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

parts

12 mechanics, as Game Dev Tycoon does them

core · 3

economy & finance

Product development

Each game is a topic, genre, platform, and audience pick plus focus sliders across three development stages; reviews score its fit and quality against the studio's best.

economy & finance

Staff hiring and rosters

After moving out of the garage, the player hires designers and programmers with design, technology, and speed stats and assigns them to development tasks.

progression & goals

Tech tree

Research points unlock new topics, genres, and engine features; custom engines bundle researched features and raise technology output.

supporting · 9

economy & finance

Advertising and awareness

Marketing campaigns bought during development raise a game's hype, which boosts its launch sales.

agents & behavior

Agent skills

Staff gain experience and can be sent to training to raise stats or specialize.

progression & goals

Dated technology timeline

Fictional consoles launch and retire on a fixed in-game calendar from the 1980s onward, so platform choice is a bet on a console's remaining market life.

progression & goals

Milestone unlocks

Bigger offices, R&D and hardware labs, and larger projects unlock as money and fans grow.

multiplayer & persistence

Modding API

Mods are written in JavaScript through the gdt-modAPI and shared on the Steam Workshop.

social relations

Reputation

A fan count from past releases scales sales of future games.

economy & finance

Treasury and budget

Salaries, office upkeep, and development costs drain cash between releases; running out ends the game.

narrative & generation

Triggered event chains

Industry news, console launches, and studio events fire on a fixed historical timeline.

core loop

choose topic, genre, platform, and audience -> allocate focus across three development stages -> design and technology points accumulate with bugs -> reviews score the game -> sales and fans -> research, engines, and hires

design notes

Game Dev Tycoon reduces game making to a configuration problem scored by a hidden market model: each topic and genre pair, each genre and audience pair, and each platform carry fit weights, and each genre favors a particular split of effort across the development stages. Review scores compare the new game against the player's previous best, so the bar rises as the studio improves. A fictional timeline of parody consoles enters and leaves the market from the 1980s onward, which forces platform bets (date-driven availability is proposed as dated-tech-timeline). Greenheart released its own cracked copy in which piracy bankrupts the in-game studio.

appears in

the paper, 2 sections · 2 chapters · 2 episodes
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 4

Chapter 4. Families

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 3

Families across genres

on screen at 3:53 odd couples

episode
ep 8

Vacant lots

on screen at 4:58 research by people

episode

sources

1
Wikipedia contributors (2026). Game Dev Tycoon. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance