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

parts

4 mechanics, as Islanders does them

core · 3

space & construction

Adjacency scoring

Each building scores points from nearby compatible buildings and natural features and loses points for incompatible ones; the preview shows the total before placing.

space & construction

Building placement

Buildings are placed freely on the island and cannot be removed or built over.

progression & goals

Milestone unlocks

Reaching a point threshold restocks the inventory and offers a choice of two building packs; filling the gauge unlocks a new island.

supporting · 1

world generation

Procedural terrain

Each island is procedurally generated.

core loop

choose a building from the inventory -> preview its point value from neighbors and terrain -> place it permanently -> score thresholds restock and offer a choice of two packs -> fill the gauge to move to a new island

design notes

Islanders reduces the city builder to its placement rule: no resources, traffic, citizens, or research, only point values from proximity to compatible structures and natural features and penalties for incompatible ones. Placements are permanent, so each choice consumes space, and the run ends when buildings or space run out before the next threshold. It is included as a boundary case for adjacency scoring, since nothing in the world evolves without the player.

appears in

the paper, 2 sections · 1 chapter · 1 episode
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 9

Chapter 9. Vacant lots

named in the text

book
ep 8

Vacant lots

on screen at 1:02 the missing story

episode

sources

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

provenance

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