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

parts

8 mechanics, as Harvest Moon does them

core · 3

biology & health

Animal husbandry

Chickens must be fed and kept indoors or they can die; cows need daily feed, talking, brushing, and milking, and fall sick or die if neglected.

resources & production

Crop cultivation

Crops need water every day; a missed day halts growth rather than killing the plant, and each crop belongs to a season.

environment & ecology

Seasons

A four-season calendar sets which crops can grow and when festivals occur.

supporting · 5

time & pacing

Daily action budget

A stamina pool limits work each day; power berries found around the map raise it.

environment & ecology

Day-night cycle

After dark only the bar stays open, so shopping and visits must fit daylight.

social relations

Relationship values

Villagers' and candidates' affection rises with talking and gifts.

social relations

Romance and family

Five eligible women can be courted; marriage and a child count toward the final evaluation.

progression & goals

Scenario objectives

After two and a half years the father evaluates the farm, family, and relationships.

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

clear land and plant seasonal crops -> water daily and tend livestock -> ship produce for money -> buy animals, seeds, and upgrades -> build relationships and attend festivals -> marry and raise a child before the father's evaluation

design notes

Director Yasuhiro Wada started the project with three principles (no fighting, uniqueness, and tactile real-time action), and a team of 8 to 10 people at Pack-In-Soft scaled it back to fit SNES limits. The farm rules are forgiving but daily: unwatered crops stop growing instead of dying, chickens need only feed but can die if left outside, and cows must be fed, talked to, brushed, and milked or they sicken. Play is bounded by a two-and-a-half-year term that ends with the father's evaluation of the farm and family, which makes marriage and a child goals alongside crops and livestock.

appears in

the paper, 2 sections · 2 chapters · 2 episodes · 1 short
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
ep 2

Where the parts came from

on screen at 6:25 parts that waited, 7:04 built from older parts

episode
ep 3

Families across genres

on screen at 3:20 odd couples

episode
short 2

Every part of Stardew Valley is older than it

0:40 · on screen in the short

short

sources

2
Wikipedia contributors (2026). Harvest Moon (video game). Wikipedia
FoGu (2026). Harvest Moon (SNES) guide. FoGu

provenance

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