Notebook 27 14 sandbox games kept to a written log Median 61 hours before the notebook closed
The Sandbox Notebook emblem The Sandbox Notebook Open-ended games, written down

Every entry here is assembled from notes written during play, because a sandbox game is remembered as a story and a story is not evidence.

What this notebook does

Four columns kept for every game, written while playing rather than afterwards

Sandbox games are usually reviewed by describing their possibilities. That is a description of a toolkit, not of an experience, so this notebook records what actually happened in one specific set of hands.

01

Hours logged

Time recorded at the desk as sessions happened, never reconstructed. The figure that matters most in a game with no ending.

02

Supplied vs invented

How much of what we remember came from the game and how much we brought to it. Both counted separately, both stated.

03

First goal

The first objective we set ourselves without being asked, and how long the game took to make us want one.

04

Why it closed

Every notebook ends. Boredom, satisfaction, a save corrupted, or a patch that broke a favourite arrangement — always named.

Entries

Fourteen games, ordered by hours logged

Full index

Hours logged is the honest measure here. A sandbox game that holds somebody for ninety hours has done something a game with a better first afternoon has not.

A hand-built settlement on a terracotta plateau at golden hour with winding paths, terraced plots and a leaning windmill
Colony sandbox

Plateau Holding

Ninety-six hours across four months, built entirely around an irrigation channel we dug in the wrong place on the first afternoon and then refused to move. The game never once told us to care about it.

96 hrs First goal at 0:40 Closed: satisfied
An impractically tall timber tower on a windswept moor at dusk with guy-ropes and a lantern at the top
Survival sandbox

Moor Tower

Seventy-one hours, of which the last forty were spent building something with no function whatsoever. This entry is mostly about the moment a survival game stops being about survival.

71 hrs First goal at 3:15 Closed: patch broke it
A wooden contraption of beams, ropes and a counterweight collapsing across a quarry gap with dust rising
Physics sandbox

Quarry Gap

Fifty-two hours and the highest invented-content score in the notebook. Almost nothing memorable here was authored by anybody at the studio, which is both the achievement and the problem.

52 hrs First goal at 0:12 Closed: exhausted the physics
A flooded field at dawn where a hand-dug channel has broken its bank, water spreading across crop rows
Farming sandbox

Lowfield

Forty-four hours, ended by a flood we caused and could not undo. The only game here where a permanent consequence closed the notebook, and the entry argues that was the best thing about it.

44 hrs First goal at 1:05 Closed: consequence
Station sandbox

Spiral Station

Thirty-eight hours in a modular station that grew outward in a spiral because we never once demolished anything. A game about the cost of never going back.

38 hrsClosed: bored
Wilderness sandbox

Birch Lake

Twenty-nine hours and the lowest invented score here. A beautiful place that supplies everything and therefore leaves very little for you to add.

29 hrsClosed: nothing left to want
Ledgers

Counts kept across every game at once

Both ledgers

Two running ledgers assembled from all fourteen notebooks rather than from any single game. They are revised when a count changes and not on a schedule.