Like rumbling, fume-farting modes of public transport, space station catastrophe simulators keep a man waiting for ages and then two arrive at the same time. I’ve never actually met anyone who admires Space Station 13’s tile-based terrorism and farce quite as much as I do, but I was pleased to hear that Dean Hall is a devotee. That makes sense. There’s a clear throughline from the emergent antics of SS 13’s improvised chaos to Day Z’s tension and distrust. Both games provide players with a tools and systems that allow for interactions both kind and cruel, and often lead to unexpected outcomes. They’re also both in the process of being remade – Day Z as a standalone, SS 13 in a new engine, with an improved interface.