolutionSpore

A five-stage game in which the player guides a species from cell to galactic empire, building its body, vehicles, and buildings in part-based editors whose creations are shared automatically through the Sporepedia.

2008 · ecosystem / evolution
stardew-valley

Farming simStardew Valley

A farming and life sim in which the player restores an inherited farm over four 28-day seasons, splitting a daily energy budget among crops, animals, mining, fishing, and friendships with Pelican Town's residents.

2016 · farming sim
stationeers

Survival simStationeers

A first-person space station survival game whose core is an atmospheric simulation of gas mixtures, pressure, temperature, and combustion that the player must engineer with pipes, power, and programmable logic.

2017 · survival sim
stellaris

4X strategyStellaris

A real-time-with-pause space 4X and grand strategy game in which the player designs a species and empire, expands across a procedurally generated hyperlane galaxy from 2200, manages pops, jobs, ethics-based factions, and research card draws, and faces late-game crises.

2016 · 4x strategy
subnautica

Survival simSubnautica

An underwater survival game on an ocean planet where the player manages oxygen, food, and water while crafting tools, submersibles, and bases to explore deeper and escape.

2014 · survival sim
suck-up

AI-nativeSuck Up!

A voice-controlled comedy game in which the player, as a disguised vampire, talks AI-driven townspeople into letting them inside, with each resident's replies generated by a language model from its personality and the player's words.

2023 · ai-native
surgeon-simulator

Medical simSurgeon Simulator

A physics comedy surgery game in which the player controls one hand with separate finger keys to perform transplants on the patient Bob before his vital signs fail.

2013 · medical sim
surviving-mars

City builderSurviving Mars

A Mars colony city builder in which drones build power, water, and oxygen networks before colonists with traits arrive in domes, while research, Earth sponsors, and dust storms, meteors, and cold waves shape survival.

2018 · city builder
suzerain

Political simSuzerain

A text-based political narrative game in which the player, as newly elected President Anton Rayne of Sordland, makes dialogue and policy choices across one term that shift the budget, foreign alignment, and constitutional reform toward one of several endings.

2020 · political sim
tamagotchi

Virtual petTamagotchi

A 1996 keychain virtual pet whose hunger, happiness, and training meters run on a real-time clock, and whose care quality determines which adult form it grows into and how long it lives.

1996 · virtual pet
teardown

Physics sandboxTeardown

A heist and destruction game set in fully destructible voxel levels where the player plans a route by cutting, smashing, and driving through structures, then races a 60-second alarm timer to grab the targets.

2020 · physics sandbox
terra-nil

City builderTerra Nil

A reverse city builder in which the player places machines to clean toxic soil, restore water, and grow biomes on a barren map, then recycles every building and leaves.

2023 · city builder
the-farmer-was-replaced

Programming simThe Farmer Was Replaced

A programming game in which the player writes Python-like code for a farming drone on a grid farm, where every operation costs simulated ticks, and harvests crops to buy unlocks for language features, farm size, more drones, and new crops.

2023 · programming sim
the-incredible-machine

Construction / engineeringThe Incredible Machine

A Rube Goldberg puzzle game in which the player places supplied parts such as balls, ropes, pulleys, belts, and animals into a level so that a deterministic physics run completes a simple goal.

1993 · construction / engineering
zelda-breath-of-the-wild

Sandbox worldThe Legend of Zelda: Breath of the Wild

An open-world action adventure whose physics and chemistry engines let fire, wind, electricity, temperature, and material properties combine, so puzzles and fights accept solutions the designers did not script.

2017 · sandbox world
the-long-dark

Survival simThe Long Dark

A first-person wilderness survival sim set in frozen northern Canada where the player manages warmth, calories, thirst, fatigue, and afflictions against cold, weather, and wildlife.

2014 · survival sim
oregon-trail

Survival simThe Oregon Trail

An educational turn-based travel sim in which the player buys supplies and sets rations for a wagon journey to Oregon while random events, weather, and illness threaten the party.

1971 · survival sim
the-powder-toy

Physics sandboxThe Powder Toy

An open-source falling-sand sandbox where hundreds of elements interact cell by cell under simulated air pressure, heat, gravity, and electricity.

2008 · physics sandbox
the-sims

Life simThe Sims

A life sim in which the player builds a house and guides a household of Sims whose decaying motives, personalities, careers, and relationships produce an open-ended domestic story.

2000 · life sim
the-sims-2

Life simThe Sims 2

The 3D sequel to The Sims that adds aging through seven life stages, genetic inheritance, aspirations with wants and fears, and memories, so households play across generations.

2004 · life sim
the-sims-3

Life simThe Sims 3

The third mainline Sims game, which places households in a seamless open neighborhood where unplayed Sims keep living, and replaces personality sliders with up to five traits and mood with stacked moodlets.

2009 · life sim
the-sims-4

Life simThe Sims 4

The fourth mainline Sims game, built around a dominant emotion computed from moodlets, three-trait personalities with aspiration rewards, multitasking, room-based building, and an in-game Gallery for sharing creations.

2014 · life sim
theme-hospital

Management / tycoonTheme Hospital

A hospital management game where the player builds rooms, hires and trains staff, and routes patients with comic diseases through diagnosis and treatment to meet level goals.

1997 · management / tycoon
theme-park

Management / tycoonTheme Park

A theme park management game in which the player builds rides and shops, tunes prices and recipes for individually simulated visitors, and sells parks to expand worldwide.

1994 · management / tycoon
this-war-of-mine

Survival simThis War of Mine

A survival sim about civilians in a besieged city who maintain a shelter by day, scavenge by night, and face moral choices that change their mood until a randomized ceasefire.

2014 · survival sim
timberborn

City builderTimberborn

A city builder for beaver colonies in which simulated water flows over terrain, recurring droughts and toxic badtides cut or poison it, and players dam, channel, and store water while building upward.

2021 · city builder
tiny-glade

City builderTiny Glade

A medieval building sandbox in which drawn walls, paths, and building outlines are assembled by procedural rules into detailed castles and cottages, with no goals, management, or failure states.

2024 · city builder
tomodachi-life

Life simTomodachi Life

A Nintendo 3DS life sim in which player-made Mii characters live in an island apartment building, form friendships, quarrels, and romances on their own, and ask the player to solve their problems.

2013 · life sim
townscaper

City builderTownscaper

A town-building toy in which clicking colored blocks onto an irregular grid lets a wave function collapse solver assemble houses, arches, stairways, bridges, and gardens, with no goals or resources.

2020 · city builder
transport-tycoon

Transport / logisticsTransport Tycoon

A transport business sim in which the player builds road, rail, sea, and air networks between towns and industries over a century, earning by delivery speed and distance while vehicles age and break down.

1994 · transport / logistics
tropico-6

City builderTropico 6

A political city builder in which El Presidente develops an island archipelago across four eras while individually simulated citizens' happiness and faction loyalties decide elections, protests, and revolts.

2019 · city builder
two-point-hospital

Management / tycoonTwo Point Hospital

A hospital management game and spiritual successor to Theme Hospital in which the player builds rooms, trains staff with traits and qualifications, and cures comic illnesses across a chain of hospitals.

2018 · management / tycoon
ultima-online

MMO worldUltima Online

A persistent fantasy MMO in which players progress through skills without classes or levels, craft goods for a player-driven economy, own persistent houses, and could attack each other anywhere until the 2000 split into Trammel and Felucca.

1997 · mmo world
universe-sandbox

Physics sandboxUniverse Sandbox

A space physics sandbox where the player builds and alters star systems and watches Newtonian n-body gravity, collisions, and simplified planetary climate play out at adjustable speed.

2008 · physics sandbox
utopia

City builderUtopia

A two-player Intellivision strategy game in which rival island rulers spend gold on buildings and boats in timed rounds, scoring points for how well their populations are housed, fed, and kept content.

1982 · city builder
valheim

Survival simValheim

A co-op Viking survival game in a seeded procedural world of biomes where players gather, build structurally supported shelters, eat for stat buffs, and defeat biome bosses to progress.

2021 · survival sim
versu

Social simVersu

A 2013 iPad interactive story platform from Linden Lab in which the player controls one character among autonomous agents who choose actions by simulating their outcomes against hundreds of desires within authored social practices.

2013 · social sim
victoria-3

Grand strategyVictoria 3

An economic grand strategy game set from 1836 to 1936 in which the player industrializes a nation by building production chains, passing laws through interest-group politics, and pursuing diplomatic plays while population strata respond through wages, needs, and radicalism.

2022 · grand strategy
viva-pinata

Ecosystem / evolutionViva Piñata

A garden sim in which the player shapes terrain, plants, and water to attract 60 piñata species, then meets each species' requirements to make them residents, breed them, and manage the predators among them.

2006 · ecosystem / evolution
where-winds-meet

Systemic RPGWhere Winds Meet

An open-world martial-arts RPG whose NPCs answer free-text and voice chat through a live language model, included as an early large-audience deployment of runtime LLM characters.

2024 · systemic rpg
whispers-from-the-star

AI-nativeWhispers from the Star

A voice-driven sci-fi narrative game in which the player helps stranded astronaut Stella survive on the planet Gaia through open-ended spoken or typed conversation answered by an AI-generated, voiced performance.

2025 · ai-native
workers-and-resources

City builderWorkers & Resources: Soviet Republic

A planned-economy city builder in which every building, commodity, and citizen moves through explicit logistics, from construction materials delivered by truck to exports at border customs for rubles or dollars.

2019 · city builder
x-plane

Flight simX-Plane

A flight sim whose flight model computes forces on small elements of each wing, control surface, and propeller from aircraft geometry, used for entertainment and in FAA-approved training devices.

1995 · flight sim
zoo-tycoon

Management / tycoonZoo Tycoon

A zoo management game in which the player builds exhibits whose terrain, foliage, shelters, and toys must suit each species, balancing animal happiness against guest happiness and income.

2001 · management / tycoon

mechanics · 199

adaptive-threat-scaling

Adaptive threat scalingAdaptive threat scaling

Threat intensity is computed from a measure of the player's strength, such as wealth, population, time survived, or recent performance.

risk & failure
adjacency-scoring

Adjacency scoringAdjacency scoring

A placement's value is computed from a table of bonuses and penalties for the placements around it.

space & construction
advertising-awareness

Advertising and awarenessAdvertising and awareness

Spending on advertising raises a demand or awareness stock that decays without upkeep and scales how many customers arrive or buy.

economy & finance
advisors

AdvisorsAdvisors

In-world advisor characters monitor simulation indicators, summarize problems, and recommend actions.

information & legibility
agent-inspection

Agent inspectionAgent inspection

Selecting an agent opens a panel that reveals its needs, mood contributors, current job, and the reasons behind its behavior.

information & legibility
agent-pathfinding

Agent pathfindingAgent pathfinding

Agents compute routes through space using movement costs, and the routes they choose shape congestion, travel time, and access.

agents & behavior
agent-skills

Agent skillsAgent skills

Agents gain skill through practice or training, and skill sets work speed, quality, and access to tasks.

agents & behavior
alerts-feed

Alerts feedAlerts feed

A notification layer surfaces discrete events and threshold crossings with severity and a link to their location.

information & legibility
animal-husbandry

Animal husbandryAnimal husbandry

Domestic animals are housed, fed, tended, and bred, and they yield products whose quantity and quality depend on their care.

biology & health
aspiration-wants

Aspirations and wantsAspirations and wants

An agent's long-term aspiration and current state generate short-horizon wants, and sometimes fears, whose fulfillment pays into a reward meter or currency.

agents & behavior
async-shared-region

Asynchronous shared regionsAsynchronous shared regions

Separate players' simulations affect each other asynchronously through shared regions, visits, or exchanges of goods and services.

multiplayer & persistence
attribute-match-engine

Attribute-driven match engineAttribute-driven match engine

Contest outcomes are simulated play by play from participant attributes, tactics, and randomness instead of being played directly.

agents & behavior
auctions

AuctionsAuctions

Goods, land, or rights are allocated by bidding procedures in which players or agents compete on price under rules for timing, ties, and reserves.

economy & finance
autonomy-levels

Autonomy levelsAutonomy levels

The degree to which agents act on their own is adjustable, from full free will to explicit commands only.

agents & behavior
blueprints

BlueprintsBlueprints

Player-made layouts can be saved, stamped as build orders, copied, and shared as text or files.

control & automation
board-confidence

Board confidenceBoard confidence

An evaluator such as a board, owner, or chairman sets expectations, updates a confidence stock from results against them, and fires the player below a threshold.

risk & failure
free-placement

Building placementBuilding placement

The player places discrete structures on a grid or freely, and placement constraints turn layout into a spatial puzzle.

space & construction
byproducts-waste

Byproducts and wasteByproducts and waste

Production emits secondary outputs such as sludge, garbage, heat, or spent fuel that must be handled or they impair the system.

resources & production
care-dependent-development

Care-dependent developmentCare-dependent development

A creature's or character's accumulated care or attribute history selects which form or outcome it develops into at each stage boundary, from a fixed branching table.

biology & health
career-ladder

Career ladderCareer ladder

Characters advance through ranked job levels by meeting skill, relationship, and performance requirements.

progression & goals
causal-tooltips

Causal breakdown tooltipsCausal breakdown tooltips

Hovering a derived value shows the named modifiers that produce it, and terms inside the tooltip can be hovered in turn.

information & legibility
citizen-satisfaction

Citizen satisfactionCitizen satisfaction

An aggregate satisfaction score computed from services, conditions, and events modulates growth, productivity, and unrest.

governance & policy
collection-goals

Collection goalsCollection goals

Catalogs of items, species, or bundles give the player sets to complete for rewards or recognition.

progression & goals
combination-discovery

Combination discoveryCombination discovery

The player combines owned elements to discover the products of a hidden recipe graph, and finding recipes is itself the goal.

progression & goals
comparative-histograms

Comparative histogramsComparative histograms

A player's solution is plotted against distributions of other players' scores on several metrics.

information & legibility
contagion

ContagionContagion

Disease spreads between agents or regions via contact rates and moves hosts through compartments such as susceptible, infected, and recovered.

environment & ecology
content-sharing

Content sharingContent sharing

Player creations such as buildings, creatures, or blueprints are uploaded, browsed, rated, and imported into other players' games.

multiplayer & persistence
contracts-orders

Contracts and ordersContracts and orders

Discrete jobs with requirements, deadlines, and payouts, such as deliveries or commissions, drive income and planning.

economy & finance
conveyor-transport

Conveyor transportConveyor transport

Items move continuously on belts or lanes with throughput limits, splitters, merges, and priorities.

logistics & networks
corruption-leakage

Corruption leakageCorruption leakage

A corruption level driven by spending, administrative reach, or size removes a share of revenue or output until countermeasures bring it down.

governance & policy
creature-care

Creature careCreature care

The player directly feeds, cleans, and plays with a creature whose needs decay; neglect causes sickness, stunted growth, or death.

biology & health
creature-learning

Creature learningCreature learning

A creature's behavior is learned from player reward and punishment or from neural adaptation over its life.

agents & behavior
crime-policing

Crime and policingCrime and policing

Crime levels arise from local conditions such as land value, density, or unemployment, and police coverage, prisons, and justice reduce them.

risk & failure
crisis-countdown

Crisis countdownCrisis countdown

A known future crisis such as a storm, winter, cure, or deadline is announced in advance, and the remaining time structures preparation.

time & pacing
crop-cultivation

Crop cultivationCrop cultivation

Planted crops progress through growth stages over days or seasons depending on water, soil, and season, then are harvested.

resources & production
crowd-preferences

Crowd preferencesCrowd preferences

Large visitor populations with individual preferences, budgets, and tolerances choose attractions and react with visible thoughts.

agents & behavior
culture-religion-conversion

Culture and religion conversionCulture and religion conversion

Provinces or population groups carry culture and faith identities that drift or are converted by missionaries, policies, and rulers, changing unrest, opinion, and bonuses.

population & lineage
customer-value-choice

Customer value choiceCustomer value choice

Customers choose among offerings by comparing price to perceived value and personal preference.

economy & finance
daily-action-budget

Daily action budgetDaily action budget

A per-day pool of energy, stamina, or time slots limits how many actions the player can take, and the day's end resets it and forces prioritization.

time & pacing
daily-schedules

Daily schedulesDaily schedules

Agents follow time-blocked routines for work, sleep, and leisure that create rhythms of demand across the day.

agents & behavior
data-overlays

Data overlaysData overlays

Map layers visualize hidden variables such as land value, pollution, coverage, or traffic.

information & legibility
dated-tech-timeline

Dated technology timelineDated technology timeline

New vehicle models, platforms, or products enter and leave availability on a calendar tied to in-game dates rather than to research, forcing fleet or platform renewal.

progression & goals
day-night-cycle

Day-night cycleDay-night cycle

A diurnal cycle changes light, visibility, temperature, and which agents are active, so activity follows the hour of the day.

environment & ecology
decoration-beauty

Decoration and beautyDecoration and beauty

Decorative objects and scenery carry beauty values that are aggregated over tiles, rooms, or radii and feed agent mood or ratings.

space & construction
delegation-to-ai

Delegation to AI managersDelegation to AI managers

Subsystems are handed to AI managers or governors that pursue player-set goals within bounds.

control & automation
delivery-time-payment

Delivery-time paymentDelivery-time payment

Payment for a delivery depends on cargo type, quantity, distance, and transit time, with each cargo losing value at its own rate the longer it travels.

economy & finance
deposit-depletion

Deposit depletionDeposit depletion

Extractable deposits hold finite quantities and run out, forcing expansion, relocation, or substitution.

resources & production
design-performance-rating

Design performance ratingDesign performance rating

Player-built designs are run or analyzed and scored on simulated metrics such as ride excitement, bridge stress, or cost and cycles.

space & construction
designation-orders

Designation ordersDesignation orders

The player marks tiles or objects for work such as dig, chop, or build, and autonomous agents claim and execute the jobs.

control & automation
diagnose-repair

Diagnose and repairDiagnose and repair

The player inspects a machine, finds faulty parts with tools and tests, disassembles in order to reach them, and repairs or replaces them.

operation & procedure
diagnosis-treatment

Diagnosis and treatmentDiagnosis and treatment

Patients present symptoms, examinations reduce uncertainty about a hidden condition, and the correct treatment cures it while wrong or late treatment harms.

biology & health
dilemma-cards

Dilemma cardsDilemma cards

Discrete choice events present a situation with a few options that each shift meters, values, or flags in tradeoff.

narrative & generation
direct-avatar

Direct avatar controlDirect avatar control

The player directly controls one embodied character's movement and actions in the simulated world.

control & automation
dynasty-succession

Dynasty successionDynasty succession

When the player character dies, play continues as an heir chosen by inheritance rules.

population & lineage
education-workforce

Education and workforceEducation and workforce

Education levels gate job types, and schooling converts the labor pool into higher levels over time.

population & lineage
elections

ElectionsElections

Periodic votes by simulated or real voters determine tenure or policy.

governance & policy
embodied-skill-control

Embodied skill controlEmbodied skill control

Real-time motor skill operating a simulated mechanism, such as hand-flying, driving, or surgery, is the main challenge.

control & automation
equity-buyouts

Equity and buyoutsEquity and buyouts

Companies issue shares whose price tracks performance, and players buy them for profit or accumulate a majority to take control of rivals.

economy & finance
execution-budget

Execution budgetExecution budget

Player-written programs are metered against a simulated compute budget, such as CPU per tick, tick cost per operation, instruction slots, or RAM, which makes efficiency the scarce resource.

control & automation
faction-diplomacy

Faction diplomacyFaction diplomacy

Factions hold relations with each other, and treaties, alliances, and wars follow from interests and opinion.

social relations
falling-sand-materials

Falling-sand materialsFalling-sand materials

Every pixel or cell holds a material whose class rule makes it fall, flow, or rise by swapping with neighbors, with reactions layered on top.

physics & materials
fire-spread

Fire spreadFire spread

Fire ignites and spreads across flammable cells or objects at rates set by fuel, wind, and moisture, consuming what it burns.

environment & ecology
flight-aerodynamics

Flight aerodynamicsFlight aerodynamics

Lift, drag, thrust, and control-surface forces computed from airspeed and attitude govern aircraft motion.

physics & materials
fluid-gas-simulation

Fluid and gas simulationFluid and gas simulation

Liquids and gases stored per cell or as fields flow, mix, and pressurize across space according to pressure and density differences.

physics & materials
fluid-pipe-network

Fluid pipe networksFluid pipe networks

Fluids such as water, oil, sewage, or gas flow through pipes with pressure or throughput limits between producers and consumers.

logistics & networks
fog-of-war

Fog of warFog of war

Parts of the world stay hidden or stale until observed by the player's units, structures, or sensors.

information & legibility
food-web

Food webFood web

Species eat and are eaten along a feeding graph, so populations rise, crash, and oscillate under predator-prey dynamics.

environment & ecology
forecasting

ForecastingForecasting

The interface projects future states such as resource runway, budget balance, or upcoming weather.

information & legibility
generative-content

Generative content on demandGenerative content on demand

A generative model creates new content such as text, items, recipes, or rules at runtime in response to player input.

narrative & generation
god-powers

God powersGod powers

The player spends a power resource on miracles that alter terrain, weather, or creatures.

control & automation
goods-consumption

Goods consumptionGoods consumption

A population consumes goods at per-capita rates; unmet consumption lowers satisfaction or blocks advancement.

resources & production
gossip-propagation

Gossip propagationGossip propagation

Information about events spreads through social contacts, changing what agents know and believe.

social relations
habitat-suitability

Habitat suitabilityHabitat suitability

Species or crops thrive only where conditions such as terrain, temperature, water, and cover match their needs, scored per location.

environment & ecology
hand-crafting

Hand craftingHand crafting

The player or avatar combines carried components into items from a recipe list, gated by workstations and known recipes.

resources & production
hauling-jobs

Hauling jobsHauling jobs

Agents pick up and carry items between locations via a job queue, making hauling capacity a hidden throughput constraint.

logistics & networks
heat-transfer

Heat transferHeat transfer

Temperature diffuses between cells, materials, and objects by conductivity and heat capacity, and thresholds trigger phase changes and damage.

physics & materials
history-chronicle

History chronicleHistory chronicle

The game records significant simulation events into a structured history that players can browse and other systems can reference.

narrative & generation
hydrology

HydrologyHydrology

Water flows across terrain and through rivers by height differences, producing floods, droughts, irrigation, and dam management.

environment & ecology
immigration-attractiveness

Immigration by attractivenessImmigration by attractiveness

Population arrives or leaves based on attractiveness such as jobs, housing, and happiness relative to alternatives.

population & lineage
injury-body-model

Injury body modelInjury body model

Bodies are hierarchies of parts with their own damage, and wounds, bleeding, infection, and prosthetics change capacities such as moving and manipulation.

biology & health
interest-groups

Interest groupsInterest groups

Factions within a polity have clout and preferences over policies, and their approval gates what the player can do.

governance & policy
labor-market

Labor marketLabor market

Workers fill jobs by type and education; mismatches create unemployment or labor shortages that throttle production.

economy & finance
land-value

Land valueLand value

Each location's value is computed from nearby amenities, nuisances, and access, and it drives density and building upgrades.

economy & finance
lifecycle-aging

Lifecycle and agingLifecycle and aging

Agents are born, age through life stages with different capabilities, and die.

population & lineage
loans-debt

Loans and debtLoans and debt

Capital can be borrowed at interest with repayment schedules, so leverage accelerates both growth and failure.

economy & finance
loss-on-death

Loss on deathLoss on death

When a character or ship is destroyed, its carried or fitted assets are lost or dropped at the death site for the owner or others to recover, with insurance or retrieval rules as softeners.

risk & failure
machine-boosting

Machine boostingMachine boosting

Per-machine modifiers such as modules, beacons, clock speed, or coatings trade extra power, scarce items, or currency for faster or more productive machines.

resources & production
material-interactions

Material interactionsMaterial interactions

A rule table defines how elements such as fire, water, and electricity change materials and each other on contact.

physics & materials
megaproject-sink

Megaproject sinkMegaproject sink

A terminal construction absorbs very large quantities of produced goods in staged phases and serves as the long-run goal and output sink of a production game.

progression & goals
memories-thoughts

Memories and thoughtsMemories and thoughts

Events create itemized, time-limited mood modifiers or lasting memories that shape later behavior.

agents & behavior
milestone-unlocks

Milestone unlocksMilestone unlocks

Reaching thresholds such as population, output, or score unlocks new buildings, areas, or features.

progression & goals
military-operations

Military operationsMilitary operations

Units with modeled sensors, weapons, platforms, and doctrine conduct operations at operational fidelity, mostly under player orders and automated behavior.

conflict & defense
modding-api

Modding APIModding API

Hooks for scripts and data definitions, official or through a de facto loader most modders use, let players change and extend the simulation's content and rules.

multiplayer & persistence
modular-assembly

Modular assemblyModular assembly

The player builds machines, vehicles, or creatures from parts whose stats and physical arrangement determine how the result behaves.

space & construction
mood-breakdown

Mood and breakdownsMood and breakdowns

Mood aggregates needs, memories, and environment, and crossing thresholds triggers mental breaks or inspired performance.

agents & behavior
natural-selection

Natural selectionNatural selection

Differential survival and reproduction by fitness shifts trait distributions across generations.

population & lineage
natural-language-interaction

Natural-language interactionNatural-language interaction

The player communicates with characters by free text or voice, and the system interprets intent and responds.

social relations
needs-decay

Needs decayNeeds decay

Each agent has needs such as hunger, energy, social, and fun that decay over time and are restored by actions.

agents & behavior
negotiation

NegotiationNegotiation

The player and an AI party exchange offers and counteroffers over wages, prices, or contract terms against the AI's hidden reservation value until a deal is struck or talks fail.

economy & finance
offscreen-life-progression

Off-screen life progressionOff-screen life progression

Households or agents outside the player's active simulation advance through life events on a cheap stochastic model, so the world changes between visits.

population & lineage
opinion-modifiers

Opinion modifiersOpinion modifiers

Opinions are sums of named, decaying modifiers from events and traits, itemized for the player.

social relations
orbital-mechanics

Orbital mechanicsOrbital mechanics

Bodies move under gravity, and maneuvers spend delta-v to change orbits, intercepts, and transfers.

physics & materials
variable-speed

Pause and speed controlPause and speed control

The player pauses the simulation and switches between speed multipliers, trading attention against elapsed game time.

time & pacing
periodic-ticks

Periodic ticksPeriodic ticks

Some state changes, such as budgets, harvests, or growth, resolve in batches at fixed intervals like a month or a year rather than continuously.

time & pacing
permadeath

PermadeathPermadeath

Death of agents or the avatar is permanent, and the save system prevents undoing it.

risk & failure
persistent-world

Persistent shared worldPersistent shared world

A server-side world keeps running and keeps its state for many players, whether or not any one player is logged in.

multiplayer & persistence
personality-traits

Personality traitsPersonality traits

Fixed or slow-changing traits change each agent's needs, preferences, and available actions.

agents & behavior
planetary-climate

Planetary climatePlanetary climate

Planet-scale variables such as atmospheric composition, temperature, sea level, and biosphere evolve under coupled feedbacks and can be deliberately altered.

environment & ecology
player-legislation

Player legislationPlayer legislation

Players author, propose, and vote on rules that the game then enforces inside a shared world, such as taxes, bans, and permits.

governance & policy
player-organizations

Player organizationsPlayer organizations

Players form corporations, guilds, or governments with membership, roles, permissions, and shared assets.

multiplayer & persistence
player-programming

Player programmingPlayer programming

The player writes code in a language the game executes to control units, machines, or the world.

control & automation
player-driven-market

Player-driven marketsPlayer-driven markets

Players post buy and sell orders in shared order books, and prices emerge from player behavior.

economy & finance
policy-influence-network

Policy influence networkPolicy influence network

Policies, indicators, and voter groups connect through a weighted causal graph with delays.

governance & policy
policy-toggles

Policy togglesPolicy toggles

Enactable laws or policies change simulation rules with explicit tradeoffs.

governance & policy
political-capital

Political capitalPolitical capital

An abstract governing currency accrues each period from leaders, factions, or population welfare and is spent on policy changes, edicts, and other state actions.

governance & policy
pollution-spread

Pollution spreadPollution spread

Pollution emitted by sources accumulates and diffuses across land, water, or air cells and harms health, land value, or growth, or provokes threats.

environment & ecology
population-strata

Population strataPopulation strata

The population is divided into classes or tiers with distinct needs, roles, and upgrade paths.

population & lineage
power-allocation

Power allocationPower allocation

The player splits a fixed power budget among a vehicle's subsystems in real time, trading shields, weapons, engines, and life support against each other.

resources & production
power-grid

Power gridPower grid

Generators produce energy that is distributed over a connected network to consumers; shortfalls cause brownouts or shutdowns.

resources & production
procedural-build-assist

Procedural build assistProcedural build assist

Coarse player input such as a block or a drawn wall is turned into detailed, organic structures by procedural rules.

space & construction
procedural-characters

Procedural charactersProcedural characters

Characters are generated with names, backstories, traits, skills, and appearance sampled from constrained tables or grammars.

world generation
procedural-checklists

Procedural checklistsProcedural checklists

Operating simulated equipment requires performing ordered steps on modeled controls that mirror real procedures, with system states gating each step.

operation & procedure
procedural-terrain

Procedural terrainProcedural terrain

Maps are generated from a seed through noise, erosion, climate, and placement rules.

world generation
product-development

Product developmentProduct development

The player configures a product's features, and a simulated market scores it against trends, quality, and competition.

economy & finance
production-chain

Production chainsProduction chains

Buildings or machines convert input goods into output goods via fixed recipes and cycle times, forming multi-step dependency trees.

resources & production
programming-by-demonstration

Programming by demonstrationProgramming by demonstration

An agent or vehicle learns a routine by recording the player performing it, and the recording becomes a replayable, sometimes editable, program.

control & automation
projectile-ballistics

Projectile ballisticsProjectile ballistics

Shots are simulated as projectiles in flight with velocity, gravity, drag, and penetration, so range, angle, and lead decide hits rather than an instant trace or a dice roll.

physics & materials
public-transit

Public transit linesPublic transit lines

Player-drawn lines with stops and vehicles carry passengers whose ridership depends on coverage, frequency, and transfers.

logistics & networks
pvp-security-zones

PvP security zonesPvP security zones

A shared world is divided into zones whose rules set whether players may attack each other and what an aggressor pays, such as NPC police response or lost standing.

multiplayer & persistence
quality-tiers

Quality tiersQuality tiers

Produced items carry quality grades derived from inputs, worker skill, or chance, scaling their value or effect.

resources & production
raid-defense

Raid defenseRaid defense

Settlements defend against periodic attacks with walls, turrets, traps, and fighters placed and commanded by the player.

conflict & defense
rail-signaling

Rail signalingRail signaling

Block and path signals partition track so trains can share it without collision; throughput depends on signal design.

logistics & networks
random-disasters

Random disastersRandom disasters

Stochastic disasters such as fires, floods, earthquakes, storms, or meteors strike at random times and places and damage the system.

risk & failure
rci-demand

RCI demandRCI demand

A demand signal for residential, commercial, and industrial land derived from the balance of jobs, workers, and goods.

economy & finance
real-time-clock

Real-time clockReal-time clock

Game time follows the real-world clock and calendar, so the world advances, ages, and holds events while the game is closed.

time & pacing
real-world-data-feeds

Real-world data feedsReal-world data feeds

Simulation state is initialized or driven at runtime by external real-world data such as map imagery, elevation, star catalogs, live weather, or live traffic instead of authored or procedural content.

world generation
relationship-values

Relationship valuesRelationship values

Pairwise numeric affinity between characters changes with interactions and drives social choices.

social relations
renewable-regrowth

Renewable regrowthRenewable regrowth

Harvested stocks such as forests, fish, game, and soil regenerate over time at density-dependent rates, allowing sustainable yield or overexploitation.

resources & production
reputation

ReputationReputation

A standing value with a faction or the public changes access, prices, and how others respond.

social relations
request-provider-logistics

Request-provider logisticsRequest-provider logistics

Containers declare per-item requests and supplies, and a dispatcher sends drones or robots from providers to requesters without fixed routes.

logistics & networks
resource-extraction

Resource extractionResource extraction

Workers or machines harvest raw materials from map nodes (ore, trees, fish, oil) at rates set by tools, labor, and node richness.

resources & production
rigid-body-physics

Rigid-body physicsRigid-body physics

Objects with mass and inertia move under forces and collide, constrained by contacts and joints solved each step.

physics & materials
rival-firms

Rival firmsRival firms

AI or player competitors contest markets, prices, and assets; market share decides who wins.

economy & finance
road-network

Road networksRoad networks

Roads and paths define connectivity; buildings must connect to function, and travel cost depends on network geometry.

logistics & networks
romance-family

Romance and familyRomance and family

Agents court, partner, marry, and form families according to compatibility and relationship state.

social relations
room-recognition

Room recognitionRoom recognition

Enclosed spaces are detected by flood fill and classified into room types by their size and contents, and the type grants effects.

space & construction
rule-checking-inspection

Rule-checking inspectionRule-checking inspection

The player checks documents, people, or cargo against a rulebook that changes over time, under time pressure, with penalties for errors.

operation & procedure
scenario-objectives

Scenario objectivesScenario objectives

Preset maps or situations come with explicit goals, constraints, and often a deadline.

progression & goals
scouting-knowledge

Scouting knowledgeScouting knowledge

Entity attributes are known only with uncertainty that scouting effort reduces.

information & legibility
seasonal-world-reset

Seasonal world resetSeasonal world reset

A shared world runs for a bounded season and is then wiped and restarted, often with rule changes carried into the next season.

multiplayer & persistence
seasons

SeasonsSeasons

A seasonal calendar cycles conditions such as temperature, daylight, and growing windows that govern growth, demand, and risk.

environment & ecology
service-coverage

Service coverageService coverage

Service buildings such as police, fire, clinics, and schools satisfy demand within a radius or network distance, up to a capacity.

logistics & networks
service-queues

Service queuesService queues

Agents wait in lines for limited-capacity services; waiting time feeds back into satisfaction and throughput.

logistics & networks
signal-circuits

Signal circuitsSignal circuits

In-world wires, sensors, and logic elements carry signals that read machine state and control machines.

control & automation
history-generation

Simulated history generationSimulated history generation

World generation simulates years to centuries of civilizations, figures, and events before play begins, producing the starting world.

world generation
smart-objects

Smart objectsSmart objects

Objects advertise the need satisfaction they offer, and agents query nearby objects to decide what to do.

agents & behavior
social-exchanges

Social exchangesSocial exchanges

Discrete social moves such as flirt, insult, or apologize have preconditions on social state and norms, and they update relationships.

social relations
soft-body-deformation

Soft-body deformationSoft-body deformation

Objects built from mass nodes and spring beams bend, crumple, and break under stress, and deformation persists.

physics & materials
spoilage

SpoilageSpoilage

Perishable goods lose value or rot over time depending on storage conditions such as temperature and containers.

resources & production
stability-unrest

Stability and unrestStability and unrest

Grievances accumulate into unrest that triggers protests, strikes, or revolt.

governance & policy
staff-hiring

Staff hiring and rostersStaff hiring and rosters

The player hires individual staff with skills, traits, and wages to operate a facility or team.

economy & finance
stat-combat-resolution

Statistical combat resolutionStatistical combat resolution

Battles between units resolve from attack, defense, morale, terrain, and random rolls in rounds rather than from physics or modeled sensors and weapons.

conflict & defense
stats-dashboards

Stats dashboardsStats dashboards

Graphs and tables show the recorded history of simulation variables over selectable time windows.

information & legibility
stimulus-attraction

Stimulus attractionStimulus attraction

Player actions emit sound or light stimuli with a radius and decay, and agents that perceive them move toward the source, so managing emissions is part of survival.

risk & failure
storage-capacity

Storage and buffersStorage and buffers

Goods occupy finite storage; buffers decouple producers from consumers, and full storage blocks production.

resources & production
storyteller-director

Storyteller directorStoryteller director

A director AI chooses which events to fire and when, pacing them by a model of tension and the current state.

narrative & generation
stress-accumulation

Stress accumulationStress accumulation

A slow per-agent stress stock integrates negative experiences scaled by personality and, as it crosses levels, triggers breaks or lasting changes.

agents & behavior
structural-integrity

Structural integrityStructural integrity

Structures carry support values or loads propagated from the ground, and elements that lose support or exceed their limits collapse.

space & construction
subsystem-damage

Subsystem damageSubsystem damage

A vehicle or ship is a set of named components with their own integrity, and damage to one removes its capacity, such as power, thrust, shields, or sensors, until it is repaired.

risk & failure
supply-lines

Supply linesSupply lines

Remote units or outposts need a continuous connection to a supply source; cutting the connection causes attrition.

logistics & networks
supply-demand-pricing

Supply-demand pricingSupply-demand pricing

Prices adjust to supply and demand, so scarcity raises prices and gluts lower them.

economy & finance
surface-work-tools

Surface work toolsSurface work tools

The player applies a tool to surfaces to clean, paint, or strip them, and a per-surface coverage state shows visible progress toward completion.

operation & procedure
survival-meters

Survival metersSurvival meters

The avatar's bodily stocks such as hunger, thirst, warmth, and fatigue deplete over time and, if unmanaged, drain health and kill.

biology & health
taxation

TaxationTaxation

Player-set tax rates convert economic activity into revenue at the cost of growth, happiness, or competitiveness.

economy & finance
tech-tree

Tech treeTech tree

A research or unlock graph gates buildings, recipes, or abilities behind prerequisites and accumulated research.

progression & goals
terraforming

TerraformingTerraforming

The player raises, lowers, flattens, or repaints terrain, usually at a cost, to make land usable or to reshape water and paths.

space & construction
terrain-deformation

Terrain deformationTerrain deformation

Wheels, feet, and impacts displace soft ground such as mud and snow, and the persistent ruts change traction for later passes.

physics & materials
territorial-control

Territorial controlTerritorial control

Map regions have an owner and a current controller; occupation flips control in war, and peace, purchase, or integration transfers ownership at a cost in time, unrest, or political currency.

conflict & defense
track-laying

Track layingTrack laying

The player builds rail or coaster track segment by segment under grade, curvature, terrain, and cost constraints, and vehicles then run on the resulting path.

space & construction
trade-routes

Trade routesTrade routes

Goods are exchanged between settlements, regions, or foreign markets along routes with price differences, tariffs, and transit time.

economy & finance
traffic-congestion

Traffic congestionTraffic congestion

Trips route over a capacitated network; volume beyond capacity raises travel time and delays services and deliveries.

logistics & networks
trait-inheritance

Trait inheritanceTrait inheritance

Offspring inherit traits or genes from their parents with recombination, variation, or mutation.

population & lineage
travel-mode-choice

Travel mode choiceTravel mode choice

Agents choose among walking, cycling, driving, and transit for each trip by comparing time, money, and comfort costs, which sets how demand splits across networks.

logistics & networks
budget-treasury

Treasury and budgetTreasury and budget

A money stock with income and expense flows such as taxes, upkeep, wages, and service funding; a negative balance leads to debt or failure.

economy & finance
triggered-event-chains

Triggered event chainsTriggered event chains

Authored event templates fire when state conditions hold, and their outcomes schedule follow-up events that chain into multi-step stories.

narrative & generation
turn-structure

Turn structureTurn structure

The simulation advances in discrete turns, each divided into ordered phases in which players decide and the world then resolves.

time & pacing
unit-commands

Unit commandsUnit commands

The player issues direct orders to specific units or agents, overriding their autonomous behavior.

control & automation
utility-action-selection

Utility action selectionUtility action selection

Agents choose actions by scoring options against needs and context, then picking the highest or sampling among high scores.

agents & behavior
vehicle-dynamics

Vehicle dynamicsVehicle dynamics

Tire, suspension, drivetrain, and weight-transfer models compute vehicle handling from forces at each wheel.

physics & materials
vehicle-route-scheduling

Vehicle routes and schedulesVehicle routes and schedules

Vehicles are assigned ordered stops with load and unload rules to move goods or passengers between nodes.

logistics & networks
vertical-layers

Vertical layersVertical layers

The world has stacked layers such as z-levels, floors, or underground networks, and rules connect what happens between them.

space & construction
villager-requests

Villager requestsVillager requests

Characters generate small requests or quests from templates whose parameters are filled from simulation state, with rewards and deadlines.

narrative & generation
voxel-destruction

Voxel destructionVoxel destruction

The world is built from small destructible units that can be removed, broken loose, and burned anywhere.

physics & materials
walker-service-delivery

Walker service deliveryWalker service delivery

Services are delivered by agents walking routes from their building, so coverage depends on where walkers actually go.

logistics & networks
war-score-peace

War score and peace termsWar score and peace terms

Each war tracks a score or exhaustion level from battles, occupation, and war goals, and that value caps what a peace settlement can demand or forces capitulation.

conflict & defense
wear-breakdown

Wear and breakdownWear and breakdown

Assets lose condition with use and age, breakdown risk rises as condition falls, and maintenance or repair restores it.

risk & failure
weather

WeatherWeather

Weather states such as rain, storms, snow, wind, and temperature change over time and modify activities and other systems.

environment & ecology
work-priorities

Work prioritiesWork priorities

The player sets which agents do which job types in what order, and agents self-assign from that priority table.

agents & behavior
zoning

ZoningZoning

The player paints land-use zones, and the simulation decides whether and what to build, upgrade, or abandon on each zoned lot.

space & construction

techniques · 45

gaussian-splatting

3D Gaussian Splatting3D Gaussian Splatting

Scenes are represented as millions of anisotropic 3D Gaussians optimized from photos and rasterized in real time, giving photoreal captured or generated environments at 1080p and 30+ fps.

neural rendering & 3d generation · 2023 · prototype
automated-playtesting

Agent-based automated playtesting and balancingAgent-based automated playtesting and balancing

Studios train imitation, reinforcement learning, and search agents to play builds, estimating level difficulty, pass and churn rates, progression pacing, map coverage, and exploits before players reach them.

automated game design & playtesting · 2018 · shipped (niche)
automated-rule-generation

Automated generation of game rules and mechanicsAutomated generation of game rules and mechanics

Systems that write complete game rule sets as code in a description language, using evolution or language models to propose rules and self-play agents to score balance, decisiveness, and strategic depth before a human sees them.

automated game design & playtesting · 2024 · prototype
continuous-alife-and-asal

Continuous cellular automata and foundation-model search for artificial lifeContinuous cellular automata and foundation-model search for artificial life

Continuous cellular automata such as Lenia and mass-conserving Flow-Lenia produce lifelike self-organizing creatures, and ASAL uses vision-language foundation models to search their rule spaces for phenomena described in text or for open-ended novelty.

artificial life research · 2024 · research
deep-rl-npc-policies

Deep reinforcement learning policies for NPC opponents and navigationDeep reinforcement learning policies for NPC opponents and navigation

Neural control policies trained with deep reinforcement learning inside the game's own simulation drive opponents and NPCs, as with Sony AI's Gran Turismo Sophy, a selectable rival in Gran Turismo 7 since 2023.

reinforcement learning · 2022 · shipped (niche)
differentiable-simulation

Differentiable simulationDifferentiable simulation

Simulators written so automatic differentiation returns gradients of an outcome with respect to initial state, controls, or rule parameters, replacing black-box search with gradient descent for tuning and inverse design.

differentiable & accelerated simulation · 2020 · research
diffusion-game-engines

Diffusion and autoregressive neural game enginesDiffusion and autoregressive neural game engines

Action-conditioned generative models trained on recordings of one existing game predict each next frame from recent frames and player input, so the model itself plays the role of the game engine.

generative world model · 2024 · prototype
generalist-game-agents

Generalist instructable game agents (SIMA)Generalist instructable game agents (SIMA)

Agents that read screen pixels and natural-language instructions and output keyboard and mouse actions across many commercial 3D games, with later versions reasoning, conversing, and improving through self-generated tasks.

llm agents · 2024 · research
generative-agents

Generative agents (memory stream, reflection, planning)Generative agents (memory stream, reflection, planning)

LLM-driven characters that store observations in a natural-language memory stream, retrieve them by recency, importance, and relevance, synthesize reflections, and plan their day top-down.

llm agents · 2023 · shipped (niche)
genie-world-models

Genie foundation world modelsGenie foundation world models

Google DeepMind's Genie models generate playable worlds from a text or image prompt and render them in real time from player input, with Genie 3 reaching 720p at 24 fps and about a minute of visual memory.

generative world model · 2025 · prototype
constrained-decoding

Grammar-constrained decoding for valid game actionsGrammar-constrained decoding for valid game actions

Decoding that masks every token which cannot extend a valid string of a schema, regular expression, or grammar, so a model's output always parses as a legal game action or data record.

llm agents · 2024 · research
graph-network-simulators

Graph network simulators and neural operatorsGraph network simulators and neural operators

Learned simulators that predict the next state of particles, meshes, or continuous fields with message-passing networks or Fourier-space operators, trained on numerical solver output and run 10-1000x faster than that solver.

neural physics & surrogates · 2020 · research
cicero-strategic-dialogue

Language models grounded in strategic planning for negotiation gamesLanguage models grounded in strategic planning for negotiation games

Meta's Cicero couples a dialogue language model with a planning engine that infers other players' intentions from the board and conversation, so its free-text negotiation proposes and follows concrete joint plans, reaching human-level Diplomacy.

game-theoretic solvers · 2022 · research
learned-motion-synthesis

Learned kinematic motion synthesisLearned kinematic motion synthesis

Neural networks generate or compress kinematic character animation, as in Ubisoft's learned motion matching, EA's HyperMotion, and inZOI's motion extraction from uploaded video.

animation & motion · 2020 · shipped (niche)
learned-level-generation

Learned level and map generation (PCGRL, MarioGPT, LLM generators)Learned level and map generation (PCGRL, MarioGPT, LLM generators)

Generators trained by reinforcement learning or on example levels, including small and large language models that emit tile maps from text prompts, produce playable levels and maps without hand-written generation rules.

procedural content generation · 2023 · research
physics-based-character-control

Learned physics-based character controlLearned physics-based character control

Neural policies trained with reinforcement learning drive simulated humanoids by joint torques to imitate motion capture, and MaskedMimic-style controllers accept partial goals such as keyframes, text, or an object to sit on.

animation & motion · 2024 · research
llm-explanation-of-state

LLM explanation of simulation stateLLM explanation of simulation state

Language models that read simulation state, modifier breakdowns, agent traces, or event logs and answer why and what-if questions or summarize what happened for players and designers.

llm narrative & dialogue · 2023 · prototype
llm-game-master

LLM game master and narrative directorLLM game master and narrative director

A language model that adjudicates player and NPC intentions, decides outcomes, generates events and quests, and narrates them, either free-form or checked against a typed world state and canon.

llm narrative & dialogue · 2019 · shipped (niche)
human-behavior-simulation-models

LLM models of individual human choiceLLM models of individual human choice

Language models conditioned on interviews or fine-tuned on millions of experimental choices that predict how specific people or populations answer surveys, play economic games, and choose in decision tasks.

player modeling · 2025 · research
llm-rule-adjudication

LLM-adjudicated state transitions (LLM as game mechanic)LLM-adjudicated state transitions (LLM as game mechanic)

A language model computes the outcome of an interaction (two elements combined, an action on an object) from a text description of the inputs, with results cached so every player sees the same rule.

generative world model · 2024 · shipped (niche)
alphaevolve-algorithm-discovery

LLM-guided evolutionary program searchLLM-guided evolutionary program search

An LLM proposes edits to code, an automated evaluator scores each candidate, and an evolutionary database keeps the best and most diverse programs, finding heuristics and constructions that beat human-designed ones.

mathematical & algorithmic discovery · 2025 · research
voyager-skill-libraries

LLM-written skill libraries (Voyager)LLM-written skill libraries (Voyager)

An LLM agent that proposes its own next task, writes executable code to do it, refines the code from execution errors and self-checks, and stores verified programs in a retrievable skill library.

llm agents · 2023 · research
ml-weather-models

Machine-learned weather forecastingMachine-learned weather forecasting

Neural networks trained on decades of atmospheric reanalysis forecast global weather 10-15 days ahead in seconds to minutes on one accelerator, matching or beating physics-based operational models on most verification targets.

neural physics & surrogates · 2023 · research
llm-agent-societies

Many-agent LLM societiesMany-agent LLM societies

Simulations of hundreds to a million LLM-driven agents with concurrent cognitive modules, shared environments, and message buses that produce role specialization, rule changes, cultural spread, and polarization.

multi-agent social simulation · 2024 · research
massively-parallel-simulation

Massively parallel GPU simulationMassively parallel GPU simulation

Simulators that keep thousands of world instances as tensors on a GPU or TPU and step them all in one kernel, raising throughput to millions of steps per second for agent training and Monte Carlo sweeps.

differentiable & accelerated simulation · 2021 · research
mean-field-games

Mean field games and mean-field learningMean field games and mean-field learning

Mean field game theory replaces an N-player game with one representative agent responding to the population distribution, and recent learning methods compute these equilibria for state spaces of hundreds of billions of states.

game-theoretic solvers · 2021 · research
satellite-world-reconstruction

ML reconstruction of the planet from aerial imageryML reconstruction of the planet from aerial imagery

Machine learning classifies buildings, vegetation, and terrain in satellite and aerial imagery and procedural rules rebuild them as 3D scenery, which Microsoft Flight Simulator streams for the whole Earth.

procedural content generation · 2020 · shipped (niche)
monte-carlo-tree-search

Monte Carlo tree search for game AIMonte Carlo tree search for game AI

A best-first search that grows a game tree from repeated simulated playouts and picks branches with a bandit rule such as UCT, letting AI players plan from a forward model without a hand-tuned evaluation function.

game-theoretic solvers · 2006 · shipped (niche)
muse-wham

Muse World and Human Action Model (WHAM)Muse World and Human Action Model (WHAM)

Microsoft Research's WHAM is a transformer trained on seven years of Bleeding Edge play that generates both future frames and the player's controller actions, aimed at gameplay ideation, with a real-time Quake II follow-up (WHAMM).

generative world model · 2025 · prototype
neural-cellular-automata

Neural cellular automataNeural cellular automata

Cellular automata whose local update rule is a small learned network or logic circuit, trained so that cells grow, maintain, and regenerate a target pattern, texture, structure, or level from a seed.

artificial life research · 2020 · research
neural-rendering-shaders

Neural rendering in the graphics pipelineNeural rendering in the graphics pipeline

