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These documents contain the Space Station 14’s Core Game Design Princples and should be used to inform the design of any new designs or large balance changes. Questions around Core Game Design should be directed towards the #design-discussion channel on the Official Space Station 14 Discord (preferred) or, if you do not use Discord, by making a thread on the Space Station 14 Forums.

Caveats

  • These documents are living documents and will change over time as the design of Space Station 14 evolves.
  • Forks and other communities may have different ideas and directions that they want to take the game, which is fine and something we want to encourage!

Wizard’s Den

Wizards Den intends to create a polished vanilla experience of Space Station 14. Primarily focusing on code quality and strong, well-designed systems over pure quantity.

Core Pillars

Vanilla

Wizard’s Den aims to bring a vanilla Space Station 14 experience. This means a strict adherence to features and content that fit the design of Space Station 14. This is different from Wizden being a blank slate, and does not prevent the addition of content or balancing personalized for Wizden servers.

Stability

Wizard’s Den is the upstream for the majority of forks. As such, code and content should be stable and maintained. Automated tests should ensure systems remain functional, and outright broken, unplanned, or unmaintained content should be removed.

Mechanics Over Rules

Wizard’s Den prioritizes mechanical design over rules design whenever and wherever possible. Admins shouldn’t be required for the game to work, and as much as possible, mechanics should prevent their involvement.

Space Station 14

Space Station 14 is a game where disasters, enemies, and incompetence conspire to make each shift aboard the station a unique and hellish experience.

Core Pillars

These pillars serve as the guiding concepts for designing SS14’s features. When creating features or adjusting balance, you should be actively thinking about how these concepts relate to your design or change.
  • These pillars and definitions are specific to Wizard’s Den’s vision of Space Station 14.

Unpredictability and Chaos

  • No two rounds should play alike. The combination of antagonists, incompetence, and disasters should create situations where players have to deal with rapidly changing and escalating situations.
  • There should rarely be guarantees. Problems should arise, and solutions may not always be immediately available. Players should be forced to adapt to rapid changes in their environment.
  • Chaos should also be unpredictable. Some rounds may be slow, some may be blazingly fast; the variety of round flow is what keeps the game interesting.

Darkly Comedic/Surrealist

  • The game’s tone floats between a Surrealist Comedy and Dark Comedy, both defying expectations with absurd situations, such as the clown throwing acid pies at a mega-corporation’s special forces team.
  • The game should be able to balance this tone, never becoming so absurd that it breaks immersion, but never being so serious or grim that it becomes depressing.
  • Mechanics should be designed with this tone in mind, silly mechanics shouldn’t be so silly as to not be grounded, and grounded mechanics shouldn’t be mundane, and all should play a part in a catastrophe.

Dynamic Environment

  • The gameworld should be malleable, allowing for the dynamics of a station to change throughout the round. Walls may get blown open by explosions, and areas of the station may be totally renovated by a dedicated passenger.
  • The station should avoid unique properties that cannot be replicated. Even abstract intangible player facing systems should still be tied to tangible objects whenever possible.

Intuitive and Inter-Connected Simulation

  • Simulated systems should be complex enough to create engaging gameplay decisions while still being intuitive enough to learn without wiki-diving.
  • Simulated systems should be interactive and reactive, not only with players but with each other.
  • Systems should interact with each other as much as feasible to create new emergent gameplay opportunities.
  • Systems should clearly communicate all necessary information a player needs to make actionable judgments. No player should require knowledge outside the game to interact with a mechanic; black boxes are bad.
  • Players should be able to find optimal strategies and discover emergent interactions solely with what information is available to them in-game.

Player Interaction/Agency

  • Mechanics and design should encourage players to interact with other players naturally. Players should feel like they have agency in these interactions.
  • Interactions should not be an afterthought when designing mechanics. Player interactions should be part of the design rather than an extra step added arbitrarily.
  • Players should never feel forced into a specific interaction or action. Avoid situations where players default to a specific choice because it is consistently better than other options.
  • A player genuinely interacting with a mechanic should not end up completely isolated from the rest of the game. No mechanics should run parallel or tangential to the rest of the game.
Last modified on June 20, 2026