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

parts

16 mechanics, as Kenshi does them

core · 4

agents & behavior

Agent skills

Skills rise from the actions they describe, such as stealing for thievery and fighting for combat, with stats and appearance changing as characters grow.

social relations

Faction diplomacy

Many factions and species with relations to each other; the player can aid or oppose them, and deaths of notable figures shift world states.

biology & health

Injury body model

Each limb has its own health; limbs can be damaged or severed and replaced with prosthetic or robotic limbs, and blood loss and injuries reduce stats and movement while squadmates carry the wounded.

control & automation

Unit commands

The player commands any squad member directly in real time with pause; no character is privileged, and the squad acts together.

supporting · 12

space & construction

Building placement

Outposts are built and upgraded into fortified havens or businesses.

resources & production

Crop cultivation

Zone soil types and terrain affect outpost farming.

risk & failure

Permadeath

resources & production

Production chains

conflict & defense

Raid defense

Outposts must be defended against attackers.

social relations

Reputation

Player standing with each faction changes access and hostility.

conflict & defense

Statistical combat resolution

Fights resolve from character combat skills, weapon stats, and armor, with damage applied to individual limbs.

biology & health

Survival meters

Starvation reduces character stats.

progression & goals

Tech tree

Research unlocks equipment and technologies.

environment & ecology

Weather

Some weather, such as acid rain, harms characters.

agents & behavior

Work priorities

Squad members keep job lists for base work and production.

core loop

wander the world with a squad -> fight, trade, steal, or get captured -> injuries and hunger reduce stats while skills train from use -> recruit and found an outpost -> factions react and world states shift

design notes

There is no main character: every recruit and NPC is a potential equal, with no hero units given stronger stats, and the world and shops do not scale to the player, so early characters are weaker than most people they meet. Progress comes from use-based skill gain, which makes losing fights a form of training. Deaths of notable faction leaders change world states, such as towns taken over by a new faction. Chris Hunt developed it alone until 2013, and it was one of the first games in Steam Early Access.

appears in

the paper, 3 sections · 2 chapters · 2 episodes
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 9

Chapter 9. Vacant lots

linked from the text

book
ep 2

Where the parts came from

on screen at 6:41 parts that waited

episode
ep 8

Vacant lots

on screen at 5:20 lots already built

episode

sources

2
Wikipedia contributors (2026). Kenshi (video game). Wikipedia
Lo-Fi Games (2026). Kenshi on Steam. Steam

provenance

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