Small neural networks inside the renderer upscale frames, generate extra frames, denoise ray tracing, decode compressed textures and layered materials, and since DLSS 5 re-light the final frame, all without touching simulation state.

neural rendering & 3d generation · 2025 · shipped (mainstream)
on-device-language-models

On-device small language models for charactersOn-device small language models for characters

Pruned, distilled, and 4-bit quantized language, speech, and embedding models that run on the player's GPU beside rendering to drive character decisions, dialogue, and voice without per-token server cost.

inference efficiency · 2025 · shipped (niche)
open-interactive-video-models

Open real-time interactive video world modelsOpen real-time interactive video world models

Open and startup interactive video models (Matrix-Game, Hunyuan-GameCraft, WorldPlay, Yan, Mirage, Odyssey) adapt pretrained video diffusion transformers to keyboard and mouse control and stream frames in real time, adding pose-indexed memory and text edits during play.

generative world model · 2025 · prototype
open-ended-environment-generation

Open-ended co-generation of environments and agentsOpen-ended co-generation of environments and agents

Systems that keep generating new environments or tasks at the edge of an agent's ability and train agents on them, from POET's co-evolved terrains to OMNI-EPIC's foundation-model-written task code and SIMA 2 practicing in Genie 3 worlds.

reinforcement learning · 2024 · research
physical-world-foundation-models

Physical-world foundation modelsPhysical-world foundation models

Video-pretrained models of physical dynamics, NVIDIA Cosmos for generating action-conditioned training video and Meta's V-JEPA 2 for latent prediction and planning, target robotics and driving rather than games.

generative world model · 2025 · research
generated-3d-worlds

Prompt-to-persistent 3D world generationPrompt-to-persistent 3D world generation

Models such as World Labs Marble and HunyuanWorld turn text, images, video, or coarse 3D blockouts into persistent explorable scenes exported as Gaussian splats and meshes with collision proxies.

neural rendering & 3d generation · 2025 · prototype
quality-diversity-search

Quality-diversity search (MAP-Elites) for content and balanceQuality-diversity search (MAP-Elites) for content and balance

Evolutionary search that keeps the best solution found in each cell of a grid of designer-chosen behavior descriptors, returning an archive of diverse high-quality levels, decks, or strategies instead of one optimum.

procedural content generation · 2015 · research
real-time-video-restyling

Real-time generative restyling of game videoReal-time generative restyling of game video

A live video-to-video diffusion model repaints each frame of a running game from a text prompt in under 40 ms, leaving the game's own simulation and state untouched.

neural rendering & 3d generation · 2025 · prototype
realtime-voice-models

Realtime speech-to-speech and expressive TTS for charactersRealtime speech-to-speech and expressive TTS for characters

Streaming speech recognition, speech-native language models, and context-aware text-to-speech that let characters hold spoken, interruptible conversations with roughly 200-250 ms response onset and generated emotional delivery.

speech & audio · 2024 · shipped (niche)
imperfect-information-solvers

Regret minimization and search for imperfect-information gamesRegret minimization and search for imperfect-information games

Self-play algorithms that minimize counterfactual regret over information sets, refined by real-time subgame search, compute hard-to-exploit strategies that bluff and hide information and beat top humans at poker, Stratego, and Scotland Yard.

game-theoretic solvers · 2019 · research
model-based-planning-muzero

Self-play planning with learned models (AlphaZero, MuZero, Dreamer)Self-play planning with learned models (AlphaZero, MuZero, Dreamer)

Agents that combine tree search or imagined rollouts with neural policy and value networks trained by self-play, where MuZero and Dreamer also learn the environment's dynamics, reach superhuman play from rules or pixels alone.

reinforcement learning · 2020 · research
simulation-based-inference

Simulation-based inference for calibrating simulatorsSimulation-based inference for calibrating simulators

Neural density estimators trained on simulator runs return a posterior over a simulator's parameters given observed data, calibrating agent-based and economic models whose likelihoods cannot be computed.

mathematical & algorithmic discovery · 2019 · research
subspace-neural-physics

Subspace neural physics and learned deformersSubspace neural physics and learned deformers

Small networks trained on offline cloth, flesh, or muscle simulation predict deformation in a compressed subspace or as corrective morph targets, running hundreds to thousands of times faster than the source simulation inside a game engine.

neural physics & surrogates · 2019 · prototype
text-to-3d-assets

Text- and image-to-3D asset generationText- and image-to-3D asset generation

Open 3D generative models (TRELLIS, Hunyuan3D 2.x, Roblox Cube) produce textured meshes from a text prompt or image in seconds to a minute, and inZOI exposes image-to-3D object creation to players.

neural rendering & 3d generation · 2025 · shipped (niche)
wave-function-collapse

Wave Function Collapse and constraint-based tile generationWave Function Collapse and constraint-based tile generation

An example-driven constraint solver that fills a grid by repeatedly collapsing the lowest-entropy cell to one tile and propagating adjacency constraints, shipped in games including Townscaper, Bad North, and Caves of Qud.

procedural content generation · 2016 · shipped (niche)

opportunities · 42

agent-ambassadors-async

horizon 1-2 yearsAgent ambassadors between player worlds

Let each player's simulation send language-agent representatives that trade and negotiate with other players' worlds while they are offline.

horizon 1-2 years · impact 3 of 5
ai-liquidity-in-player-markets

horizon 1-2 yearsAI liquidity in player markets

Keep player-driven markets liquid on small servers with model-driven traders whose behavior is calibrated to human trading and constrained by market rules.

horizon 1-2 years · impact 2 of 5
mechanic-discovery-search

horizon 3-5 yearsAutomated mechanic discovery

Search the space of rule programs with language-model-guided evolution and agent playtests to propose new mechanics that are learnable, deep, and unlike existing ones.

horizon 3-5 years · impact 4 of 5
bottleneck-explainer

horizon NowBottleneck explainer for production networks

Explain where and why a production network is starved or blocked by combining sensitivity analysis of the actual simulation with grounded language explanations.

horizon now · impact 3 of 5
branch-preview-forecasts

horizon 1-2 yearsBranch preview of policy futures

Fork the simulation in the background and show the player likely futures of a decision before committing, using parallel or surrogate simulation.

horizon 1-2 years · impact 4 of 5
calibrated-serious-sims

horizon 1-2 yearsCalibrated serious simulations

Use simulation-based inference and differentiable simulators to calibrate game-grade models of epidemics, traffic, and markets to real data, with published fit metrics.

horizon 1-2 years · impact 2 of 5
content-elastic-events

horizon NowContent-elastic event systems

Remove the authoring ceiling on event chains, requests, and dilemmas by generating schema-constrained variants from designer templates and validating them against game state.

horizon now · impact 3 of 5
drama-aware-storyteller

horizon NowDrama-aware storyteller

A storyteller that models characters' arcs and relationships, not only threat budgets, choosing authored incidents that create meaningful stakes for specific colonists.

horizon now · impact 3 of 5
event-sourced-sim-runtime

horizon 1-2 yearsEvent-sourced simulation runtime

An engine layer that records simulation and model calls as an append-only event log, giving replay, forking, explanation, and determinism for games with AI components.

horizon 1-2 years · impact 4 of 5
explained-delegation

horizon 1-2 yearsExplained delegation to AI managers

Subsystem managers that learn the player's preferences from their past decisions and explain each action, so delegation scales play without hiding it.

horizon 1-2 years · impact 3 of 5
living-workforce-factories

horizon NowFactories with a living workforce

Automation games whose workers age, learn, form families, and retire, so a production network is also a society that must be sustained across generations.

horizon now · impact 3 of 5
dream-replay-layer

horizon 1-2 yearsGenerated dream and replay views

Use generative world models for non-authoritative views such as memories, rumors, and alternate histories, where drift is acceptable and variety is the point.

horizon 1-2 years · impact 2 of 5
generated-inspection-shifts

horizon NowGenerated inspection shifts

Rule-checking job sims with generated documents, items, and rule changes each shift, verified against an answer key so infinite variety stays fair.

horizon now · impact 2 of 5
generated-recipe-graphs

horizon 1-2 yearsGenerated recipe graphs

Generate solvable, non-degenerate, on-theme production recipe graphs and tech trees, verified by agents, to cut content cost for factory and crafting games.

horizon 1-2 years · impact 2 of 5
generative-decoration-catalogs

horizon NowGenerative decoration catalogs

Let players generate furniture, scenery, and building pieces from text or sketches within a game's style and technical budgets, removing the cap on creative-mode catalogs.

horizon now · impact 3 of 5
human-calibrated-customers

horizon 1-2 yearsHuman-calibrated customers

Replace hand-tuned customer and crowd preference curves with models that predict human choices, so tycoon markets respond like real populations.

horizon 1-2 years · impact 3 of 5
illustrated-chronicles

horizon NowIllustrated chronicles

Turn a run's event log into a readable, illustrated saga that players can share, making emergent stories legible and portable.

horizon now · impact 2 of 5
intent-level-orders

horizon NowIntent-level orders

Players state goals in plain language and the game compiles them into priorities, designations, and schedules, cutting micromanagement in colony and management sims.

horizon now · impact 3 of 5
llm-society-terrarium

horizon 3-5 yearsLanguage-agent society terrarium

An observer-gardener genre where players seed and nudge a persistent society of language-model agents and watch institutions, cultures, and histories form.

horizon 3-5 years · impact 4 of 5
learned-build-assist

horizon NowLearned build assist for cities

Extend Townscaper-style procedural assist to full city builders with learned style priors, so rough strokes become plausible districts the simulation then evaluates.

horizon now · impact 3 of 5
learned-material-surrogates

horizon 3-5 yearsLearned material surrogates at world scale

Use learned and GPU-parallel physics surrogates to bring per-particle fluids, gases, and destruction from small arenas to large persistent worlds.

horizon 3-5 years · impact 4 of 5
neural-npc-motion

horizon 1-2 yearsLearned motion for simulated crowds

Physics-based learned character controllers let simulated agents move and react physically, so crowds, injuries, and labor look like what the simulation says is happening.

horizon 1-2 years · impact 2 of 5
learned-weather-layer

horizon 1-2 yearsLearned regional weather

Use machine-learned weather emulators to give farming, flight, and city sims realistic, cheap, regionally coherent weather and climate variability.

horizon 1-2 years · impact 3 of 5
local-first-ai-sims

horizon NowLocal-first AI simulation games

Ship small language and generative models inside the game so AI features run offline with no per-hour inference bill, changing the economics of AI-native simulation.

horizon now · impact 4 of 5
mean-field-crowds

horizon 3-5 yearsMean-field crowds and traffic

Simulate hundreds of thousands of agents with equilibrium-consistent route and choice behavior by combining mean-field approximations with sampled individuals.

horizon 3-5 years · impact 3 of 5
language-modding

horizon 1-2 yearsMechanic modding by description

Players describe a rule change in plain language; a model writes the mod against the modding API and automated agents test it before it is shared.

horizon 1-2 years · impact 4 of 5
natural-language-legislation

horizon 1-2 yearsNatural-language legislation

Players write laws in plain language that are compiled into typed policy parameters, while simulated interest groups argue, lobby, and comply.

horizon 1-2 years · impact 3 of 5
negotiating-faction-ai

horizon 1-2 yearsNegotiating faction AI

Grand strategy rivals that negotiate in language and plan around their promises, combining strategic search with dialogue.

horizon 1-2 years · impact 3 of 5
open-ended-evolution-sandbox

horizon 1-2 yearsOpen-ended evolution sandbox

Evolution games built on continuous artificial-life substrates and automated discovery, where morphology and behavior evolve without designer-authored part catalogs.

horizon 1-2 years · impact 2 of 5
parallel-autobalance

horizon NowParallel autobalancing of economies

Run thousands of scripted, learned, and diversity-seeking agents through a game's economy at accelerated speed to find degenerate strategies and tune parameters before players do.

horizon now · impact 3 of 5
participatory-planning-sandboxes

horizon 1-2 yearsParticipatory planning sandboxes

City-builder interfaces over calibrated urban models with simulated resident voices, used by communities and planners to explore tradeoffs together.

horizon 1-2 years · impact 3 of 5
placement-that-tells-stories

horizon NowPlacement that tells stories

City builders where where and what the player builds triggers specific, state-aware story events about the inhabitants of those buildings.

horizon now · impact 3 of 5
qd-scenario-libraries

horizon NowQuality-diversity scenario libraries

Generate large libraries of scenarios that cover a grid of difficulty and play style, so scenario-driven sims never run out of distinct challenges.

horizon now · impact 2 of 5
scientists-not-tech-trees

horizon NowResearch by named scientists

Replace the abstract research meter with named researchers whose skills, relationships, and rivalries determine what gets discovered and when.

horizon now · impact 2 of 5
salience-gated-llm-agents

horizon NowSalience-gated language agents

Keep cheap utility scoring for every tick and call a language model only at salient moments, giving colony and life sims believable minds at a bounded cost.

horizon now · impact 4 of 5
sims-as-agent-benchmarks

horizon NowSimulation games as agent benchmarks

Use factory, colony, and economy sims as long-horizon evaluation and training environments for AI agents, with game studios as environment providers.

horizon now · impact 3 of 5
sim-instructor-coach

horizon NowSimulator instructor coaching

Flight, driving, and procedure sims with a voice instructor that watches inputs and state, explains mistakes, and adapts lessons in real time.

horizon now · impact 3 of 5
specification-programming-games

horizon NowSpecification programming games

Programming puzzles where an AI writes the code and the player writes the specification and tests, scored on how precisely the spec pins down correct behavior.

horizon now · impact 2 of 5
symbolic-sim-neural-render

horizon 3-5 yearsSymbolic simulation, neural rendering

Keep gameplay in a small deterministic symbolic simulation and let a generative world model render it, decoupling visual variety from simulation cost and art budgets.

horizon 3-5 years · impact 4 of 5
teachable-sim-companion

horizon 1-2 yearsTeachable sim companion

A co-player agent that learns factory, colony, or farm routines from demonstration and language, and grows a library of reusable skills the player can inspect.

horizon 1-2 years · impact 3 of 5
trainable-creatures-revival

horizon 1-2 yearsTrainable creatures revival

Revive the Creatures and Black & White lineage with creatures whose behavior is genuinely learned from player feedback and can explain itself.

horizon 1-2 years · impact 3 of 5
causal-why-query

horizon 1-2 yearsWhy-query over the simulation log

Let players ask why something happened and answer from the simulation's own event log, making deep systemic games legible without simplifying them.

horizon 1-2 years · impact 5 of 5

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src-freeman-2021-brax

Brax: A Differentiable Physics Engine for Large Scale Rigid Body Simulation

C. Daniel Freeman, Erik Frey, Anton Raichuk · 2021-06 · NeurIPS 2021 Datasets and Benchmarks

paper
src-thumbsticks-2017-botw-chemistry
news
src-invenglobal-2016-surgeon-simulator-vr
news
src-valheimwiki-2026-building

Building

Valheim Wiki contributors · 2026 · Valheim Wiki (Fandom)

encyclopedia
src-stardewvalleywiki-2026-bundles

Bundles

Stardew Valley Wiki contributors · 2026 · Stardew Valley Wiki

encyclopedia
src-wikipedia-caesar-iii

Caesar III

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-cai-haoyu

Cai Haoyu

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-dyer-2022-abm-microdata-gnn

Calibrating Agent-based Models to Microdata with Graph Neural Networks

Joel Dyer, Patrick Cannon, J. Doyne Farmer · 2022-06-15

preprint
src-zhu-2023-calypso

CALYPSO: LLMs as Dungeon Masters' Assistants

Andrew Zhu, Lara J. Martin, Andrew Head · 2023 · AIIDE 2023

paper
src-liu-2025-centaur-instruction-understanding
paper
src-wang-2024-text-world-simulators

Can Language Models Serve as Text-Based World Simulators?

