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

parts

3 mechanics, as Tiny Glade does them

core · 1

space & construction

Procedural build assist

Walls, paths, and building outlines are turned into detailed geometry; a path through a building creates a door and raising a building adds supporting columns and beams.

supporting · 2

space & construction

Building placement

Strokes are drawn freely without a grid.

space & construction

Terraforming

Terrain height can be changed and rivers and ponds added.

core loop

draw walls, paths, and building outlines -> procedural rules assemble bricks, roofs, doors, and supports to fit -> reshape terrain and add water -> ivy grows and sheep wander the paths -> keep editing

design notes

Tiny Glade takes the Townscaper approach to freehand strokes: a path drawn through a building produces a door, and raising a building adds columns and beams to support it, so local rules respond to how elements meet. The two-person studio built it on a custom fork of the Rust engine Bevy. It is a boundary case: the only autonomous elements are ambient life such as growing ivy and wandering sheep.

appears in

the paper, 2 sections · 2 chapters
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 1

Chapter 1. Same parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book

sources

2
Wikipedia contributors (2026). Tiny Glade. Wikipedia
Pounce Light (2026). Tiny Glade on Steam. Steam

provenance

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