Complete Game Database

SIMA 2 Games List: 21+ Environments and Counting

From No Man's Sky to Valheim
Discover every game SIMA 2 can play and how it learns

SIMA 2 was trained on 9 commercial 3D games and 12 research environments, totaling over 400,000 hours of gameplay data. Unlike game-specific AI (like OpenAI's VPT for Minecraft), SIMA 2 learns transferable skills that work across different game engines, art styles, and mechanics.

More impressively, SIMA 2 can play games it's never seen during training through zero-shot transfer—applying learned skills to completely new environments. This section documents:

  • Training games (high proficiency, 65%+ success rate)
  • Tested unseen games (moderate proficiency, 25-50% success rate)
  • Potential games (likely compatible based on mechanics)

Commercial Training Games (Official Partners)

These are the 9 commercial titles used for SIMA 2's primary training, with partnerships between DeepMind and game studios:

1. No Man's Sky (Hello Games)

Genre: Space exploration, survival, procedural generation
Release Year: 2016
Training Hours: 60,000+

What SIMA 2 Learned:

  • Planetary navigation (flying, walking, jetpack)
  • Resource gathering (mining minerals, harvesting plants)
  • Base building (constructing shelters, power systems)
  • Space flight (takeoff, landing, interstellar travel)
  • Inventory management (organizing resources)

SIMA 2's Capabilities in No Man's Sky:

  • Explore and catalog new planets (70% success rate)
  • Gather resources for survival (85% success rate)
  • Build basic bases (60% success rate)
  • Engage in space combat (35% success rate—struggles with dogfighting)

Key Transfer Skills: 3D navigation in open worlds, procedural content recognition (every planet is different), multi-stage crafting systems

Demo Task: "Fly to nearest planet, gather 50 carbon, build a base"—achieved in 18 minutes with 72% success rate across 100 trials.

2. Valheim (Iron Gate Studio)

Genre: Survival, Norse mythology, co-op building
Release Year: 2021
Training Hours: 55,000+

What SIMA 2 Learned:

  • Viking-style survival (hunting, farming, crafting)
  • Combat against mythical creatures (trolls, draugr, bosses)
  • Sailing and exploration
  • Progressive technology tree (stone → bronze → iron → late-game metals)
  • Weather and environment awareness (stamina in rain, cold damage)

SIMA 2's Capabilities in Valheim:

  • Gather resources and craft tools (90% success rate)
  • Build Viking longhouses (75% success rate)
  • Hunt deer and boar (80% success rate)
  • Defeat early bosses (Eikthyr: 55%, The Elder: 30%)

Interesting Behavior: SIMA 2 learned to repair tools before they break—an emergent behavior not explicitly taught. It monitors tool durability and proactively visits workbenches, showing planning ahead.

Demo Task: "Build a complete stone house with chimney"—achieved in 35 minutes with 68% success rate.

3. Goat Simulator 3 (Coffee Stain Studios)

Genre: Sandbox chaos, physics-based comedy
Release Year: 2022
Training Hours: 30,000+

What SIMA 2 Learned:

  • Absurdist physics manipulation (ragdoll control, object interaction)
  • Quest completion in non-linear environment
  • Parkour and acrobatic movement
  • Using ridiculous abilities (jetpack goat, tall goat, whale goat)

SIMA 2's Capabilities in Goat Simulator:

  • Navigate the open world (95% success rate)
  • Complete fetch quests (70% success rate)
  • Cause property damage (100% success rate—it's a goat simulator!)
  • Use advanced abilities effectively (45% success rate—struggles with timing)
  • Complete timed challenges (40% success rate)

Why This Game Matters: Goat Simulator taught SIMA 2 to handle unpredictable physics. Many games have deterministic mechanics, but Goat Simulator's intentionally wonky physics forced SIMA 2 to develop robust recovery strategies when things go wrong.

Demo Task: "Find and headbutt 5 humans"—achieved in 8 minutes with 82% success rate.

4. Satisfactory (Coffee Stain Studios)

Genre: Factory building, automation, first-person
Release Year: 2019
Training Hours: 45,000+

What SIMA 2 Learned:

  • Complex automation systems (conveyor belts, assemblers, power grids)
  • Resource chain planning (raw materials → intermediate products → final goods)
  • 3D factory layout design
  • Efficiency optimization (reducing bottlenecks)

SIMA 2's Capabilities in Satisfactory:

  • Set up basic mining operations (85% success rate)
  • Build conveyor systems (75% success rate)
  • Design efficient factories (50% success rate—better than random, worse than experienced players)
  • Manage power grids (60% success rate)

Emergent Skill: SIMA 2 learned spatial planning—it arranges factory buildings to minimize conveyor belt length, without being explicitly taught this efficiency principle.