Ruoyao Wang, Graham Todd, Ziang Xiao · 2024-06-10 · arXiv

preprint
src-wikipedia-capitalism-video-game

Capitalism (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-captain-of-industry

Captain of Industry

2026 · Steam

store-page
src-wikipedia-car-mechanic-simulator-2018

Car Mechanic Simulator 2018

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-car-mechanic-simulator-2021
store-page
src-xbox-2026-car-mechanic-simulator-2021
store-page
src-kairosoftwiki-2026-gds-careers

Careers (Game Dev Story)

Kairosoft Wiki contributors · 2026 · Kairosoft Wiki (wiki.gg)

encyclopedia
src-steam-2024-caves-of-qud

Caves of Qud

Freehold Games · 2024-12-05 · Steam

store-page
src-fujibayashi-2017-botw-change-and-constant

Change and Constant: Breaking Conventions with 'The Legend of Zelda: Breath of the Wild'

Hidemaro Fujibayashi, Satoru Takizawa, Takuhiro Dohta · 2017 · Game Developers Conference 2017 (GDC Vault)

talk
src-meta-2022-cicero-project

CICERO

Meta AI · 2022 · Meta AI research project page

tech-report
src-wikipedia-cities-skylines

Cities: Skylines

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-pcgamingwiki-2026-cities-skylines-2

Cities: Skylines II

PCGamingWiki contributors · 2026 · PCGamingWiki

encyclopedia
src-wikipedia-cities-skylines-2

Cities: Skylines II

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-paradox-2023-cs2-traffic-ai

Cities: Skylines II Feature Highlight #2: Traffic AI

Colossal Order, Paradox Interactive · 2023-06-26 · Paradox Interactive

tech-report
src-paradox-2023-cs2-electricity-water

Cities: Skylines II features: Electricity and Water

Paradox Interactive · 2023 · paradoxinteractive.com

docs
src-wikipedia-city-building-game

City-building game

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-civilization

Civilization (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-gamesbeat-2015-offworld-trading-company
news
src-satisfactorywiki-2026-clock-speed

Clock speed

Satisfactory Wiki contributors · 2026 · Satisfactory Wiki

encyclopedia
src-brown-2020-rebel

Combining Deep Reinforcement Learning and Search for Imperfect-Information Games

Noam Brown, Anton Bakhtin, Adam Lerer · 2020-07-27 · arXiv

preprint
src-wikipedia-command-modern-operations

Command: Modern Operations

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2019-command-modern-operations
store-page
src-deepmind-2026-concordia-repo
repository
src-longdarkwiki-2026-condition

Condition

The Long Dark Wiki contributors · 2026 · The Long Dark Wiki (Fandom)

encyclopedia
src-kairosoftwiki-2026-gds-consoles

Consoles (Game Dev Story)

Kairosoft Wiki contributors · 2026 · Kairosoft Wiki (wiki.gg)

encyclopedia
src-wikipedia-contraband-police

Contraband Police

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-contraband-police
store-page
src-screeps-2026-docs-control

Control

2026 · Screeps documentation

docs
src-satisfactorywiki-2026-conveyor-belts

Conveyor Belts

Satisfactory Wiki contributors · 2026 · Satisfactory Wiki

encyclopedia
src-wikipedia-conways-game-of-life

Conway's Game of Life

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-corrupted-blood-incident

Corrupted Blood incident

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-nvidia-2025-cosmos-wfm
preprint
src-inworld-2026-consumer-ai-cost
tech-report
src-matthews-2024-craftax

Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning

Michael Matthews, Michael Beukman, Benjamin Ellis · 2024-02-26 · ICML 2024

paper
src-kairosoftwiki-2026-gds-creating-games

Creating games (Game Dev Story)

Kairosoft Wiki contributors · 2026 · Kairosoft Wiki (wiki.gg)

encyclopedia
src-wikipedia-creatures-1996

Creatures (1996 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-creatures-series

Creatures (video game series)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-grand-1996-creatures-alife

Creatures: Artificial Life Autonomous Software Agents for Home Entertainment

Stephen Grand, Dave Cliff, Anil Malhotra · 1996 · University of Sussex Cognitive Science Research Paper CSRP434 (Millennium Technical Report 9601)

tech-report
src-screeps-2026-docs-creeps

Creeps

2026 · Screeps documentation

docs
src-sesame-2025-csm

Crossing the uncanny valley of conversational voice

Sesame · 2025-02-27 · Sesame research

tech-report
src-emerson-2013-flow-field-tiles

Crowd Pathfinding and Steering Using Flow Field Tiles

Elijah Emerson · 2013 · Game AI Pro, ed. Steve Rabin, CRC Press (chapter 23)

book
src-factoriowiki-2026-crude-oil

Crude oil

Factorio Wiki contributors · 2026 · Official Factorio Wiki

encyclopedia
src-wikipedia-crusader-kings-3

Crusader Kings III

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-roblox-2025-cube

Cube: A Roblox View of 3D Intelligence

Roblox Foundation AI Team · 2025-03

preprint
src-dspwiki-2026-dark-fog

Dark Fog

Dyson Sphere Program Wiki contributors · 2026 · Dyson Sphere Program Wiki

encyclopedia
src-dontstarvewiki-2026-day-night-cycle

Day-Night Cycle

Don't Starve Wiki contributors · 2026 · Don't Starve Wiki (wiki.gg)

encyclopedia
src-wikipedia-dcs-world

DCS World

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-infoq-2024-decart-etched-oasis
news
src-techcrunch-2024-decart-oasis
news
src-amielanczyk-2023-timberborn-water

Deep Dive: Designing the dynamic irrigation and water systems in Timberborn

Michal Amielanczyk, Kamil Dawidow · 2023-02-28 · Game Developer

postmortem
src-wikipedia-deep-learning-super-sampling

Deep Learning Super Sampling

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-alonso-2020-drl-navigation-aaa

Deep Reinforcement Learning for Navigation in AAA Video Games

Eloi Alonso, Maxim Peter, David Goumard · 2020-11-09 · arXiv

preprint
src-bhatt-2022-dsage

Deep Surrogate Assisted Generation of Environments

Varun Bhatt, Bryon Tjanaka, Matthew C. Fontaine · 2022-06-09 · arXiv

preprint
src-moravcik-2017-deepstack

DeepStack: Expert-level artificial intelligence in heads-up no-limit poker

Matej Moravčík, Martin Schmid, Neil Burch · 2017 · Science

paper
src-wikipedia-democracy-4

Democracy 4

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-positech-2024-democracy-4-consoles

Democracy 4 comes to consoles

Cliff Harris · 2024-04-24 · Positech Games blog

tech-report
src-harris-2020-democracy4-fixed-income

Democracy 4: the fixed income rewrite

Cliff Harris · 2020-06-23 · Cliffski's Blog (Positech Games)

tech-report
src-revolutionarygames-2016-thrive-vs-species

Devblog #5: Thrive vs Species

2016-02-27 · Revolutionary Games Studio

tech-report
src-chopra-2023-gradabm

Differentiable Agent-based Epidemiology

Ayush Chopra, Alexander Rodriguez, Jayakumar Subramanian · 2022-07-20 · AAMAS 2023

paper
src-miotti-2025-difflogic-ca

Differentiable Logic Cellular Automata: From Game of Life to Pattern Generation

Pietro Miotti, Eyvind Niklasson, Ettore Randazzo · 2025-03-03 · Google Paradigms of Intelligence

tech-report
src-hu-2020-difftaichi

DiffTaichi: Differentiable Programming for Physical Simulation

Yuanming Hu, Luke Anderson, Tzu-Mao Li · 2019-10-01 · ICLR 2020

paper
src-alonso-2024-diamond

Diffusion for World Modeling: Visual Details Matter in Atari

Eloi Alonso, Adam Jelley, Vincent Micheli · 2024-05 · NeurIPS 2024

paper
src-valevski-2024-gamengen

Diffusion Models Are Real-Time Game Engines

Dani Valevski, Yaniv Leviathan, Moab Arar · 2024-08 · ICLR 2025

paper
src-paradoxwikis-2026-eu4-diplomacy

Diplomacy

Europa Universalis IV Wiki contributors · 2026 · Europa Universalis IV Wiki (paradoxwikis.com)

encyclopedia
src-facebookresearch-2022-diplomacy-cicero

diplomacy_cicero

Meta Platforms (facebookresearch) · 2022 · GitHub

repository
src-wikipedia-dont-starve

Don't Starve

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-satisfactorywiki-2026-drone

Drone

Satisfactory Wiki contributors · 2026 · Satisfactory Wiki

encyclopedia
src-coiwiki-2026-dumping-designation

Dumping Designation

Captain of Industry Wiki contributors · 2026 · Captain of Industry Wiki

encyclopedia
src-wikipedia-dwarf-fortress

Dwarf Fortress

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-dspwiki-2026-dyson-sphere

Dyson Sphere

Dyson Sphere Program Wiki contributors · 2026 · Dyson Sphere Program Wiki

encyclopedia
src-steam-2026-dyson-sphere-program
store-page
src-wikipedia-dyson-sphere-program

Dyson Sphere Program

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-ecmwf-2025-aifs-operational

ECMWF's AI forecasts become operational

ECMWF · 2025-02-25 · ECMWF news

tech-report
src-wikipedia-eco-2018

Eco (2018 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2018-eco

Eco on Steam

2026 · Steam

store-page
src-paradoxwikis-2026-skylines-education

Education

Cities: Skylines Wiki contributors · 2026 · Cities: Skylines Wiki (paradoxwikis.com)

encyclopedia
src-willard-2023-outlines

Efficient Guided Generation for Large Language Models

Brandon T. Willard, Rémi Louf · 2023-07-19 · arXiv

preprint
src-factoriowiki-2026-electric-system

Electric system

Factorio Wiki contributors · 2026 · Official Factorio Wiki

encyclopedia
src-elevenlabs-2025-eleven-v3

Eleven v3 (alpha) announcement

ElevenLabs · 2025-06-03 · ElevenLabs blog

tech-report
src-wikipedia-elite

Elite (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-elite-dangerous

Elite Dangerous

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-factoriowiki-2026-enemies

Enemies

Factorio Wiki contributors · 2026 · Factorio Wiki

encyclopedia
src-stardewvalleywiki-2026-energy

Energy

Stardew Valley Wiki contributors · 2026 · Stardew Valley Wiki

encyclopedia
src-wang-2020-enhanced-poet
preprint
src-steam-2026-equilinox

Equilinox on Steam

2026 · Steam

store-page
src-wikipedia-euro-truck-simulator-2

Euro Truck Simulator 2

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-trucksimulatorwiki-2026-ets2

Euro Truck Simulator 2 (Truck Simulator Wiki)

Truck Simulator Wiki contributors · 2026 · Truck Simulator Wiki (wiki.gg)

encyclopedia
src-steam-2026-euro-truck-simulator-2
store-page
src-wikipedia-europa-universalis-4

Europa Universalis IV

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-eve-online

Eve Online

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-paradoxwikis-2026-ck3-event-modding

Event modding (Crusader Kings III)

CK3 Wiki contributors · 2026 · Crusader Kings III Wiki (paradoxwikis.com)

encyclopedia
src-browne-2010-evolutionary-game-design

Evolutionary Game Design

Cameron Browne, Frederic Maire · 2010-03 · IEEE Transactions on Computational Intelligence and AI in Games 2(1):1-16

paper
src-zhang-2023-explaining-agent-behavior

Explaining Agent Behavior with Large Language Models

Xijia Zhang, Yue Guo, Simon Stepputtis · 2023-09-19 · arXiv

preprint
src-wikipedia-factorio

Factorio

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-hopkins-2025-factorio-learning-environment

Factorio Learning Environment

Jack Hopkins, Mart Bakler, Akbir Khan · 2025-03-06 · arXiv

preprint
src-wube-2026-factorio-lua-api

Factorio Lua API documentation

Wube Software · 2026 · lua-api.factorio.com

docs
src-steam-2017-fallout-shelter

Fallout Shelter

Bethesda Game Studios · 2017-03-29 · Steam

store-page
src-wikipedia-fallout-shelter

Fallout Shelter

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-gematsu-2015-fallout-shelter-ios

Fallout Shelter announced for iOS, out now

Sal Romano · 2015-06-14 · Gematsu

news
src-wikipedia-farming-simulator

Farming Simulator

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2024-farming-simulator-25

Farming Simulator 25 on Steam

GIANTS Software · 2024-11-12 · Steam

store-page
src-wikipedia-farthest-frontier

Farthest Frontier

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-farthest-frontier

Farthest Frontier on Steam

Crate Entertainment · 2026 · Steam

store-page
src-wikipedia-facade

Façade (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-fifa-22

FIFA 22

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-guinness-2026-first-city-building-game

First city-building videogame

Guinness World Records · 2026 · Guinness World Records

docs
src-plantec-2023-flow-lenia

Flow-Lenia: Towards open-ended evolution in cellular automata through mass conservation and parameter localization

Erwan Plantec, Gautier Hamon, Mayalen Etcheverry · 2022-12-14 · ALIFE 2023

paper
src-volterra-1926-fluctuations

Fluctuations in the Abundance of a Species considered Mathematically

Vito Volterra · 1926-10-16 · Nature 118:558-560

paper
src-wikipedia-fog-of-war

Fog of war

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-autonautswiki-2026-folk

Folk

Autonauts Wiki contributors · 2026 · Autonauts Wiki

encyclopedia
src-wikipedia-football-manager

Football Manager

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-football-manager-2005

Football Manager 2005

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-foundation-video-game

Foundation (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-foundation

Foundation on Steam

Polymorph Games · 2026 · Steam

store-page
src-li-2020-fno

Fourier Neural Operator for Parametric Partial Differential Equations

Zongyi Li, Nikola Kovachki, Kamyar Azizzadenesheli · 2020-10-18 · ICLR 2021

paper
src-wube-2016-fff-122-better-circuit-network

Friday Facts #122 - Better Circuit Network I

Robert (Wube Software) · 2016-01-22 · Factorio blog (Wube Software)

tech-report
src-wube-2016-fff-170-blueprint-library

Friday Facts #170 - Blueprint library GUI design and redesign

2016-12-23 · Factorio blog (Wube Software)

tech-report
src-wube-2017-fff-176-belts-optimization

Friday Facts #176 - Belts optimization for 0.15

Harkonnen · 2017-02-03 · Factorio blog (Wube Software)

tech-report
src-wube-2019-fff-317-pathfinding

Friday Facts #317 - New pathfinding algorithm

Oxyd · 2019-10-18 · Factorio blog (Wube Software)

tech-report
src-wube-2023-fff-375-quality

Friday Facts #375 - Quality

kovarex · 2023-09-08 · Factorio blog (Wube Software)

tech-report
src-wube-2023-fff-384-combinators-2

Friday Facts #384 - Combinators 2.0

kovarex, Klonan · 2023-11-10 · Factorio blog (Wube Software)

tech-report
src-wube-2024-fff-414-spoils-of-agriculture

Friday Facts #414 - Spoils of Agriculture

V453000 · 2024-06-07 · Factorio blog (Wube Software)

tech-report
src-wube-2024-fff-416-fluids

Friday Facts #416 - Fluids 2.0

raiguard · 2024-06-21 · Factorio blog (Wube Software)

tech-report
src-wube-2015-fff-88-combinators

Friday Facts #88 - Combinators

2015-05-29 · Factorio blog (Wube Software)

tech-report
src-stardewwiki-2026-friendship

Friendship

Stardew Valley Wiki contributors · 2026 · Stardew Valley Wiki

encyclopedia
src-wikipedia-from-dust

From Dust

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-frostpunk

Frostpunk

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-frostpunk-2

Frostpunk 2

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-ftl

FTL: Faster Than Light

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-kairosoftwiki-2026-game-dev-story

Game Dev Story

Kairosoft Wiki contributors · 2026 · Kairosoft Wiki (wiki.gg)

encyclopedia
src-steam-2022-game-dev-story

Game Dev Story

Kairosoft Co.,Ltd · 2022-03-27 · Steam

store-page
src-wikipedia-game-dev-story

Game Dev Story

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-giantbomb-2010-game-dev-story-review

Game Dev Story Review (iPhone)

Ryan Davis · 2010-11-02 · Giant Bomb

news
src-wikipedia-game-dev-tycoon

Game Dev Tycoon

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-hu-2024-llm-game-generation-vgdl

Game Generation via Large Language Models

Chengpeng Hu, Yunlong Zhao, Jialin Liu · 2024-04-11 · arXiv

preprint
src-screeps-2015-game-situation-review

Game situation review: December 11, 2015

Screeps team · 2015-12-11 · Screeps blog

tech-report
src-totallyhuman-2025-steam-ai-revenue

Games With AI Disclosures Have Grossed an Estimated $660M on Steam

Totally Human Media · 2025-11-06 · Totally Human blog

tech-report
src-nvidia-2025-gamescom-ace

Gamescom 2025: DLSS 4 and RTX game announcements

NVIDIA · 2025-08-18 · GeForce News

tech-report
src-wikipedia-garrys-mod

Garry's Mod

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-gaussian-splatting

Gaussian splatting

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-todd-2024-gavel

GAVEL: Generating Games Via Evolution and Language Models

Graham Todd, Alexander Padula, Matthew Stephenson · 2024-07-12 · arXiv

preprint
src-cifaldi-2012-glassbox-engine

GDC 2012: Breaking down SimCity's Glassbox engine

Frank Cifaldi · 2012-03-07 · Game Developer

news
src-gdc-2025-state-of-industry

GDC 2025 State of the Game Industry: Devs weigh in on layoffs, AI, and more

Game Developers Conference · 2025-01 · gdconf.com

tech-report
src-gdc-2026-state-of-industry
tech-report
src-park-2024-1000-people

Generative Agent Simulations of 1,000 People

Joon Sung Park, Carolyn Q. Zou, Jonne Kamphorst · 2024-11-15 · arXiv

preprint
src-vezhnevets-2023-concordia

Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia

Alexander Sasha Vezhnevets, John P. Agapiou, Avia Aharon · 2023-12-06 · arXiv

preprint
src-park-2023-generative-agents

Generative Agents: Interactive Simulacra of Human Behavior

Joon Sung Park, Joseph C. O'Brien, Carrie J. Cai · 2023-04-07 · UIST '23 (ACM Symposium on User Interface Software and Technology)

paper
src-kemper-2024-genesis-430000x
news
src-genesis-2024-genesis-world
repository
src-wikipedia-genie-ai-model

