$4.99Simmiland Play God With a Deck of Cards
A god game played with cards. Drop plants, minerals and disasters onto a tiny pixel world and watch your little humans figure out the rest. Every card lands differently on every biome, so each run becomes a fresh experiment in how far mankind can go, all the way up to a rocket.
Is Simmiland worth it?
Simmiland is worth it if…
- you like experiments more than instructions, and would rather find out what a card does than read about it
- you want a relaxing world to poke at in short sessions of ten to sixty minutes
- you enjoy deck games where the deck is the whole toolbox
- you like coming back to see how a different opening plays out this time
Screenshots
Play god, one card at a time
Your power arrives as a hand of cards: plants, minerals, weather, the occasional plague. Each one does something different depending on where it lands. A plant card on grass grows wheat; the same card on a wasteland gives you a dead tree, good for sticks and logs. Playing cards costs faith, which your humans earn for you by praying and by asking for things. One of them wants a berry bush. Another would like a deadly plague, please. You decide who gets their wish. The land shifts as you poke it: rain turns grass into wetland, sun bakes it into desert, and every new tile hides new resources. Nobody hands you a tutorial, and none is really needed. You drop a card, something unexpected grows, and the world quietly starts making sense.
The inspect card and the shape of mankind
The most important card in your deck is inspect. Play it on an item, an object or sometimes just an empty tile, and it sparks an invention: your humans learn something new, from axes to glass to currency, and push their civilization a step further. What you inspect, and when, decides how mankind develops. Keep the faith flowing and they may worship you forever. Hold back, and they may trade worship for science and build a laboratory where the church used to stand. In normal mode your deck is limited and the apocalypse card waits at the bottom, so every run ends with a choice about what your people managed before the end. Some of them, if you guide them well, leave in a rocket.






