Demo Task: "Automate iron rod production"—achieved in 25 minutes with 71% success rate.

5. Teardown (Tuxedo Labs)

Genre: Voxel destruction, puzzle, heist planning
Release Year: 2022
Training Hours: 35,000+

What SIMA 2 Learned:

  • Destructible environments (everything can break)
  • Creative problem-solving (multiple paths to objectives)
  • Time-pressure planning (set up route, then execute under time limit)
  • Physics-based puzzles (using vehicles, explosives)

SIMA 2's Capabilities in Teardown:

  • Navigate voxel environments (90% success rate)
  • Use tools to break through walls (85% success rate)
  • Plan optimal heist routes (45% success rate—struggles with multi-objective optimization)
  • Complete challenges under time limits (40% success rate)

Why This Game Matters: Teardown taught SIMA 2 that environments are mutable. Most games have static worlds; Teardown requires thinking of walls as "temporary obstacles I can remove." This transfers to other games with destructible terrain.

Demo Task: "Break through three walls to reach the safe"—achieved in 12 minutes with 78% success rate (when no time limit).

6. Hydroneer (Foulball Hangover)

Genre: Mining, physics-based gold rushing
Release Year: 2020
Training Hours: 25,000+

What SIMA 2 Learned:

  • Physics-based resource extraction (water pressure, gravity-fed systems)
  • Equipment placement and optimization
  • Economic management (buying tools, selling gold)
  • Hydraulic system design

Demo Task: "Set up a functional gold mining operation"—achieved in 30 minutes with 64% success rate.

7. Wobbly Life (RubberBandGames)

Genre: Life simulation, party game, physics sandbox
Release Year: 2020
Training Hours: 20,000+

What SIMA 2 Learned:

  • Social mini-games (racing, hide-and-seek, cooking)
  • Vehicle control (cars, planes, boats)
  • Job simulation (pizza delivery, postal service)
  • Wobbly physics character control

Why This Game Matters: Wobbly Life taught multi-modal skill switching—rapidly changing between driving, walking, mini-games. Helps SIMA 2 adapt to games with varied gameplay segments.

Demo Task: "Deliver 5 pizzas to correct addresses"—achieved in 20 minutes with 71% success rate.

8. Space Engineers (Keen Software House)

Genre: Sandbox engineering, space construction, survival
Release Year: 2019
Training Hours: 40,000+

What SIMA 2 Learned:

  • Complex engineering (building spacecraft from components)
  • Zero-gravity navigation
  • Power systems and resource management in space
  • Creative problem-solving with limited resources

SIMA 2's Capabilities in Space Engineers:

  • Navigate zero-G environments (85% success rate)
  • Mine asteroids (80% success rate)
  • Build functional spacecraft (45% success rate—often creates non-functional designs)
  • Repair damaged systems (55% success rate)

Emergent Behavior: SIMA 2 learned to test designs incrementally—it builds a small prototype, tests if it works, then expands. Not explicitly trained, shows transfer of scientific method.

Demo Task: "Build a mining ship and collect 100 ore"—achieved in 45 minutes with 52% success rate.

9. Eco (Strange Loop Games)

Genre: Civilization building, ecology simulation
Release Year: 2018
Training Hours: 30,000+

What SIMA 2 Learned:

  • Ecosystem management (don't over-harvest, replant trees)
  • Collaborative building (designed for multiplayer)
  • Technology progression (stone age → modern civilization)
  • Long-term planning (prepare for meteor strike endgame)

SIMA 2's Capabilities in Eco:

  • Gather resources sustainably (75% success rate at maintaining ecosystem)
  • Contribute to team projects (when given specific subtasks)
  • Advance through tech tree (60% success rate)

Why This Game Matters: Eco taught long-term consequences—if you clear-cut forests, you run out of wood later. SIMA 2 learned basic resource sustainability without being told explicitly.

Demo Task: "Gather 50 wood without destroying more than 10 trees"—achieved in 25 minutes with 69% success rate.

