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

parts

13 mechanics, as Timberborn does them

core · 2

time & pacing

Crisis countdown

Recurring droughts switch sources off and badtides release contaminating badwater; both grow harsher over time and are signalled in advance.

environment & ecology

Hydrology

Tiles exchange water through virtual pipes with evaporation; moisture spreads to nearby land and falls off sharply uphill; dams, levees, floodgates, and canals redirect flow.

supporting · 11

space & construction

Building placement

resources & production

Crop cultivation

Crops grow only on irrigated soil and fail when it dries.

logistics & networks

Hauling jobs

population & lineage

Lifecycle and aging

agents & behavior

Needs decay

Beavers need food, water, rest, and wellbeing from diet variety, entertainment, and decorations.

resources & production

Power grid

Water wheels and other generators power workshops and bots through a connected network.

control & automation

Signal circuits

Sensors, relays, and counters control dams and factories.

resources & production

Storage and buffers

Water tanks and warehouses buffer droughts.

space & construction

Terraforming

Explosives dig tunnels and reshape terrain.

space & construction

Vertical layers

Lodges and workshops stack on platforms; ziplines and tubeways move beavers between levels.

core loop

dam and channel rivers -> irrigate farms and forests from stored water -> beavers work, eat, and seek wellbeing -> a drought or badtide cuts or poisons the flow -> stockpiles and reservoirs carry the colony through -> build upward and expand

design notes

Water is a simulated field rather than a resource count: a 2D model adapted from erosion simulation linked each tile to four neighbors by virtual pipes and was replaced by 3D water in Update 6 (October 2024), so dams, floodgates, and canals change where moisture reaches crops. Recurring droughts grow harsher and badtides turn sources into contaminating badwater, so play alternates between building reservoirs and surviving a known dry period. Limited space pushes housing and workshops into vertical stacks, and sensors and relays let players automate floodgates.

appears in

the paper, 2 sections · 2 chapters · 1 episode
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
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 3

Families across genres

on screen at 6:55 limits

episode

sources

3
Wikipedia contributors (2026). Timberborn. Wikipedia
Mechanistry (2026). Timberborn on Steam. Steam
Michal Amielanczyk, Kamil Dawidow (2023-02-28). Deep Dive: Designing the dynamic irrigation and water systems in Timberborn. Game Developer

provenance

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