Genie (AI model)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-deepmind-2024-genie-2
tech-report
src-deepmind-2025-genie-3

Genie 3: A new frontier for world models

Google DeepMind · 2025-08-05

tech-report
src-bruce-2024-genie

Genie: Generative Interactive Environments

Jake Bruce, and others (Google DeepMind) · 2024-02 · ICML 2024

paper
src-oniwiki-2026-germs

Germs

Oxygen Not Included Wiki contributors · 2026 · Oxygen Not Included Wiki (wiki.gg)

encyclopedia
src-wikipedia-going-medieval

Going Medieval

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-going-medieval

Going Medieval on Steam

Foxy Voxel · 2026 · Steam

store-page
src-rimworldwiki-2026-goodwill

Goodwill

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-frantar-2022-gptq

GPTQ: Accurate Post-Training Quantization for Generative Pre-trained Transformers

Elias Frantar, Saleh Ashkboos, Torsten Hoefler · 2022-10-31 · ICLR 2023

paper
src-kazemkhani-2024-gpudrive

GPUDrive: Data-driven, multi-agent driving simulation at 1 million FPS

Saman Kazemkhani, Aarav Pandya, Daphne Cornelisse · 2024-08-02

preprint
src-wikipedia-gran-turismo-1997

Gran Turismo (1997 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-polyphony-2023-gt-sophy-2

Gran Turismo Sophy 2.0 permanently added to Gran Turismo 7

Polyphony Digital · 2023-11-02 · gran-turismo.com

tech-report
src-polyphony-2023-gt-sophy-race-together

Gran Turismo Sophy Race Together event in Gran Turismo 7

Polyphony Digital · 2023-02-20 · gran-turismo.com

tech-report
src-deepmind-2023-graphcast-blog

GraphCast: AI model for faster and more accurate global weather forecasting

Google DeepMind · 2023-11-14 · Google DeepMind blog

tech-report
src-lam-2023-graphcast

GraphCast: Learning skillful medium-range global weather forecasting

Remi Lam, Alvaro Sanchez-Gonzalez, Matthew Willson · 2023-11-14 · Science 382 (2023)

paper
src-sudhakaran-2021-3d-nca-minecraft

Growing 3D Artefacts and Functional Machines with Neural Cellular Automata

Shyam Sudhakaran, Djordje Grbic, Siyan Li · 2021-03-15 · ALIFE 2021

paper
src-mordvintsev-2020-growing-nca

Growing Neural Cellular Automata

Alexander Mordvintsev, Ettore Randazzo, Eyvind Niklasson · 2020-02-11 · Distill

paper
src-wikipedia-hamurabi

Hamurabi (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-hardspace-shipbreaker

Hardspace: Shipbreaker

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-hardspace-shipbreaker
store-page
src-fogu-2026-harvest-moon-snes

Harvest Moon (SNES) guide

FoGu · 2026 · FoGu

encyclopedia
src-wikipedia-harvest-moon

Harvest Moon (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-rimworldwiki-2026-health

Health

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-wikipedia-hearts-of-iron-4

Hearts of Iron IV

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-hiddendoor-2026-homepage

Hidden Door

Hidden Door · 2026 · hiddendoor.co

docs
src-hiddendoor-2026-blog-index

Hidden Door blog

Hidden Door · 2026 · hiddendoor.co

tech-report
src-dfwiki-2026-historical-figure

Historical figure

Dwarf Fortress Wiki contributors · 2026 · Dwarf Fortress Wiki

encyclopedia
src-dontstarvewiki-2026-hounds

Hound

Don't Starve Wiki contributors · 2026 · Don't Starve Wiki (Fandom)

encyclopedia
src-wikipedia-house-flipper

House Flipper

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-house-flipper
store-page
src-rose-2014-factorio-trailer

How a single game trailer turned the tide for Factorio

Mike Rose · 2014-05-27 · Game Developer

news
src-screeps-2026-docs-cpu-limit

How does CPU limit work

2026 · Screeps documentation

docs
src-inworld-2025-death-by-ai
tech-report
src-decart-2025-oasis-2

How to Play Oasis 2.0

Decart · 2025

docs
src-epic-2026-ml-deformer

How to use the Machine Learning Deformer in Unreal Engine

Epic Games · 2026 · Unreal Engine documentation

docs
src-thompson-2022-how-townscaper-works

How Townscaper Works: A Story Four Games in the Making

Tommy Thompson · 2022-04-06 · Game Developer

news
src-fair-2022-cicero

Human-level play in the game of Diplomacy by combining language models with strategic reasoning

Meta Fundamental AI Research Diplomacy Team (FAIR) · 2022-11-22 · Science 378(6624):1067-1074

paper
src-gudmundsson-2018-human-like-playtesting

Human-Like Playtesting with Deep Learning

S. Gudmundsson, Philipp Eisen, E. Poromaa · 2018 · IEEE Conference on Computational Intelligence and Games (CIG 2018)

paper
src-dontstarvewiki-2026-hunger

Hunger

Don't Starve Wiki contributors · 2026 · Don't Starve Wiki (wiki.gg)

encyclopedia
src-tencent-2025-hunyuan-gamecraft-weights

Hunyuan-GameCraft-1.0 model card

Tencent Hunyuan · 2025-08-14 · Hugging Face

repository
src-li-2025-hunyuan-gamecraft
preprint
src-tencent-2025-hunyuan3d-2
preprint
src-tencent-2025-hunyuan3d-2-1-repo

Hunyuan3D-2.1 repository

Tencent Hunyuan · 2025-06-13 · GitHub

repository
src-tencent-2025-hunyuanworld-1
preprint
src-techcrunch-2026-project-genie
news
src-earle-2021-nca-level-generation

Illuminating Diverse Neural Cellular Automata for Level Generation

Sam Earle, Justin Snider, Matthew C. Fontaine · 2021-09-12 · GECCO 2022

paper
src-fontaine-2020-mario-gan-qd

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa · 2020-07-11 · arXiv

preprint
src-mouret-2015-map-elites

Illuminating search spaces by mapping elites

Jean-Baptiste Mouret, Jeff Clune · 2015-04-20 · arXiv

preprint
src-dill-2010-utility-theory

Improving AI Decision Modeling Through Utility Theory

Kevin Dill, Dave Mark · 2010 · Game Developers Conference 2010, AI Summit

talk
src-villanueva-2024-match3-conditional-generation

Improving Conditional Level Generation using Automated Validation in Match-3 Games

Monica Villanueva Aylagas, Joakim Bergdahl, Jonas Gillberg · 2024 · IEEE Transactions on Games

paper
src-gordillo-2021-curiosity-playtesting

Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agents

Camilo Gordillo, Joakim Bergdahl, Konrad Tollmar · 2021-08 · IEEE Conference on Games 2021

paper
src-wikipedia-infinite-craft

Infinite Craft

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-rimworldwiki-2026-inspiration

Inspiration

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-xu-2025-intermimic
preprint
src-dspwiki-2026-interstellar-logistics-station

Interstellar Logistics Station

Dyson Sphere Program Wiki contributors · 2026 · Dyson Sphere Program Wiki

encyclopedia
src-openai-2025-gpt-realtime

Introducing gpt-realtime

OpenAI · 2025-08-28 · OpenAI blog

tech-report
src-ubisoft-2020-learned-motion-matching

Introducing Learned Motion Matching

Ubisoft La Forge · 2020-07-30

tech-report
src-microsoft-2025-muse-blog
tech-report
src-odyssey-2025-odyssey-2

Introducing Odyssey-2: A General-Purpose World Model

Oliver Cameron · 2025-10-27 · Odyssey

tech-report
src-openai-2024-structured-outputs

Introducing Structured Outputs in the API

OpenAI · 2024-08-06 · OpenAI blog

tech-report
src-openai-2024-realtime-api

Introducing the Realtime API

OpenAI · 2024-10-01 · OpenAI blog

tech-report
src-meta-2025-v-jepa-2-blog
tech-report
src-short-2013-introducing-versu

Introducing Versu

Emily Short · 2013-02-14 · Emily Short's Interactive Storytelling

tech-report
src-screeps-2026-docs-introduction

Introduction

2026 · Screeps documentation

docs
src-beamng-2026-intro-jbeam

Introduction to JBeam

BeamNG GmbH · 2026 · BeamNG documentation

docs
src-inworld-2026-tts-1-5
tech-report
src-wikipedia-inzoi

inZOI

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2025-inzoi

inZOI on Steam

inZOI Studio · 2025-03 · Steam

store-page
src-wikipedia-iracing

iRacing

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-makoviychuk-2021-isaac-gym

Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning

Viktor Makoviychuk, Lukasz Wawrzyniak, Yunrong Guo · 2021-08-24 · NeurIPS 2021 Datasets and Benchmarks

paper
src-wikipedia-islanders

Islanders (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-job-simulator

Job Simulator

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-park-2023-generative-agents-repository

joonspk-research/generative_agents

Joon Sung Park · 2023 · GitHub

repository
src-geng-2025-jsonschemabench

JSONSchemaBench: A Rigorous Benchmark of Structured Outputs for Language Models

Saibo Geng, Hudson Cooper, Michał Moskal · 2025-01-18 · arXiv

preprint
src-bvschaik-2026-julius
repository
src-wikipedia-jurassic-world-evolution

Jurassic World Evolution

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-kenshi

Kenshi (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-kenshi

Kenshi on Steam

Lo-Fi Games · 2026 · Steam

store-page
src-wikipedia-kerbal-space-program

Kerbal Space Program

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-khronos-2026-gltf-gaussian-splatting
tech-report
src-wikipedia-kingdoms-and-castles

Kingdoms and Castles

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-kingdoms-and-castles

Kingdoms and Castles on Steam

Lion Shield · 2026 · Steam

store-page
src-krafton-2026-pubg-ally-beta

KRAFTON Introduces PUBG Ally Beta Test

KRAFTON · 2026-06-16 · KRAFTON press release

tech-report
src-gallotta-2024-llms-games-survey

Large Language Models and Games: A Survey and Roadmap

Roberto Gallotta, Graham Todd, Marvin Zammit · 2024 · IEEE Transactions on Games

paper
src-tfwrwiki-2026-leaderboard

Leaderboard

The Farmer Was Replaced Wiki contributors · 2026 · The Farmer Was Replaced Wiki

encyclopedia
src-lauriere-2022-learning-mfg-survey

Learning in Mean Field Games: A Survey

Mathieu Lauriere, Sarah Perrin, Julien Perolat · 2022-05-25

preprint
src-pfaff-2021-meshgraphnets

Learning Mesh-Based Simulation with Graph Networks

Tobias Pfaff, Meire Fortunato, Alvaro Sanchez-Gonzalez · 2020-10-07 · ICLR 2021

paper
src-sanchezgonzalez-2020-gns

Learning to Simulate Complex Physics with Graph Networks

Alvaro Sanchez-Gonzalez, Jonathan Godwin, Tobias Pfaff · 2020-02-21 · ICML 2020

paper
src-wikipedia-left-4-dead

Left 4 Dead

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-dfwiki-2026-legends

Legends

Dwarf Fortress Wiki contributors · 2026 · Dwarf Fortress Wiki

encyclopedia
src-wikipedia-lemonade-stand

Lemonade Stand

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-chan-2019-lenia

Lenia: Biology of Artificial Life

Bert Wang-Chak Chan · 2018-12-13 · Complex Systems 28(3)

paper
src-tam-2024-let-me-speak-freely
preprint
src-todd-2023-llm-level-generation

Level Generation Through Large Language Models

Graham Todd, Sam Earle, Muhammad Umair Nasir · 2023-02-11 · Foundations of Digital Games (FDG 2023)

paper
src-oniwiki-2026-liquid-pipe

Liquid Pipe

Oxygen Not Included Wiki contributors · 2026 · Oxygen Not Included Wiki (wiki.gg)

encyclopedia
src-c64wiki-2026-little-computer-people

Little Computer People

C64-Wiki contributors · 2026 · C64-Wiki

encyclopedia
src-wikipedia-little-computer-people

Little Computer People

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-ggml-2026-llama-cpp-gbnf
repository
src-sreenivas-2024-minitron

LLM Pruning and Distillation in Practice: The Minitron Approach

Sharath Turuvekere Sreenivas, Saurav Muralidharan, et al. · 2024-08-21 · arXiv

preprint
src-factoriowiki-2026-logistic-network

Logistic network

Factorio Wiki contributors · 2026 · Factorio Wiki

encyclopedia
src-piette-2019-ludii

Ludii -- The Ludemic General Game System

Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson · 2019-05-13 · arXiv

preprint
src-wikipedia-mule

M.U.L.E.

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-holden-2020-gdc-squishy-bunnies
talk
src-madrona-2026-repository

Madrona: a prototype engine for high-throughput batch simulation

Brennan Shacklett, et al. · 2026 · GitHub

repository
src-coiwiki-2026-maintenance

Maintenance

Captain of Industry Wiki contributors · 2026 · Captain of Industry Wiki

encyclopedia
src-wikipedia-manor-lords

Manor Lords

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-manor-lords

Manor Lords on Steam

Slavic Magic, Hooded Horse · 2026 · Steam

store-page
src-openttd-2026-manual-orders

Manual/Orders

OpenTTD Wiki contributors · 2026 · OpenTTD Wiki

docs
src-openttd-2026-manual-signals

Manual/Signals

OpenTTD Wiki contributors · 2026 · OpenTTD Wiki

docs
src-fontaine-2019-hearthstone-mesb

Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundaries

Matthew C. Fontaine, Scott Lee, L. B. Soros · 2019-04-24 · arXiv

preprint
src-worldlabs-2025-marble

Marble: A Multimodal World Model

World Labs · 2025-11-12

tech-report
src-sudhakaran-2023-mariogpt

MarioGPT: Open-Ended Text2Level Generation through Large Language Models

Shyam Sudhakaran, Miguel González-Duque, Claire Glanois · 2023-02-12 · arXiv

preprint
src-screeps-2026-docs-market

Market

2026 · Screeps documentation

docs
src-tessler-2024-maskedmimic

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Chen Tessler, Yunrong Guo, Ofir Nabati · 2024-09 · ACM Transactions on Graphics (SIGGRAPH Asia 2024)

paper
src-ye-2021-efficientzero

Mastering Atari Games with Limited Data

Weirui Ye, Shaohuai Liu, Thanard Kurutach · 2021-10-30 · NeurIPS 2021

paper
src-schrittwieser-2020-muzero

Mastering Atari, Go, chess and shogi by planning with a learned model

Julian Schrittwieser, Ioannis Antonoglou, Thomas Hubert · 2020-12-23 · Nature 588:604-609

paper
src-silver-2017-alphazero

Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm

David Silver, Thomas Hubert, Julian Schrittwieser · 2017-12-05 · arXiv

preprint
src-hafner-2025-dreamerv3

Mastering diverse control tasks through world models

Danijar Hafner, Jurgis Pasukonis, Jimmy Ba · 2025-04-02 · Nature 640:647-653

paper
src-perolat-2022-deepnash

Mastering the game of Stratego with model-free multiagent reinforcement learning

Julien Perolat, et al. · 2022-12-02 · Science 378:990-996

paper
src-romeraparedes-2023-funsearch

Mathematical discoveries from program search with large language models

Bernardino Romera-Paredes, Mohammadamin Barekatain, Alexander Novikov · 2023-12-14 · Nature 625, 468-475

paper
src-georgiev-2025-math-discovery-at-scale

Mathematical exploration and discovery at scale

Bogdan Georgiev, Javier Gomez-Serrano, Terence Tao · 2025-11-03

preprint
src-he-2025-matrix-game-2
preprint
src-wang-2026-matrix-game-3
preprint
src-lasry-2007-mean-field-games

Mean field games

Jean-Michel Lasry, Pierre-Louis Lions · 2007-03-28 · Japanese Journal of Mathematics 2, 229-260

paper
src-yang-2018-mean-field-marl

Mean Field Multi-Agent Reinforcement Learning

Yaodong Yang, Rui Luo, Minne Li · 2018-02-15 · ICML 2018

paper
src-rimworldwiki-2026-mental-break

Mental break

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-hopkins-2008-micropolis

Micropolis: open-source SimCity source code

Will Wright, Don Hopkins · 2008 · GitHub (SimHacker/micropolis)

repository
src-wikipedia-microsoft-flight-simulator-2020

Microsoft Flight Simulator (2020 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-pcgamingwiki-2026-msfs-2020

Microsoft Flight Simulator (2020)

PCGamingWiki contributors · 2026 · PCGamingWiki

encyclopedia
src-wikipedia-microsoft-flight-simulator-2024

Microsoft Flight Simulator 2024

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-mindustry

Mindustry

2026 · Steam

store-page
src-wikipedia-mindustry

Mindustry

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-mindustry-2026-logic-introduction

Mindustry Logic: Introduction

2026 · Mindustry Wiki

docs
src-anuke-2026-mindustry-repository

Mindustry source repository

Anuken · 2026 · GitHub

repository
src-wikipedia-minecraft

Minecraft

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-guo-2025-mineworld
preprint
src-wikipedia-mini-metro

Mini Metro (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-thedecoder-2025-mirage-2
news
src-decart-2025-miragelsd
tech-report
src-shapez2wiki-2026-modding

Modding

shapez 2 Wiki contributors · 2026 · shapez 2 Wiki

encyclopedia
src-evans-2010-sims-3-personalities

Modeling Individual Personalities in The Sims 3

Richard Evans · 2010 · Game Developers Conference 2010, Programming track

talk
src-wikipedia-monte-carlo-tree-search

Monte Carlo tree search

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-rimworldwiki-2026-mood

Mood

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-pzwiki-2026-moodles

Moodles

PZwiki contributors · 2026 · PZwiki

encyclopedia
src-oniwiki-2026-morale

Morale

Oxygen Not Included Wiki contributors · 2026 · Oxygen Not Included Wiki (wiki.gg)

encyclopedia
src-defossez-2024-moshi

Moshi: a speech-text foundation model for real-time dialogue

Alexandre Défossez, Laurent Mazaré, Manu Orsini · 2024-09-17 · arXiv

preprint
src-epic-2026-motion-matching-docs

Motion Matching in Unreal Engine

Epic Games · 2026 · Unreal Engine documentation

docs
src-simswiki-2026-motive

Motive

The Sims Wiki contributors · 2026 · The Sims Wiki (Fandom)

encyclopedia
src-wikipedia-motorsport-manager

Motorsport Manager

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-motorsport-manager
store-page
src-80lv-2019-mudrunner-console-port

MudRunner: Porting a Successful Title to Console

Kirill Tokarev · 2019-01-04 · 80.lv

postmortem
src-zakka-2025-mujoco-playground

MuJoCo Playground

Kevin Zakka, Baruch Tabanpour, Qiayuan Liao · 2025-02-12 · Robotics: Science and Systems 2025

paper
src-deepmind-2026-mujoco-warp

MuJoCo Warp (MJWarp)

Google DeepMind, NVIDIA · 2026 · GitHub

repository
src-vezhnevets-2025-multi-actor-game-engine

Multi-Actor Generative Artificial Intelligence as a Game Engine

Alexander Sasha Vezhnevets, Jayd Matyas, Logan Cross · 2025-07-10 · arXiv

preprint
src-wikipedia-muzero

MuZero

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-deepmind-2022-muzero-youtube

MuZero's first step from research into the real world

DeepMind · 2022-02-11 · Google DeepMind blog

tech-report
src-oniwiki-2026-natural-gas-generator

Natural Gas Generator

Oxygen Not Included Wiki contributors · 2026 · Oxygen Not Included Wiki (wiki.gg)

encyclopedia
src-mateas-2004-facade-nlu

Natural Language Understanding in Facade: Surface-text Processing

Michael Mateas, Andrew Stern · 2004 · TIDSE 2004 (Technologies for Interactive Digital Storytelling and Entertainment)

paper
src-anno1800wiki-2026-needs

Needs

Anno 1800 Wiki contributors · 2026 · Anno 1800 Wiki (Fandom)

encyclopedia
src-prisonarchitectwiki-2026-needs

Needs

Prison Architect Wiki contributors · 2026 · Prison Architect Wiki (Fandom)

encyclopedia
src-wikipedia-nintendogs

Nintendogs

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-noita

Noita (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-80lv-2019-noita-falling-sand

Noita: a Game Based on Falling Sand Simulation

Daria Loginova · 2019-04-05 · 80.lv

postmortem
src-orr-2025-not-even-wrong

Not Even Wrong: On the Limits of Prediction as Explanation in Cognitive Science

Mark Orr, Drew Cranford, Ken Ford · 2025-09-30 · arXiv

preprint
src-nvidia-2025-ace-companions
tech-report
src-nvidia-2026-ace-developer-page

NVIDIA ACE for Games

NVIDIA · 2026 · NVIDIA Developer

docs
src-nvidia-2026-cosmos-page

NVIDIA Cosmos

NVIDIA · 2026-10

docs
src-nvidia-2025-dlss-4
tech-report
src-nvidia-2026-dlss-5
tech-report
src-thacker-2025-physx-gpu-open-source

NVIDIA open-sources PhysX's GPU simulation code

Jim Thacker · 2025-04-22 · CG Channel

news
src-nvidia-2025-rtx-neural-rendering
tech-report
src-larabel-2025-newton-linux-foundation
news
src-nvidia-2026-nvigi-core
repository
src-decart-2024-oasis

Oasis project page (Decart and Etched)

Decart, Etched · 2024-10-31

tech-report
src-yang-2024-oasis
preprint
src-wikipedia-offworld-trading-company

Offworld Trading Company

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-offworld-trading-company
store-page
src-spacesector-2015-offworld-early-access
news
src-faldor-2024-omni-epic
preprint
src-sharma-2025-openevolve
repository
src-openrct2-2026-guest-behaviour

OpenRCT2 source: Guest.cpp (guest ride choice and thoughts)

OpenRCT2 contributors · 2026 · GitHub (OpenRCT2/OpenRCT2)

repository
src-openrct2-2026-ride-breakdowns

OpenRCT2 source: Ride.cpp (ride reliability, inspection, and breakdowns)

OpenRCT2 contributors · 2026 · GitHub (OpenRCT2/OpenRCT2)

repository
src-tfwrwiki-2026-operation-costs

Operation Costs

The Farmer Was Replaced Wiki contributors · 2026 · The Farmer Was Replaced Wiki

encyclopedia
src-shapez2wiki-2026-operator-level

Operator Level

shapez 2 Wiki contributors · 2026 · shapez 2 Wiki

encyclopedia
src-paradoxwikis-2026-ck3-opinion

Opinion

Crusader Kings III Wiki contributors · 2026 · Crusader Kings III Wiki (paradoxwikis.com)

encyclopedia
src-steam-2026-opus-magnum

Opus Magnum

2026 · Steam

store-page
src-wikipedia-opus-magnum

Opus Magnum

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-scottishgames-2019-autonauts-out-now

OUT NOW: Autonauts (Denki)

2019-10-18 · The Scottish Games Network

news
src-argyle-2023-out-of-one-many

Out of One, Many: Using Language Models to Simulate Human Samples

Lisa P. Argyle, Ethan C. Busby, Nancy Fulda · 2023 · Political Analysis

paper
src-wikipedia-out-of-the-park-baseball

Out of the Park Baseball

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wurman-2022-gt-sophy

Outracing champion Gran Turismo drivers with deep reinforcement learning

Peter R. Wurman, et al. · 2022-02-09 · Nature 602:223-228

paper
src-wikipedia-oxygen-not-included

Oxygen Not Included

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-oxygen-not-included

Oxygen Not Included on Steam

Klei Entertainment · 2026 · Steam

store-page
src-buongiorno-2024-pangea

PANGeA: Procedural Artificial Narrative using Generative AI for Turn-Based Video Games

Steph Buongiorno, Lawrence Jake Klinkert, Tanishq Chawla · 2024-04-30 · arXiv

preprint
src-wikipedia-papers-please

Papers, Please

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-paralives

Paralives

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-paralives

Paralives on Steam

Paralives Studio · 2026-05-25 · Steam

store-page
src-wikipedia-patched-conic-approximation

Patched conic approximation

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-pc-building-simulator

PC Building Simulator

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-khalifa-2020-pcgrl

PCGRL: Procedural Content Generation via Reinforcement Learning

Ahmed Khalifa, Philip Bontrager, Sam Earle · 2020-01-24 · arXiv

preprint
src-wikipedia-permadeath

Permadeath

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-pharaoh

Pharaoh (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-xie-2023-physgaussian

PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics

Tianyi Xie, Zeshun Zong, Yuxing Qiu · 2023-11

preprint
src-satisfactorywiki-2026-pipeline

Pipeline

Satisfactory Wiki contributors · 2026 · Satisfactory Wiki

encyclopedia
src-wikipedia-plague-inc

Plague Inc.

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-plague-inc-evolved
store-page
src-wikipedia-planet-coaster

Planet Coaster

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-planet-zoo

Planet Zoo

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-peng-2024-player-driven-emergence

Player-Driven Emergence in LLM-Driven Game Narrative

Xiangyu Peng, Jessica Quaye, Sudha Rao · 2024-04-25 · arXiv

preprint
src-facebook-2019-pluribus-blog

Pluribus: First AI to beat pros in 6-player poker

Facebook AI, Carnegie Mellon University · 2019-07-11 · Facebook AI blog

tech-report
src-apple-2026-pocket-city-ios

Pocket City

Codebrew Games Inc. · 2026 · App Store

store-page
src-apple-2026-pocket-city-mac

Pocket City (Mac)

Codebrew Games Inc. · 2026 · Mac App Store

store-page
src-imore-2018-pocket-city-review

Pocket City review: Build and manage your dream city

Christine Chan · 2018-08-13 · iMore

news
src-indiehive-2019-pocket-city

Pocket City – Premium City Building for Mobile

David Ingrusee · 2019-11-10 · Indie Hive

news
src-factoriowiki-2026-pollution

Pollution

Factorio Wiki contributors · 2026 · Official Factorio Wiki

encyclopedia
src-wikipedia-poly-bridge

Poly Bridge

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-poly-bridge
store-page
src-tfwrwiki-2026-polyculture

Polyculture

The Farmer Was Replaced Wiki contributors · 2026 · The Farmer Was Replaced Wiki

encyclopedia
src-paradoxwikis-2026-vic3-pops

Pops

Victoria 3 Wiki contributors · 2026 · Victoria 3 Wiki (paradoxwikis.com)

encyclopedia
src-anno1800wiki-2026-population

Population

Anno 1800 Wiki contributors · 2026 · Anno 1800 Wiki (Fandom)

encyclopedia
src-coiwiki-2026-population

Population

Captain of Industry Wiki contributors · 2026 · Captain of Industry Wiki

encyclopedia
src-wikipedia-populous

Populous (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-satisfactorywiki-2026-power

Power

Satisfactory Wiki contributors · 2026 · Satisfactory Wiki

encyclopedia
src-falloutwiki-2026-power-generator

Power generator

Fallout Wiki contributors · 2026 · Fallout Wiki (Fandom)

encyclopedia
src-wikipedia-powerwash-simulator

PowerWash Simulator

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-roohi-2020-difficulty-churn

Predicting Game Difficulty and Churn Without Players

Shaghayegh Roohi, Asko Relas, Jari Takatalo · 2020-08-29 · ACM CHI PLAY 2020

paper
src-wikipedia-princess-maker-2

Princess Maker 2

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-prison-architect

Prison Architect

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-prison-architect

Prison Architect on Steam

Introversion Software, Double Eleven · 2026 · Steam

store-page
src-price-2024-gencast

Probabilistic weather forecasting with machine learning

Ilan Price, Alvaro Sanchez-Gonzalez, Ferran Alet · 2024-12-04 · Nature 637, 84-90

paper
src-gravina-2019-pcg-quality-diversity

Procedural Content Generation through Quality Diversity

Daniele Gravina, Ahmed Khalifa, Antonios Liapis · 2019-07-09 · IEEE Conference on Games 2019

paper
src-wikipedia-project-genie

Project Genie (website)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-project-hospital

Project Hospital

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-project-hospital
store-page
src-jgeekstudies-2020-project-hospital
postmortem
src-altera-2024-project-sid

Project Sid: Many-agent simulations toward AI civilization

Altera.AL, Andrew Ahn, Nic Becker · 2024-10-31 · arXiv

preprint
src-wikipedia-project-zomboid

Project Zomboid

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-project-zomboid

Project Zomboid on Steam

The Indie Stone · 2026 · Steam

store-page
src-mccoy-2013-prom-week

Prom Week

Josh McCoy, Mike Treanor, Ben Samuel · 2013-10 · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 9(1)

paper
src-treanor-2012-prom-week-released

Prom Week Released on Facebook!

Mike Treanor · 2012-02-14 · Grand Text Auto

tech-report
src-bradley-2023-qdaif

Quality-Diversity through AI Feedback

Herbie Bradley, Andrew Dai, Hannah Teufel · 2023-10-19 · arXiv

preprint
src-rimworldwiki-2026-raid-points

Raid points

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-factoriowiki-2026-rail-signal

Rail signal

Factorio Wiki contributors · 2026 · Factorio Wiki

encyclopedia
src-wikipedia-railroad-tycoon

Railroad Tycoon (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-stam-2003-real-time-fluid-dynamics

Real-Time Fluid Dynamics for Games

Jos Stam · 2003 · Game Developers Conference 2003

paper
src-wikipedia-rebel-inc

Rebel Inc. (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-paradoxwikis-2026-prison-architect-regime

Regime

Prison Architect Wiki contributors · 2026 · Prison Architect Wiki (paradoxwikis.com)

encyclopedia
src-wikipedia-reigns

Reigns (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-gamingonlinux-2018-equilinox-release
news
src-satisfactorywiki-2026-resource-node

Resource node

Satisfactory Wiki contributors · 2026 · Satisfactory Wiki (wiki.gg)

encyclopedia
src-destructoid-2018-pocket-city-review

Review: Pocket City

CJ Andriessen · 2018-08-11 · Destructoid

news
src-guan-2024-richelieu

Richelieu: Self-Evolving LLM-Based Agents for AI Diplomacy

Zhenyu Guan, Xiangyu Kong, Fangwei Zhong · 2024-07-09 · arXiv

preprint
src-openrct2-2026-ride-rating-calculation

Ride rating calculation

OpenRCT2 contributors · 2026 · OpenRCT2 wiki (GitHub)

docs
src-wikipedia-rimworld

RimWorld

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-couture-2019-road-to-igf-opus-magnum

Road to the IGF: Zachtronics' Opus Magnum

Joel Couture · 2019-02-18 · Game Developer

postmortem
src-roblox-2026-cube-repo

Roblox Cube repository

Roblox · 2026 · GitHub

repository
src-wikipedia-rollercoaster-tycoon-series

RollerCoaster Tycoon

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-rollercoaster-tycoon

RollerCoaster Tycoon (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-rimworldwiki-2026-room

Room

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-gamesmarket-2025-the-farmer-was-replaced-1-0
news
src-worldlabs-2025-rtfm

RTFM: A Real-Time Frame Model

World Labs · 2025-10-16

tech-report
src-wikipedia-satisfactory

Satisfactory

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-boelts-2025-sbi-reloaded

sbi reloaded: a toolkit for simulation-based inference workflows

Jan Boelts, Michael Deistler, Manuel Gloeckler · 2024-11-26

preprint
src-deepmind-2024-sima-paper

Scaling Instructable Agents Across Many Simulated Worlds

SIMA Team (Google DeepMind) · 2024-03-13 · arXiv

preprint
src-perolat-2021-mfg-omd

Scaling up Mean Field Games with Online Mirror Descent

Julien Perolat, Sarah Perrin, Romuald Elie · 2021-02-28

preprint
src-wikipedia-schedule-i

Schedule I (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-schedule-i

Schedule I on Steam

2026 · Steam

store-page
src-screeps-2014-indiegogo-updates
tech-report
src-screeps-2016-private-server-released

Screeps private server released!

