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

parts

10 mechanics, as The Long Dark does them

core · 3

risk & failure

Permadeath

In Survival mode the save is deleted on death; a later DLC option allows up to three resurrections per save at a difficulty cost, and Misery mode always uses permadeath.

biology & health

Survival meters

Warmth, fatigue, hunger, and thirst feed one condition stock; when a need is empty, condition drains per hour (warmth 20%, fatigue 1%, hunger 1%, thirst 2%), and afflictions such as hypothermia, frostbite, and dysentery drain or cap it.

environment & ecology

Weather

Wind, falling temperatures, and blizzards change how fast warmth drops and how far the player can travel; nights are significantly colder.

supporting · 7

environment & ecology

Day-night cycle

Nights are darker and colder, shaping travel and shelter.

resources & production

Deposit depletion

Manufactured supplies are finite, so long runs shift from looting to hunting and crafting.

control & automation

Direct avatar control

resources & production

Hand crafting

Hides, guts, and wood are crafted into clothing, tools, and arrows.

multiplayer & persistence

Modding API

No official API; mods load through the de facto MelonLoader.

resources & production

Spoilage

Food loses condition over time.

risk & failure

Wear and breakdown

Clothing and tools lose condition with use and must be repaired.

core loop

explore a frozen region -> scavenge, hunt, and harvest -> manage calories, thirst, fatigue, and warmth -> weather, night, and wildlife threaten condition -> craft, repair, and shelter -> survive another day until death

design notes

Survival mode has no zombies or authored goal; the cold, wildlife, and dwindling supplies are the opposition, and death deletes the save. All needs feed a single condition stock: an empty warmth bar drains condition about 20% per hour while empty hunger or fatigue drain about 1% and thirst 2%, so cold is the fast killer and food is the slow one. Time is treated as the scarce resource because every action costs calories and in-game hours. The episodic Wintermute story mode has no permadeath.

appears in

the paper, 2 sections
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

sources

3
Wikipedia contributors (2026). The Long Dark. Wikipedia
Hinterland Studio (2026). The Long Dark on Steam. Steam
The Long Dark Wiki contributors (2026). Condition. The Long Dark Wiki (Fandom)

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gbcatalog
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance