What Counts as a Room
Four walls are not always a room; meet the rules and it starts working.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Planning · Information
No.012Terraria01The core loop
Action → feedback → next choice- 01Enclose a space
- 02Add required furniture
- 03The game checks the room
- 04Gain a function or resident
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
A new 5×4 room still attracts no resident.
- T2
Turn 2 · The player chooses
Run the housing check, find no light, add a torch.
- T3
Turn 3 · The feedback
The room qualifies and a merchant moves in next day.
- T4
Turn 4 · The next decision
Build the next room and mind each resident's preferred surroundings.
How it plays
The game classifies a space by enclosure, size, lighting and specific furniture. Meeting the rules unlocks residents, efficiency or mood bonuses, and failing shows what is missing.
What the player weighs
- Many small rooms or a few polished ones
- Meet the checklist or build for looks
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Terraria
NPC housing needs walls and background walls, a door, a light, a table and chair and a minimum size, and a housing query reports what is missing.

RimWorld
Rooms are recognized as bedrooms, dining rooms or hospitals by their furniture, and an impressiveness score from size, cleanliness and decor affects mood.
The difference worth noticing
Terraria uses a pass/fail bar; RimWorld adds a continuous quality grade on top.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Guests describe rooms vaguely, and players translate 'quiet, with a sea view' into concrete furniture and orientation rules.
Prototype this combo in Yoroll→Follow the next idea
Roads and Entrances
A building isn't open until a road reaches its door.
- Prototype complexity
- Who plays
- Solo decisions
- 01Plan a building spot
- 02Connect a road
- 03Check flow and jams
- 04Reroute or widen
Coverage Radius Planning
Each facility covers a circle; placing circles well beats building more of them.
- Prototype complexity
- Who plays
- Solo decisions
- 01Find coverage gaps
- 02Place a service
- 03Check overlap and holes
- 04Shift or add more
Load-Bearing Builds
To build taller and wider, first answer one question: will it hold?
- Prototype complexity
- Who plays
- Solo decisions
- 01Place a piece
- 02Read the support signal
- 03Add pillars or better material
- 04Expand or collapse



