genre

Use when

You want open-ended creation with survival pressure and self-set goals.

Sandbox Survival

What it is. A systemic world you dig, gather, and shape. You craft tools from raw material, build shelter, and endure a recurring threat — but the goal is yours. There is no lose screen scheduled; the night is.

Player fantasy / why it’s fun. “I made this, and it kept me alive.” Authorship plus jeopardy: the base you built at dusk is the base tested at midnight. The pull is a world that answers your ideas — dig here, and there’s a cave; stack these two, and there’s a door.

Pillars

  1. Player authorship. The player names the goal — a house, a farm, a monument, reach the boss — and the world is the medium, not the quest-giver. Systems must be broad enough that a plan you invent is expressible. Give tools, not objectives.
  2. Legible material grammar. Every material reads and combines by consistent rules: wood burns, stone shelters, ore upgrades. A player should predict a recipe before finding it. The grammar is the tutorial (system-crafting).
  3. Survival pressure as pacing. The day/night (or season/wave) cycle is the metronome. Day is open and calm — gather, build, explore; night is the squeeze that makes the day’s work matter. Pressure paces authorship; it doesn’t replace it (pattern-pacing-and-tension).

The loop stack

ScaleThe loop
MomentSwing a tool at a resource node; it yields; the material stacks.
EncounterNightfall: the threat arrives and tests the shelter/gear you built today.
SessionA gather → craft → build → survive cycle over several days; end with a bigger base and a new capability.
MetaThe tech/tool ladder and the world map — each unlocked material opens biomes and builds that were previously sealed.

Essential systems

SystemWhy it’s needed
system-craftingThe heart. A legible recipe grammar (raw → refined → tool) that the player can predict, not memorize.
system-resource-loopsGather → convert → consume must close cleanly; every material needs a sink or the world becomes a hoard.
system-weather-and-timeThe day/night (and seasons) cycle is the pacing engine — the deterministic clock that schedules the threat.
system-hazards-and-environmentThe night threat, biome dangers, hunger/temperature — the pressure that makes shelter meaningful.
system-progressionThe optional ladder: tool tiers gate biomes so open goals still have a spine (see below).
system-procgen-designA world worth exploring, generated within bounds you can reason about and re-seed deterministically.
system-inventory-and-uiInventory is the puzzle surface here — carry limits and hotbars turn “what do I bring tonight” into a decision.

Content & difficulty model

Signature-mechanic seeds

“X but Y” (process-the-twist) — bend the world, the threat, or the frame.

Common pitfalls

Anchors

Verify

Prove the sim contract with docs/VERIFICATION.md — deterministic worldgen (same seed → same world), the day/night clock and threat escalation asserted on world state, closed resource loops, and cosmetic-only weather/particles kept out of the world hash. Design the grammar and the ladder here; prove determinism and pressure there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.