- Rating: 9.3/10
- Hours played: about 5 so far
- Year played: 2022
I've had my eye on this game for a while, patiently waiting for it to come out of early access. I didn't really know much about the gameplay going in, but I generally enjoy tile placement games, and they had my attention with the minimalist style and the german-language title.
The gameplay loop is quite simple. You have a stack of hexagonal tiles, of which you can only play the top one, and aim to place them in a way that creates unbroken sections of different biomes and other features. Forests next to forests, houses next to houses, and so on. You don't have to connect same-to-same, but you get bonus points (which adds more tiles to your stack) when every edge of a tile lines up correctly.
Some tiles also come along with simple quests, such as "make this tile part of a group of exactly 5 houses". Completing these also grants bonus points and additional tiles. To make your layout decisions more complex, you'll also get tiles with railroad or river segments, which can only be placed such that they connect with an adjacent segment. You need to plan ahead where you might want to put a railroad, or you'll be stuck with tracks going nowhere.
When playing in the main game mode, you occasionally unlock achievements which give you new tiles, or cosmetic reskins of existing tiles which will sometimes appear in place of the standard one in your stack, giving your maps more variety. But these are mostly just extra bonuses, since they don't grant points or additional tiles, so you don't need to feel stressed or obligated to achieve them.
Each game ends when your stack is depleted, but with enough thoughtful placement, you can continue replenishing your stack for hours by completing quests and watching your villages and landscapes grow and come to life. Boats start sailing around your lakes and rivers, trains show up and travel back and forth along the tracks. As the game goes on, you begin to feel attached to your little villages and landscapes, thinking about the people who might live there, what the city you built might be like to live in, whether it really needs another train station or if you should fill it up with housing instead. At the end of the game you have the option to continue your map in creative mode, where you can freely generate new tiles or discard unwanted ones.
After my first game I was so attached to my map that I immediately went into creative mode and spent the next couple hours filling out all the missing slots and finishing the grand plans I had come up with for where to put everything. It felt just as satisfying and relaxing as playing the main game mode.
There's something to be said for a game which is such a joy to play that you don't need any external pressure from achievements, loot, leaderboards, or anything else to make it feel rewarding (although those features are there, just de-emphasized and in the background). The act of placing the tiles and seeing your creation grow is so pleasant in itself that it really doesn't need anything more, and it's not an easy thing as a game developer to know when to say "that's enough features", but the Toukana Interactive team (a group of 4 german students!) knew exactly where to draw the line. I'm thrilled to see this game doing well, and I'm excited to see more from this studio in the future. In the meantime, Dorfromantik will stay installed on my steam deck as my new go-to game for unwinding at the end of a long day.