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

parts

6 mechanics, as Hamurabi does them

core · 3

resources & production

Crop cultivation

Planted acres consume seed grain and return a random yield per acre at year end; each person can farm only a set amount of land, so labor caps planting.

resources & production

Goods consumption

People must be fed grain each year; if at least 45 percent starve in one round the game ends early.

time & pacing

Turn structure

Ten rounds, each one year: a status report, then three typed decisions (acres to buy or sell, bushels to feed, acres to plant) before the year resolves.

supporting · 3

information & legibility

Advisors

Each round opens with a steward's report of births, deaths, harvest, rat losses, and land price.

risk & failure

Random disasters

Each year carries a chance of plague that halves the population.

resources & production

Spoilage

Rats eat a random amount of stored grain each year, a loss on holding stock.

watch

1 short with this record on screen
Short 2: Every part of Stardew Valley is older than it, opening frameplay · 0:40
rendered · short-02.mp4 · drawn from the dataset

short 2 0:40

Every part of Stardew Valley is older than it

transcript

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

Crops first appear in Hamurabi, a text game from 1968. A daily action budget first appears in Princess Maker 2, in 1993. Seasons and friendships with villagers first appear in Harvest Moon, in 1996, the game Stardew was built in response to.

That is the norm. Games released since 2010 draw 84 percent of their mechanics from parts that already existed by 2000.

Stardew sets its own numbers: 250 friendship points a heart, and two lost on each day you don't talk to someone.

also on the pages for

core loop

read the steward's yearly report -> trade grain for land at a random price -> allocate grain to food and seed -> harvest, rats, arrivals, and plague resolve -> next year

design notes

Three stocks (people, acres, bushels of grain) and three yearly allocations make the whole game one stock-and-flow puzzle: grain is food, seed, and the currency for land at once, so every bushel has competing uses. Randomness enters only through harvest yield, rat losses, a land price of 17 to 26 bushels per acre, arrivals, and a plague that halves the population, so the player manages expected value under variance. Dyment wrote it in FOCAL for the PDP-8 from a description of The Sumerian Game (1964); David Ahl's BASIC version spread it as a type-in listing and seeded Kingdom, Dukedom, and Santa Paravia en Fiumaccio.

appears in

the paper, 4 sections · 3 chapters · 3 episodes · 1 short
paper

1. Introduction

linked in this section of the paper

paper
paper

3. The catalog

linked in this section of the paper

paper
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 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 5
book
ep 2

Where the parts came from

on screen at 0:26 hamurabi in parts, 0:45 a date is a lower bound, 6:24 parts that waited

episode
ep 3

Families across genres

on screen at 6:37 limits

episode
ep 4

Why deep systems are hard to read

on screen at 4:55 mechanics that own nothing

episode
short 2

Every part of Stardew Valley is older than it

0:40 · on screen in the short

short

claims

1 with sources
c01high

Hamurabi derives from The Sumerian Game (1964) by Mabel Addis and William McKay; Dyment wrote the FOCAL version after learning of it, and David Ahl expanded it in BASIC.

src-wikipedia-hamurabi, src-wikipedia-city-building-game

sources

2
Wikipedia contributors (2026). Hamurabi (video game). Wikipedia
Wikipedia contributors (2026). City-building game. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gacatalog
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance