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simgrammar the grammar of simulation

core loop

buy cargo at a station -> hyperspace to a system within fuel range -> fight or evade pirates and police -> dock by matching the station's rotation -> sell for profit -> buy weapons and equipment -> raise combat rating

design notes

Each of the eight galaxies and its 256 systems is regenerated from a seed rather than stored, which let a large universe fit in an 8-bit micro and made procedural generation the core of the design. Commodity prices differ by system, and fuel limits each hyperjump to 7 light years, so route choice is the main economic decision. The goal of reaching the Elite combat rank is open-ended; the player chooses between trading, piracy, bounty hunting, and mining.

relations

6 stored edges
uses

Embodied skill control

Real-time wireframe dogfights and manual docking that requires matching a rotating station's spin unless a docking computer is bought.

core
uses

Procedural terrain

Eight galaxies of 256 planets each are generated from seed numbers at runtime; each system's name, economy, government, and description derive from the seed.

core
uses

Trade routes

Commodity prices vary by system economy; the player buys cheap and sells dear between systems, constrained by cargo bay size and the 7 light-year fuel limit per jump.

core
uses

Milestone unlocks

Combat rating rises with kills from Harmless toward Elite; most versions also offer Galactic Navy missions with special rewards.

supporting
uses

Reputation

Legal status (clean, offender, fugitive) worsens with piracy and illegal cargo and draws police ships.

supporting
uses

Resource extraction

Mining lasers break asteroids into fragments that can be scooped and sold.

supporting

backlinks

computed from other records

sources

1
Wikipedia contributors (2026). Elite (video game). Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-ggcatalog