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

parts

15 mechanics, as Valheim does them

core · 3

resources & production

Hand crafting

Workbenches, forges, and other stations craft tools, weapons, and building pieces; new materials unlock new recipes.

world generation

Procedural terrain

Each world is generated from a seed and divided into biomes (Meadows, Black Forest, Swamp, Mountains, Plains, Ocean, Mistlands, Deep North, Ashlands), each with its own resources, enemies, and boss.

space & construction

Structural integrity

Stability runs from blue (grounded) to red; it falls with horizontal and vertical distance from ground, a piece cannot exceed its support's stability, and vertical limits are 16 m for wood and stone and 24 m for core wood.

supporting · 12

agents & behavior

Agent skills

Skills rise to level 100 through use and affect damage and stamina drain; dying reduces skill levels.

biology & health

Animal husbandry

Some animals can be tamed and bred.

resources & production

Crop cultivation

space & construction

Decoration and beauty

Comfort from nearby furnishings lengthens the Rested buff.

control & automation

Direct avatar control

risk & failure

Loss on death

On death the player's equipment and inventory stay in a tombstone at the death site, and skill levels drop, so the player must travel back to recover gear.

progression & goals

Milestone unlocks

Each boss leaves a trophy that grants a power at a central altar and opens the next tier of materials.

multiplayer & persistence

Modding API

No official API; mods load through the de facto BepInEx loader.

conflict & defense

Raid defense

Random events send enemies against bases.

biology & health

Survival meters

Food raises maximum health and stamina for a time instead of causing starvation; stamina drains when running or attacking.

risk & failure

Wear and breakdown

Uncovered or submerged wood decays to 50% durability; tools lose durability.

environment & ecology

Weather

Rain wets the player and rots exposed wood.

core loop

explore seeded biomes -> gather wood, stone, and ore -> build shelters that must be supported and roofed -> eat food for health and stamina -> craft better gear -> summon and defeat each biome's boss -> sail to harder biomes

design notes

Food is a reward rather than a punishment: eating raises maximum health and stamina and speeds regeneration, and there is no starvation, so the survival layer pushes players toward better food rather than threatening death. This consumable-buff model does not fit survival-meters cleanly (proposal filed). Building uses a support model in which stability falls with distance from the ground, so architecture follows material limits, and uncovered wood decays to half durability in rain. Progression is gated by eight bosses, each summoned with an offering. Early access began in February 2021 and 1.0 shipped in September 2026.

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). Valheim. Wikipedia
Iron Gate Studio (2026). Valheim on Steam. Steam
Valheim Wiki contributors (2026). Building. Valheim Wiki (Fandom)

provenance

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