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Simmiland similar games & best alternatives

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

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

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players indirectly influence the hero's journey by placing cards and building the world, allowing strategic control over the environment rather than direct character control."

      Capsule for Loop Hero Loop Hero

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

    • Competence

      Game with the same Competence vibe

      3

      "Game involves strategic deck building, spatial management, and tactical card play with a learning curve and skill development."

      Capsule for Deck of Haunts Deck of Haunts

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

    • Competition

      Game with the same Competition vibe

      -4

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

      Capsule for Grow Home Grow Home

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

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report addictive gameplay and repeated runs, with a desire to experiment with builds and unlock content, encouraging habitual play."

      Capsule for Gunlocked Gunlocked

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

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Game is primarily single-player with no cooperative multiplayer; players act independently."

      Capsule for Enclave Enclave

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

    • Creativity

      Game with the same Creativity vibe

      4

      "Players create unique civilization builds and strategies by combining cards and leaders."

      Capsule for Through the Ages Through the Ages

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

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Airborne Empire Airborne Empire

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, immersive escape into a godlike role shaping life and worlds."

      Capsule for Planetary Life Planetary Life

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

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Into the Dead: Our Darkest Days Into the Dead: Our Darkest Days

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

    • Experimenting

      Game with the same Experimenting vibe

      5

      "Core gameplay involves trying different card interactions, exploring new paths, and discovering hidden content."

      Capsule for Foretales Foretales

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

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore new card synergies, pilots, and unlock content, though physical map exploration is limited."

      Capsule for StarVaders StarVaders

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

    • Expression

      Game with the same Expression vibe

      2

      "Some degree of self-expression through deck and strategy customization, but limited cosmetic or avatar personalization."

      Capsule for Drop Duchy Drop Duchy

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

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Players experience imaginative godlike powers and mythical interactions with civilizations in a fictional world."

      Capsule for Deisim Deisim

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

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for Fights in Tight Spaces Fights in Tight Spaces

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

    • Growth

      Game with the same Growth vibe

      4

      "Players learn new strategies, unlock cards and characters, and improve skills over time."

      Capsule for Pirates Outlaws Pirates Outlaws

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

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active engagement; some waiting times but generally continuous player focus."

      Capsule for Mon Bazou Mon Bazou

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

    • Intimacy

      Game with the same Intimacy vibe

      -5

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

      Capsule for Kingdom Rush  - Tower Defense Kingdom Rush - Tower Defense

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

    • Leadership

      Game with the same Leadership vibe

      -3

      "Players guide their own character but do not lead or manage groups or other players."

      Capsule for Sacred Fire: A Role Playing Game Sacred Fire: A Role Playing Game

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

    • Progression

      Game with the same Progression vibe

      5

      "Strong progression through ages, technology upgrades, and civilization development."

      Capsule for Age of Empires IV: Anniversary Edition Age of Empires IV: Anniversary Edition

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

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Many players describe the game as relaxing and enjoyable with a soothing soundtrack."

      Capsule for The Adventures of Tree The Adventures of Tree

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

    • Sensation

      Game with the same Sensation vibe

      2

      "Simple pixel art and sound provide modest sensory stimulation and enjoyment."

      Capsule for Click and Conquer Click and Conquer

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

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for Bad North: Jotunn Edition Bad North: Jotunn Edition

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

    • Story

      Game with the same Story vibe

      -3

      "No narrative or plot; gameplay is context-free and abstract."

      Capsule for rymdkapsel rymdkapsel

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

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, resource management, and strategic use of cards and track placement to optimize outcomes."

      Capsule for Station to Station Station to Station

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

    • Thrill

      Game with the same Thrill vibe

      -2

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

      Capsule for Miss Neko 2 Miss Neko 2

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

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for money with many hours of gameplay and replayability at a low price point."

      Capsule for Commander Quest Commander Quest

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

    • Violence

      Game with the same Violence vibe

      -3

      "Minimal violence; enemies can be trapped but not killed; focus on constructive activities like building."

      Capsule for Koala Kids Koala Kids

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

    • Survival

      Game with the same Survival vibe

      3

      "Players manage resources and threats to survive and progress."

      Capsule for Aground Aground

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

    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.

    Last update: 30/04/2026