Research Environments (DeepMind Custom)

Beyond commercial games, SIMA 2 trained on 12 purpose-built research environments designed to teach specific skills:

  • 3D Maze Navigation: Tests spatial reasoning and memory. Success Rate: 95%
  • Object Manipulation Gym: Physics puzzles (stack blocks, open doors, push buttons). Success Rate: 88%
  • Multi-Agent Coordination: Requires cooperating with 1-3 other AI agents. Success Rate: 65%
  • Language-Grounded Tasks: Follow instructions like "Put the red cube on the blue platform." Success Rate: 92%
  • Procedurally Generated Worlds: New environment every episode. Success Rate: 78%
  • Long-Horizon Planning: Tasks requiring 20+ steps. Success Rate: 55%
  • Specialized Skills: Additional environments for climbing, swimming, flying, stealth, combat, and crafting

Unseen Games (Zero-Shot Transfer Tests)

DeepMind tested SIMA 2 on games it had never seen during training to measure generalization:

ASKA (Survival Game)

Similarity to Training Data: Very similar to Valheim
Zero-Shot Success Rate: 42%
With 10 Minutes Demonstration: 65%

What Transferred Well: Resource gathering, building, crafting
What Failed: Game-specific mechanics (totems, ancestral worship)

Minecraft (via MineDojo Environment)

Similarity to Training Data: Moderate (voxel world like Teardown, but different mechanics)
Zero-Shot Success Rate: 25%
With 10 Minutes Demonstration: 40%

What Transferred Well: Mining, basic crafting
What Failed: Redstone (too complex), nether navigation (different environment)

Note: Despite no Minecraft training, SIMA 2 outperformed random actions. Shows genuine skill transfer.

Subnautica (Underwater Survival)

Similarity to Training Data: Low (underwater mechanics rare in training set)
Zero-Shot Success Rate: 18%
With 10 Minutes Demonstration: 35%

What Transferred Well: Resource gathering, base building
What Failed: Managing oxygen (new mechanic), underwater navigation (depth perception)

Cuphead (2D Platformer)

Similarity to Training Data: None (SIMA 2 trained only on 3D games)
Zero-Shot Success Rate: 3%

Why It Failed: Completely different perspective (2D vs 3D), requires frame-perfect timing, and pattern memorization (bosses have scripted attacks).

Lesson: SIMA 2 is a 3D generalist, not universal game AI.

Skills That Transfer Across Games

Core Transferable Skills

These work in almost every 3D game:

  1. WASD Navigation: Move forward/back, strafe left/right
  2. Mouse Camera Control: Look around, aim
  3. Jump: Navigate vertical obstacles
  4. Interact: Press E/F to open doors, pick up items
  5. Inventory Management: Understand grid-based inventory systems
  6. Health Awareness: Recognize low health, seek healing
  7. Objective Following: Find waypoint markers, track quest goals

Game-Specific Skills

Some skills are unique and don't transfer:

  • Redstone logic (Minecraft)
  • Spell combos (RPGs)
  • Musical rhythm (rhythm games)
  • Social deception (Among Us, Diplomacy)

Rule of thumb: Physical skills transfer better than conceptual/social skills.

How SIMA 2 Discovers Game Mechanics

When encountering a new game, SIMA 2 uses curiosity-driven exploration:

Phase 1: Basic Interaction (First 5 Minutes)

  • Test all buttons: What does each key do?
  • Observe UI: Health bar, stamina, inventory icons
  • Try walking, jumping, interacting

Phase 2: Goal Inference (5-15 Minutes)

  • Look for waypoint markers, quest text, highlighted objects
  • Experiment: Try combining items, using tools on objects
  • Form hypothesis: "This seems like a survival game. Probably need food/shelter."

Phase 3: Skill Application (15+ Minutes)

  • Apply known strategies from similar games
  • If Valheim-like: Try gathering wood, building shelter
  • If shooter-like: Try finding weapons, cover

Phase 4: Refinement

  • Learn game-specific mechanics through trial and error
  • Update world model: "In this game, water restores health" (differs from Valheim where water drowns you)

Success rate correlates with similarity to training games:

  • Very similar (ASKA ← Valheim): 65%
  • Moderately similar (Minecraft ← voxel games): 40%
  • Dissimilar (Subnautica ← mostly terrestrial games): 35%
  • Completely different (2D platformer): 3%

Future Games: What Could SIMA 2 Handle?

Likely Compatible (Predicted 50%+ Success)

Games similar to training set:

  • 7 Days to Die (Survival)
  • ARK: Survival Evolved
  • Raft (Ocean survival)
  • The Forest
  • Grounded (Honey I Shrunk the Kids survival)

Possibly Compatible (Predicted 25-50%)

Some shared mechanics:

  • Terraria (2D but has 3D-like building)
  • Don't Starve Together (survival, different perspective)
  • Rust (PvP survival—social element is challenge)
  • Deep Rock Galactic (co-op mining)

Likely Incompatible (Predicted Less Than 25%)

Very different mechanics:

  • Civilization VI (turn-based strategy)
  • FIFA 2024 (sports, requires tactics)
  • Dark Souls (requires precise timing, pattern memorization)
  • Visual novels (text-heavy)
  • Rhythm games (musical timing)

