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Simmiland

PC (Microsoft Windows), Mac • 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

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

Motivations

  • Autonomy
    4

    "Players influence the world by placing cards but do not control the humans directly, allowing freedom in card play and indirect control."

  • Competence
    3

    "Players engage in discovering card combinations and managing evolving civilizations, requiring learning and skillful play."

  • Competition
    -4

    "Focus is on personal progression and experimentation without player-vs-player or leaderboard competition."

  • Continuation
    4

    "Players report addictive gameplay with repeated runs and desire to unlock all achievements, indicating habitual play."

  • Cooperation
    -5

    "Single-player game with no multiplayer or cooperative mechanics; players act independently."

  • Creativity
    4

    "Players creatively combine cards and terrain to shape the world and influence civilization development."

  • Domination
    -5

    "No evidence of exerting control over other players; interactions are with AI and environment only."

  • Escapism
    4

    "Players use the game as a relaxing, engaging diversion from real life with immersive god-game mechanics."

  • Expectation
    -4

    "Players engage voluntarily out of interest and enjoyment; no obligation or external pressure noted."

  • Experimenting
    5

    "Core gameplay revolves around trial and error, discovering new card interactions and strategies."

  • Exploration
    3

    "Players explore new card combinations and biome interactions, though map size is limited."

  • Expression
    2

    "Some self-expression through deck customization and shaping the civilization, but limited avatar personalization."

  • Fantasy
    4

    "Players experience imaginative godlike powers and fictional civilization evolution in a whimsical setting."

  • Fellowship
    -5

    "No social or community gameplay elements; strictly single-player experience."

  • Growth
    4

    "Players learn mechanics, improve strategies, and unlock new cards and technologies over time."

  • Health
    -5

    "Sedentary gameplay with no physical activity or health-related features."

  • Idle
    -3

    "Requires player attention and decision-making; some waiting occurs but mostly active engagement."

  • Intimacy
    -5

    "No close social relationships or emotional sharing; gameplay is solitary and impersonal."

  • Leadership
    -3

    "Players guide civilization indirectly but do not lead or manage groups with authority."

  • Progression
    5

    "Strong progression through unlocking cards, technologies, and advancing civilization stages."

  • Relaxation
    4

    "Players find the game relaxing and enjoyable with a soothing soundtrack and satisfying gameplay."

  • Sensation
    2

    "Simple pixel art and sound provide moderate sensory stimulation and charm."

  • Status
    -5

    "No social recognition or status systems; achievements are personal and not publicly ranked."

  • Story
    -3

    "No explicit narrative or plot; gameplay is context-free with emergent stories from player actions."

  • Strategy
    4

    "Players plan card placement and resource management to advance civilization and achieve goals."

  • Thrill
    -2

    "Gameplay is low risk and calm with minimal suspense or emotional tension."

  • Value
    4

    "Players perceive good value for money with hours of entertainment and replayability at low price."

  • Violence
    -3

    "Some mild violence (e.g. lightning strikes, bears attacking) but mostly constructive civilization building."

  • Survival
    3

    "Players manage resources and threats to keep humans alive and progressing, involving survival elements."

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    Last update: 06/03/2026