Simmiland similar games & best alternatives
Simmiland
2018
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Quick resume
Simmiland is a god-like card game. In this game you indirectly influence a small civilization by manipulating their surroundings by playing cards 🃏🃏🃏 Playing cards on different biomes and objects will result in different findings. The way you play the game will define how mankind will develop!
Global score
87/100
Genres
Indie, Simulator, Card & Board Game
Similar games
Pros
- Addictive and replayable gameplay
- Creative card and biome combination mechanics
- Relaxing and charming art and music
- Good value for price
- Engaging progression and discovery
Cons
- Limited map size and content
- Lack of tutorial or guidance
- Ai can be dumb or buggy
- Some rng frustration in card draws
- No multiplayer or social features
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. It leans lower than usual among comparable games on Story, Violence, Thrill.
How to use the graph
Similar games map
Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.
- Larger dot with a light outline: the game you are viewing.
- Colour: groups of games with comparable motivation patterns (statistical clusters).
- Hover a dot to see the game name; click to open its page.
- Scroll or double-click the chart to zoom out and see more games.
Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.
Motivations
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Autonomy4
"Players influence the world by placing cards but do not control the humans directly, allowing freedom in card play and indirect control."
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Competence3
"Players engage in discovering card combinations and managing evolving civilizations, requiring learning and skillful play."
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Competition-4
"Focus is on personal progression and experimentation without player-vs-player or leaderboard competition."
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Continuation4
"Players report addictive gameplay with repeated runs and desire to unlock all achievements, indicating habitual play."
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Cooperation-5
"Single-player game with no multiplayer or cooperative mechanics; players act independently."
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Creativity4
"Players creatively combine cards and terrain to shape the world and influence civilization development."
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Domination-5
"No evidence of exerting control over other players; interactions are with AI and environment only."
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Escapism4
"Players use the game as a relaxing, engaging diversion from real life with immersive god-game mechanics."
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Expectation-4
"Players engage voluntarily out of interest and enjoyment; no obligation or external pressure noted."
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Experimenting5
"Core gameplay revolves around trial and error, discovering new card interactions and strategies."
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Exploration3
"Players explore new card combinations and biome interactions, though map size is limited."
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Expression2
"Some self-expression through deck customization and shaping the civilization, but limited avatar personalization."
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Fantasy4
"Players experience imaginative godlike powers and fictional civilization evolution in a whimsical setting."
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Fellowship-5
"No social or community gameplay elements; strictly single-player experience."
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Growth4
"Players learn mechanics, improve strategies, and unlock new cards and technologies over time."
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Health-5
"Sedentary gameplay with no physical activity or health-related features."
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Idle-3
"Requires player attention and decision-making; some waiting occurs but mostly active engagement."
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Intimacy-5
"No close social relationships or emotional sharing; gameplay is solitary and impersonal."
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Leadership-3
"Players guide civilization indirectly but do not lead or manage groups with authority."
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Progression5
"Strong progression through unlocking cards, technologies, and advancing civilization stages."
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Relaxation4
"Players find the game relaxing and enjoyable with a soothing soundtrack and satisfying gameplay."
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Sensation2
"Simple pixel art and sound provide moderate sensory stimulation and charm."
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Status-5
"No social recognition or status systems; achievements are personal and not publicly ranked."
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Story-3
"No explicit narrative or plot; gameplay is context-free with emergent stories from player actions."
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Strategy4
"Players plan card placement and resource management to advance civilization and achieve goals."
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Thrill-2
"Gameplay is low risk and calm with minimal suspense or emotional tension."
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Value4
"Players perceive good value for money with hours of entertainment and replayability at low price."
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Violence-3
"Some mild violence (e.g. lightning strikes, bears attacking) but mostly constructive civilization building."
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Survival3
"Players manage resources and threats to keep humans alive and progressing, involving survival elements."
Last update: 29/04/2026