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

parts

18 mechanics, as Project Zomboid does them

core · 4

agents & behavior

Agent skills

Skills such as carpentry and cooking level from activities, and skill books and magazines speed or unlock progress.

biology & health

Injury body model

Wounds such as scratches, lacerations, bites, and fractures are tracked per body part with bleeding and bandaging; zombie infection is spread by saliva and blood and is always fatal.

risk & failure

Stimulus attraction

Zombies respond to sight and hearing, so noise from actions such as gunfire or breaking windows draws them toward the survivor, and hordes migrate.

biology & health

Survival meters

Moodles for hunger, thirst, fatigue, endurance, panic, stress, boredom, unhappiness, temperature, wetness, pain, bleeding, and sickness each grow in severity and penalize combat, movement, carrying, or healing.

supporting · 14

space & construction

Building placement

Carpentry builds walls, barricades, and forts.

time & pacing

Crisis countdown

Water and power shut off within about a month, forcing preparation.

resources & production

Crop cultivation

environment & ecology

Day-night cycle

information & legibility

Fog of war

A vision cone limits what the survivor sees.

resources & production

Hand crafting

Weapons, tools, and barricades are crafted; Build 42 overhauled crafting.

multiplayer & persistence

Modding API

Full Lua modding through the Steam Workshop.

risk & failure

Permadeath

Death ends the character; a new survivor can start in the same world.

agents & behavior

Personality traits

Occupation and positive or negative traits are chosen at character creation; occupation also sets spawn location.

environment & ecology

Seasons

A climate system with seasons changes gear needs.

resources & production

Spoilage

Food rots, and refrigeration ends when power fails.

physics & materials

Vehicle dynamics

Vehicles have physics and part condition.

environment & ecology

Weather

core loop

loot houses and stores -> avoid or fight zombies drawn by sight and noise -> manage hunger, fatigue, injuries, and moodles -> utilities fail and seasons turn -> barricade, farm, and level skills -> survive until death

design notes

The framing question is how the character dies, not whether: zombie infection is always fatal in an unmodified game, so play is about extending a doomed run. Water and power shut off within the first month, after which erosion and overgrowth spread, giving the sandbox a scheduled decline. Zombies respond to sight and hearing and hordes migrate, so noise from actions shapes risk; there is no mechanic id for noise attraction yet (proposal filed). The game has been in early access since a paid tech demo in May 2011, with Steam early access from November 2013 and Build 42 in open beta from December 2024.

appears in

the paper, 3 sections · 1 chapter
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

sources

3
Wikipedia contributors (2026). Project Zomboid. Wikipedia
The Indie Stone (2026). Project Zomboid on Steam. Steam
PZwiki contributors (2026). Moodles. PZwiki

provenance

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