Screeps team · 2016-11 · Screeps blog

tech-report
src-steam-2026-screeps-world

Screeps: World

2026 · Steam

store-page
src-wikipedia-seaman

Seaman (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-second-life

Second Life

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-80lv-2025-teardown-voxel-physics
news
src-shapez2wiki-2026-shapes

Shapes

shapez 2 Wiki contributors · 2026 · shapez 2 Wiki

encyclopedia
src-steam-2026-shapez-2

shapez 2

2026 · Steam

store-page
src-wikipedia-shapez-2

Shapez 2

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-lange-2025-shinkaevolve

ShinkaEvolve: Towards Open-Ended And Sample-Efficient Program Evolution

Robert Tjarko Lange, Yuki Imajuku, Edoardo Cetin · 2025-09-17

preprint
src-wikipedia-sid-meier

Sid Meier

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-silent-hunter-3

Silent Hunter III

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-deepmind-2025-sima-2-paper

SIMA 2: A Generalist Embodied Agent for Virtual Worlds

SIMA Team (Google DeepMind) · 2025-12-04 · arXiv

preprint
src-deepmind-2025-sima-2-blog

SIMA 2: An Agent that Plays, Reasons, and Learns With You in Virtual 3D Worlds

Google DeepMind SIMA Team · 2025-11-13 · Google DeepMind blog

tech-report
src-wikipedia-simant

SimAnt

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-simcity-1989

SimCity (1989 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-simcity-2013

SimCity (2013 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-simcity-2000

SimCity 2000

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-simcity-4

SimCity 4

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-simearth

SimEarth

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-simlife

SimLife

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-simtower

SimTower

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-stanford-hai-2025-simulating-human-behavior

Simulating Human Behavior with AI Agents

Joon Sung Park, Carolyn Q. Zou, Aaron Shaw · 2025-05-20 · Stanford HAI policy brief

tech-report
src-adams-2015-df-simulation-principles

Simulation Principles from Dwarf Fortress

Tarn Adams · 2015 · Game AI Pro 2, ed. Steve Rabin, CRC Press (chapter 41)

book
src-alet-2025-fgn

Skillful joint probabilistic weather forecasting from marginals

Ferran Alet, Ilan Price, Andrew El-Kadi · 2025-06-12

preprint
src-rimworldwiki-2026-skills

Skills

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-wikipedia-snowrunner

SnowRunner

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-snowrunner

SnowRunner on Steam

2026 · Steam

store-page
src-rimworldwiki-2026-social

Social

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-mccoy-2014-social-story-worlds

Social Story Worlds With Comme il Faut

Joshua McCoy, Mike Treanor, Ben Samuel · 2014-06 · IEEE Transactions on Computational Intelligence and AI in Games 6(2)

paper
src-forbus-2001-programming-objects-sims

Some notes on programming objects in The Sims

Kenneth D. Forbus, Will Wright · 2001-05-31 · Qualitative Reasoning Group, Northwestern University (course notes)

tech-report
src-steam-2026-songs-of-syx

Songs of Syx on Steam

Gamatron AB · 2026 · Steam

store-page
src-sony-2025-gt-sophy-2-1
tech-report
src-factoriowiki-2026-space-age

Space Age

Factorio Wiki contributors · 2026 · Factorio Wiki

encyclopedia
src-satisfactorywiki-2026-space-elevator

Space Elevator

Satisfactory Wiki contributors · 2026 · Satisfactory Wiki

encyclopedia
src-wikipedia-space-engineers

Space Engineers

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-space-engineers
store-page
src-bugbyte-2026-space-haven

Space Haven

Bugbyte · 2026 · Bugbyte

docs
src-wikipedia-space-haven

Space Haven

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-space-haven

Space Haven on Steam

Bugbyte · 2026 · Steam

store-page
src-shapez2wiki-2026-space-platforms

Space Platforms

shapez 2 Wiki contributors · 2026 · shapez 2 Wiki

encyclopedia
src-wikipedia-spacechem

SpaceChem

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-quasar-2014-species-0-7-0

Species 0.7.0 Released!

Quasar · 2014-10-03 · Species development blog

tech-report
src-steam-2026-species-alre
store-page
src-wikipedia-spore

Spore (2008 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-nookipedia-2026-stalk-market

Stalk Market

Nookipedia contributors · 2026 · Nookipedia

encyclopedia
src-wikipedia-stardew-valley

Stardew Valley

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-starfire

Starfire

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-stationeers
store-page
src-valve-2026-steamworks-content-survey
docs
src-wikipedia-stellaris

Stellaris (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-paradox-2015-stellaris-dev-diary-11

Stellaris Dev Diary #11: Research & Technology

Doomdark · 2015-11-30 · Paradox Interactive forums

tech-report
src-paradox-2016-stellaris-dev-diary-21-sectors

Stellaris Dev Diary #21: Administrative Sectors

2016-02 · Paradox Interactive forums

tech-report
src-rimworldwiki-2026-stockpile

Stockpile

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-dfwiki-2026-stress

Stress

Dwarf Fortress Wiki contributors · 2026 · Dwarf Fortress Wiki

encyclopedia
src-xiang-2024-trellis

Structured 3D Latents for Scalable and Versatile 3D Generation

Jianfeng Xiang, Zelong Lv, Sicheng Xu · 2024-12 · CVPR 2025

paper
src-schmid-2023-student-of-games

Student of Games: A unified learning algorithm for both perfect and imperfect information games

Martin Schmid, Matej Moravčík, Neil Burch · 2023-11-17 · Science Advances 9(46)

paper
src-wikipedia-subnautica

Subnautica

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-holden-2019-subspace-neural-physics

Subspace Neural Physics: Fast Data-Driven Interactive Simulation

Daniel Holden, Bang Chi Duong, Sayantan Datta · 2019-07 · ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2019

paper
src-paradoxwikis-2026-ck3-succession

Succession

Crusader Kings III Wiki contributors · 2026 · Crusader Kings III Wiki (paradoxwikis.com)

encyclopedia
src-proxima-2026-suck-up-site

Suck Up! official site

2026 · playsuckup.com

docs
src-steam-2026-suck-up

Suck Up! on Steam

2026 · Steam

store-page
src-proxima-2023-suck-up-terms

Suck Up! Terms of Service

2023-12-05 · playsuckup.com

docs
src-tfwrwiki-2026-sunflowers

Sunflowers

The Farmer Was Replaced Wiki contributors · 2026 · The Farmer Was Replaced Wiki

encyclopedia
src-brown-2018-libratus

Superhuman AI for heads-up no-limit poker: Libratus beats top professionals

Noam Brown, Tuomas Sandholm · 2018-01-26 · Science 359:418-424

paper
src-brown-2019-pluribus

Superhuman AI for multiplayer poker

Noam Brown, Tuomas Sandholm · 2019-07-11 · Science 365:885-890

paper
src-paradoxwikis-2026-hoi4-supply

Supply

Hearts of Iron IV Wiki contributors · 2026 · Hearts of Iron IV Wiki (Paradox Wikis)

encyclopedia
src-wikipedia-surgeon-simulator

Surgeon Simulator

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-surviving-mars

Surviving Mars

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-suzerain

Suzerain (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-tamagotchi

Tamagotchi

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-teardown

Teardown (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-gillberg-2023-rl-testing-aaa

Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games

Jonas Gillberg, Joakim Bergdahl, Alessandro Sestini · 2023-08 · IEEE Conference on Games 2023

paper
src-wikipedia-technology-tree

Technology tree

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-terra-nil

Terra Nil

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-mordvintsev-2021-nca-textures

Texture Generation with Neural Cellular Automata

Alexander Mordvintsev, Eyvind Niklasson, Ettore Randazzo · 2021-05-15

preprint
src-booth-2009-ai-systems-l4d

The AI Systems of Left 4 Dead

Michael Booth · 2009-10 · Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE) 2009, Stanford

talk
src-therabidsquirel-2026-fallout-shelter-faq-wasteland

The Fallout Shelter FAQ, Section 10: The Wasteland

therabidsquirel · 2026 · GitHub wiki

encyclopedia
src-therabidsquirel-2026-fallout-shelter-faq-basics

The Fallout Shelter FAQ, Section 1: Important Information

therabidsquirel · 2026 · GitHub wiki

encyclopedia
src-therabidsquirel-2026-fallout-shelter-faq-happiness
encyclopedia
src-therabidsquirel-2026-fallout-shelter-faq-incidents

The Fallout Shelter FAQ, Section 6: Incidents

therabidsquirel · 2026 · GitHub wiki

encyclopedia
src-steam-2026-the-farmer-was-replaced
store-page
src-cranmer-2020-sbi-frontier

The frontier of simulation-based inference

Kyle Cranmer, Johann Brehmer, Gilles Louppe · 2019-11-04 · PNAS 117(48)

paper
src-wikipedia-the-incredible-machine

The Incredible Machine

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-zelda-breath-of-the-wild

The Legend of Zelda: Breath of the Wild

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-the-long-dark

The Long Dark

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-the-long-dark

The Long Dark on Steam

Hinterland Studio · 2026 · Steam

store-page
src-totallyhuman-2025-steam-genai-count

The NEW Surprising Number of Steam Games that Use GenAI

Totally Human Media · 2025-07-13 · Totally Human blog

tech-report
src-wikipedia-oregon-trail-1971

The Oregon Trail (1971 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-oregon-trail-1985

The Oregon Trail (1985 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-the-powder-toy

The Powder Toy

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-powdertoy-2026-official-site
docs
src-mccoy-2010-the-prom

The Prom: An Example of Socially-Oriented Gameplay

Josh McCoy, Mike Treanor, Ben Samuel · 2010 · Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)

paper
src-wikipedia-the-sims

The Sims (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-the-sims-2

The Sims 2

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-strategywiki-2026-sims-2-careers

The Sims 2/Careers

StrategyWiki contributors · 2026 · StrategyWiki

encyclopedia
src-wikipedia-the-sims-3

The Sims 3

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-the-sims-4

The Sims 4

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-totallyhuman-2024-steam-genai-count

The Surprising Number of Steam Games that Use GenAI

Totally Human Media · 2024-04-24 · Totally Human blog

tech-report
src-lofgren-2007-corrupted-blood

The untapped potential of virtual game worlds to shed light on real world epidemics

Eric T. Lofgren, Nina H. Fefferman · 2007-09 · The Lancet Infectious Diseases 7(9):625-629

paper
src-wikipedia-theme-hospital

Theme Hospital

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-theme-park

Theme Park (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-oxygennotincludedwiki-2026-thermal-conductivity

Thermal Conductivity

Oxygen Not Included Wiki contributors · 2026 · Oxygen Not Included Wiki (wiki.gg)

encyclopedia
src-wikipedia-this-war-of-mine

This War of Mine

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-this-war-of-mine

This War of Mine on Steam

11 bit studios · 2026 · Steam

store-page
src-rimworldwiki-2026-thoughts

Thoughts

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-wikipedia-timberborn

Timberborn

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-timberborn

Timberborn on Steam

Mechanistry · 2026 · Steam

store-page
src-rimworldwiki-2026-time

Time

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-wikipedia-tiny-glade

Tiny Glade

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-tiny-glade

Tiny Glade on Steam

Pounce Light · 2026 · Steam

store-page
src-pacejka-2012-tire-and-vehicle-dynamics

Tire and Vehicle Dynamics (3rd edition)

Hans B. Pacejka · 2012-04-12 · Butterworth-Heinemann (Elsevier)

book
src-wikipedia-tomodachi-life

Tomodachi Life

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-townscaper

Townscaper

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-townscaper

Townscaper on Steam

Oskar Stalberg, Raw Fury · 2026 · Steam

store-page
src-hafner-2025-dreamer-4

Training Agents Inside of Scalable World Models

Danijar Hafner, Wilson Yan, Timothy Lillicrap · 2025-09-29 · arXiv

preprint
src-shapez2wiki-2026-trains

Trains

shapez 2 Wiki contributors · 2026 · shapez 2 Wiki

encyclopedia
src-paradoxwikis-2026-ck3-traits

Traits

Crusader Kings III Wiki contributors · 2026 · Crusader Kings III Wiki (paradoxwikis.com)

encyclopedia
src-factoriowiki-2026-transport-belt-physics

Transport belts/Physics

Factorio Wiki contributors · 2026 · Official Factorio Wiki

encyclopedia
src-wikipedia-transport-tycoon

Transport Tycoon

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-microsoft-2025-trellis-2-repo

TRELLIS.2 repository

Microsoft · 2025-12 · GitHub

repository
src-wikipedia-tropico-6

Tropico 6

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-turns-rounds-and-time-keeping

Turns, rounds and time-keeping systems in games

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-two-point-hospital

Two Point Hospital

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-ubisoft-2019-data-driven-physics
tech-report
src-wikipedia-ultima-online

Ultima Online

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-screeps-2026-docs-game-loop

Understanding game loop, time and ticks

2026 · Screeps documentation

docs
src-coiwiki-2026-unity

Unity

Captain of Industry Wiki contributors · 2026 · Captain of Industry Wiki

encyclopedia
src-juliani-2018-unity-ml-agents

Unity: A General Platform for Intelligent Agents

Arthur Juliani, Vincent-Pierre Berges, Ervin Teng · 2018-09-07 · arXiv

preprint
src-wikipedia-universe-sandbox

Universe Sandbox

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-universe-sandbox
store-page
src-tfwrwiki-2026-unlocks

Unlocks

The Farmer Was Replaced Wiki contributors · 2026 · The Farmer Was Replaced Wiki

encyclopedia
src-aher-2022-turing-experiments

Using Large Language Models to Simulate Multiple Humans and Replicate Human Subject Studies

Gati Aher, Rosa I. Arriaga, Adam Tauman Kalai · 2022-08-18 · arXiv

preprint
src-wikipedia-utility-system

Utility system

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wikipedia-utopia

Utopia (1981 video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-assran-2025-v-jepa-2
preprint
src-wikipedia-valheim

Valheim

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-valheim

Valheim on Steam

Iron Gate Studio · 2026 · Steam

store-page
src-falloutwiki-2026-vault-dwellers

Vault dwellers (Fallout Shelter)

Fallout Wiki contributors · 2026 · Fallout Wiki (Fandom)

encyclopedia
src-ifwiki-2026-versu

Versu

IFWiki contributors · 2026 · IFWiki

encyclopedia
src-evans-2014-versu

Versu: A Simulationist Storytelling System

Richard Evans, Emily Short · 2014 · IEEE Transactions on Computational Intelligence and AI in Games 6(2)

paper
src-wikipedia-victoria-3

Victoria 3

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-paradox-2022-vic3-trade-revisions

Victoria 3 Dev Diary #54: Trade Revisions

Paradox Development Studio · 2022-08-10 · Paradox Interactive

tech-report
src-paradox-2021-vic3-interest-groups

Victoria 3 Dev Diary #6: Interest Groups

Paradox Development Studio · 2021 · Paradox Interactive forum

tech-report
src-paradox-2023-victoria-3-dev-diary-74

Victoria 3 Dev Diary #74 - UX Improvements

Henrik (Paradox UX designer) · 2023 · Paradox Interactive forums

tech-report
src-paradox-2023-vic3-law-enactment

Victoria 3 Dev Diary #80: Law Enactment and Revolution Clock in 1.3

Paradox Development Studio · 2023-04-06 · Paradox Interactive

tech-report
src-paradox-2021-vic3-national-markets

Victoria 3 Dev Diary #9: National Markets

Paradox Development Studio · 2021 · Paradox Interactive forum

tech-report
src-pcgamesn-2022-victoria-3-nested-tooltips
news
src-wikipedia-viva-pinata

Viva Piñata (video game)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-wang-2023-voyager

Voyager: An Open-Ended Embodied Agent with Large Language Models

Guanzhi Wang, Yuqi Xie, Yunfan Jiang · 2023-05 · Transactions on Machine Learning Research (2024)

paper
src-nvidia-2024-warp-blog
tech-report
src-boristhebrave-2020-wfc-explained

Wave Function Collapse Explained

Boris the Brave · 2020-04-13 · boristhebrave.com

tech-report
src-gumin-2016-wavefunctioncollapse

WaveFunctionCollapse

Maxim Gumin · 2016-09-30 · GitHub (mxgmn)

repository
src-karth-2017-wfc-constraint-solving

WaveFunctionCollapse is Constraint Solving in the Wild

Isaac Karth, Adam M. Smith · 2017-08 · Foundations of Digital Games (FDG 2017)

paper
src-stardewvalleywiki-2026-weather

Weather

Stardew Valley Wiki contributors · 2026 · Stardew Valley Wiki

encyclopedia
src-microsoft-2025-whamm
tech-report
src-steam-2025-where-winds-meet

Where Winds Meet on Steam

Everstone Studio, NetEase Games · 2025-11-14 · Steam

store-page
src-steam-2026-whispers-from-the-star
store-page
src-openttd-2021-path-signals

Why we recommend Path Signals

nielsmh · 2021-11-06 · OpenTTD news

tech-report
src-zhao-2019-winning-isnt-everything

Winning Isn't Everything: Enhancing Game Development with Intelligent Agents

Yunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva · 2019-03-25 · arXiv

preprint
src-twinfinite-2023-contraband-police
news
src-nasir-2024-word2world

Word2World: Generating Stories and Worlds through Large Language Models

Muhammad U. Nasir, Steven James, Julian Togelius · 2024-05-06 · arXiv

preprint
src-rimworldwiki-2026-work

Work

RimWorld Wiki contributors · 2026 · RimWorld Wiki

encyclopedia
src-wikipedia-workers-and-resources

Workers & Resources: Soviet Republic

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-steam-2026-workers-and-resources

Workers & Resources: Soviet Republic on Steam

3Division, Hooded Horse · 2026 · Steam

store-page
src-kanervisto-2025-wham

World and Human Action Models towards gameplay ideation

Anssi Kanervisto, Dave Bignell, Linda Yilin Wen · 2025-02 · Nature 638(8051): 656-663

paper
src-worldlabs-2026-blog

World Labs blog and news index

World Labs · 2026-09

tech-report
src-sun-2025-worldplay

WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling

Wenqiang Sun, Haiyu Zhang, and others (Tencent Hunyuan) · 2025-12

preprint
src-wikipedia-x-plane

X-Plane (simulator)

Wikipedia contributors · 2026 · Wikipedia

encyclopedia
src-dong-2024-xgrammar

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Wikipedia contributors · 2026 · Wikipedia

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