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

parts

12 mechanics, as This War of Mine does them

core · 4

environment & ecology

Day-night cycle

Snipers confine survivors to the shelter by day for crafting, cooking, and care; at night survivors are assigned to sleep, guard, or scavenge.

narrative & generation

Dilemma cards

Scavenging encounters and visitors at the door pose choices, such as robbing vulnerable NPCs or giving away supplies, that trade material gain against mood and each survivor's ending.

agents & behavior

Mood and breakdowns

Mood falls with hunger, illness, loss of companions, and morally weighted acts such as stealing or killing; depressed or broken survivors refuse tasks and may leave the shelter or take their own lives.

agents & behavior

Needs decay

Each survivor tracks hunger, fatigue, health, and mood, and the player must keep them up until the ceasefire.

supporting · 8

information & legibility

Forecasting

Radio broadcasts give weather warnings, economic updates, and war news.

resources & production

Hand crafting

Workshops craft weapons, alcohol, beds, stoves, and shelter upgrades from scavenged materials.

risk & failure

Permadeath

agents & behavior

Personality traits

Each survivor has one or two traits, such as Good Cook, plus hidden stats.

environment & ecology

Seasons

Winter raises demand for heating fuel.

risk & failure

Stimulus attraction

Noisy actions while scavenging at night, such as breaking through obstacles, can alert people at the location.

economy & finance

Supply-demand pricing

Barter values change with conditions announced on the radio.

narrative & generation

Triggered event chains

Neighbors and strangers arrive with requests tied to the shelter's state.

core loop

spend the day in the shelter crafting, cooking, trading, and treating -> assign night roles -> one survivor scavenges a location -> encounters force moral choices -> hunger, wounds, illness, and mood shift -> survive until the ceasefire

design notes

The game turns war into a resource-and-conscience problem: survival needs push the player toward theft or violence, and those acts lower survivors' mood, so material and moral states are coupled. A day-night split separates base management (snipers keep survivors inside by day) from risky scavenging by one chosen survivor, and the length of the war is randomized so the player cannot plan to a known end. The radio reports weather, prices, and war news that let the player anticipate shortages. It draws on the 1992-96 Siege of Sarajevo.

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 10

Chapter 10. Bets

linked from the text

book

sources

2
Wikipedia contributors (2026). This War of Mine. Wikipedia
11 bit studios (2026). This War of Mine on Steam. Steam

provenance

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