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

parts

8 mechanics, as Species: Artificial Life, Real Evolution does them

core · 2

population & lineage

Natural selection

No fitness score exists; creatures that cannot pay skeleton-derived energy costs, reach food, or tolerate local climate fail to reproduce, so trait averages drift and lineages speciate.

population & lineage

Trait inheritance

Each creature's body and behavior come from numeric genes; offspring are randomly modified copies of one or more parents, with most mutations a random value in [-1, 1] times a modifier for background mutation rate and radiation.

supporting · 6

information & legibility

Agent inspection

Creature inspection shows each individual's DNA and stats.

control & automation

God powers

The player triggers ice ages and world floods, programs rovers to feed or kill creatures by genetic distance to a target genome, and edits genomes in an isolated nursery.

environment & ecology

Habitat suitability

Climate varies across the map, and climate control devices create local cold, hot, fertile, or dead ground.

population & lineage

Lifecycle and aging

information & legibility

Stats dashboards

Species averages over time, a clade diagram (Tree of Life), a satellite range map, and a web-of-life view of genetic variety.

core loop

creatures feed, pay energy costs, and reproduce -> offspring genomes mutate -> environment and rovers decide who eats and who starves -> trait averages drift and lineages split into species -> player edits genes, climate, or triggers ice ages and floods -> watch the clade diagram branch

design notes

Species, built by a single developer known as Quasar, simulates evolution with no fitness function: genes are numbers, most mutations add a random value in [-1, 1] scaled by a background mutation rate and radiation, and survival is whatever the body and environment allow. Energy costs come from analyzing each creature's skeleton for internal forces and torques, so morphology has a physical price, and creatures can eat only what their head reaches. Species are not predefined: a species is a population that can interbreed within a genetic distance, and it splits only when intermediate forms die out, which the clade diagram records. Species defined at runtime by genetic distance are not yet a mechanic in the taxonomy (proposal runtime-speciation). A free alpha (0.4.0) was public from 2012, and the Steam Early Access build from 2018 has not reached 1.0.

appears in

the paper, 2 sections · 1 chapter
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 4

Chapter 4. Families

linked from the text

book

claims

2 with sources
c01high

The free Proof of Concept Demo Alpha 0.4.0 was publicly released on 2012-05-27, and the game entered Steam Early Access on 2018-09-28 without a later 1.0 release.

src-quasar-2012-species-alpha-release, src-steam-2026-species-alre

c02medium

The developer is credited only by the handle Quasar on Steam and the development blog; no personal name was found in the sources checked.

src-steam-2026-species-alre, src-revolutionarygames-2016-thrive-vs-species

sources

4
Quasar (2012-05-27). ALPHA RELEASE! WHOO!. Species development blog
Quasar (2014-10-03). Species 0.7.0 Released!. Species development blog
(2016-02-27). Devblog #5: Thrive vs Species. Revolutionary Games Studio

provenance

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