GAME MECHANICS HOARD

SNAP POINTS

Predefined attachment locations on building pieces — wall edges that grab floor edges, pipe ends that click to machine inlets, sockets where the next part wants to go — guiding free placement toward valid connection.

Valheim's building lives on snap vertices (beam ends finding each other is the carpentry), ARK and Rust snap walls to foundations as survival-building's grammar, Kerbal Space Program's part nodes define what rockets even are (radial versus stack attachment is the game's first physics lesson), Satisfactory snaps conveyors to machine ports, and Tears of the Kingdom's glue-anything construction works because parts suggest their own attachment poses. Designers add snap points as the compromise between grid tyranny and freeform chaos: pure grids homogenize everything, pure freedom makes players fight millimeters to seal a roof seam — but snap points encode validity into the pieces themselves (this beam end knows it belongs on that post top), so alignment happens automatically exactly where it matters while placement stays free everywhere it doesn't. The snap network also defines the construction system's deep structure: which pieces connect to which, at what orientations, is the real building ruleset, and players internalize it as a vocabulary (the diagonal brace, the pipe elbow, the radial decoupler are all snap-point sentences). Good snap feel — the magnetic pull, the confirming click — is half interface, half game-juice, and entirely load-bearing for the building fantasy. Key decisions: snap radius and override (how aggressively points grab the cursor, and whether a modifier key releases into free placement — the escape hatch experts demand), snap-point density per piece (more points, more expressiveness, more accidental wrong-snaps), and disambiguation when multiple points compete for the same placement — cycling, highlighting, or nearest-wins, the detail that decides whether complex builds are fluent or infuriating. Pitfall: the wrong-snap loop — when the system repeatedly grabs the point you don't want and offers no way to refuse it, players fight the helper harder than they'd fight raw freedom; snap assistance that can't be steered, cycled, or suppressed converts its own convenience into the build system's primary enemy.

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