Comprehensive Game Database

GameGenreTraining HoursSuccess RateKey Skills Learned
No Man's SkySpace exploration60,00070%Procedural navigation, space flight
ValheimViking survival55,00075%Crafting progression, boss combat
Goat Simulator 3Physics sandbox30,00082%Absurdist physics, quest completion
SatisfactoryFactory building45,00071%Automation, spatial planning
TeardownVoxel destruction35,00078%Destructible environments, creative paths
HydroneerGold rush mining25,00064%Physics-based extraction, hydraulics
Wobbly LifeLife sim20,00071%Multi-modal gameplay, social tasks
Space EngineersSpace engineering40,00052%Zero-G navigation, systems engineering
EcoEcology simulation30,00069%Sustainability, long-term planning
ASKA (unseen)Survival0 (zero-shot)42%Transfer from Valheim
Minecraft (unseen)Voxel sandbox0 (zero-shot)25%Transfer from voxel games
Subnautica (unseen)Underwater survival0 (zero-shot)18%Limited transfer

What This Means for Game Developers

Opportunities

  1. Automated QA: SIMA 2 can playtest your game 24/7, finding bugs and soft-locks
  2. Difficulty Tuning: See how AI performs at different sections, adjust difficulty accordingly
  3. Content Discovery: AI may find unintended strategies or sequence breaks
  4. Accessibility: Train SIMA 2 on your game, offer it as an "AI assistant" mode for players who need help

Considerations

  1. Not Human-Level Yet: 65% success rate means it fails 1/3 of the time
  2. Requires 3D First-Person or Third-Person: Won't work for 2D or top-down games
  3. Training Data Needed: Zero-shot works but is weak. 5,000-10,000 hours of gameplay data for best results
  4. Social Mechanics Limited: Can't handle complex multiplayer diplomacy

Frequently Asked Questions

Can SIMA 2 play every game?

No. Currently limited to: 3D games (first-person or third-person perspective), real-time gameplay (not turn-based strategy), and primarily physical interaction (not text/dialogue-heavy).

What game should be added to SIMA 3's training?

Community suggestions DeepMind is considering: Minecraft (official partnership in progress), The Forest (high demand), Deep Rock Galactic (co-op mining), and Stardew Valley (different genre—farming sim).

Can SIMA 2 speedrun games?

Not competitively. It can complete games, but not optimize for speed like human speedrunners. Success rate matters more than speed.

Will SIMA 2 discover exploits/glitches?

Sometimes. In testing, SIMA 2 found: 3 previously unknown bugs in Valheim (reported to Iron Gate), unexpected building techniques in Satisfactory, and soft-locks in research environments. Not as good as dedicated bug hunters, but useful supplementary testing.

Can I train SIMA 2 on my own game?

Not yet—SIMA 2 isn't publicly available. But when/if released, expect requirements: 5,000+ hours of gameplay footage, API access or screen recording capability, and significant compute (100+ GPU hours for fine-tuning).

The Road to 100+ Games

DeepMind's internal roadmap (subject to change):

  • 2025: 20-25 games (current state)
  • 2026: 50 games (add more indie titles)
  • 2027: 100 games (include competitive multiplayer)
  • 2028: 250+ games (aim for "plays anything 3D")

Challenges remaining: Turn-based strategy (Civilization, XCOM), fighting games (frame-perfect timing), social deception (Among Us, Werewolf), creative games (The Sims, Little Big Planet), and narrative-heavy RPGs (Disco Elysium).

Each new genre requires architectural innovations. SIMA 2 is incredible at physical 3D action games. Expanding to other genres means new research breakthroughs.

Conclusion: A Versatile Game-Playing AI

SIMA 2's game repertoire demonstrates genuine generalization:

  • 9 commercial games mastered (65-85% success rates)
  • 12 research environments conquered
  • 3+ unseen games handled with zero training (25-50% success rates)

What this proves: AI can learn transferable skills, not just memorize specific games. The same principles apply to robotics—an agent that masters diverse virtual environments can potentially master diverse physical tasks.

For gamers: SIMA 2 represents a future where AI companions can co-op with you in any game, provide tutorials by demonstrating techniques, and fill in for missing teammates.

For researchers: SIMA 2 is a testbed for embodied AI that's more accessible than robotics, more diverse than single-game AI, and more challenging than toy environments.

The next frontier: Games with social complexity (MMOs, MOBAs) and creative expression (Minecraft redstone, The Sims storytelling). These require moving beyond physical intelligence into social and creative AI.

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