I was in real need of a relaxing game this weekend and week as I recovered from my being carved up at the doctor. Thankfully I had one on my mind, thanks to fellow blogger and friend of the site Frostilyte who wrote a while back about the strangely named recent indie release Dorfromantik.
Released a few months ago on Steam, Dorfromantik is an environment/landscape-building game in which you’re tasked with placing hexagonal tiles on a grid. Each tile contains one or more environmental types or biomes or whatever you’d call them, including plains/grassland, forest, city/town, water, and what look like corn or wheat fields. Your set of tiles is limited and gets dealt to you like a deck of cards, and the only way to add more tiles to your deck is to gain points by matching up environmental types edge to edge. This is easier said than done, since with six sides to each tile there are a lot of different placement combinations you can choose from (or be stuck with depending) and the game is over once you’ve run out of tiles to place.
I’ve seen Dorfromantik called a city-building simulation in a few spots, but that’s a little misleading. This isn’t anything like a SimCity or Cities: Skylines — the towns you put together in this game don’t have population stats, you don’t have to worry about commerce or industry or linking towns with rail or anything like that. There are specialized rail and river tiles in the deck, but these seem to be just more flavor to add to the game, throwing some trains and boats onto your map to travel around a bit.
Compared to your SimCity sort of games, then, Dorfromantik is pretty minimalistic. It’s more of a procedurally generated (if that’s the right term here? No idea but it feels right) environment sim to mess around with. That’s not to say there’s no real game here outside of its pleasant aesthetics — it can be challenging to place tiles as perfectly as possible if you’re going for a large map and a high score, and the element of randomness in your draws adds to that challenge. The devs were considerate enough to include a creative mode that you can either use from scratch or on top of a finished session if you feel like continuing your work on your map, and while that option is great to have, I preferred having that puzzle element to play with just to see how far I could take my world.
That said, I think the main appeal of Dorfromantik is its relaxation potential. Putting together my own county from a bird’s-eye view felt almost therapeutic, and the nice ambient background music and sounds add to that effect. It’s also interesting to watch how, based on the hexagon-matching rules, large towns, fields, and forests will form almost naturally. Though I do have a weird obsession with creating small islands for my residents to live on, which isn’t always the optimal choice, but damn it I think it looks good. I don’t know how those people are going to get to work and school — I guess they must have boats. But thankfully I don’t have to think about transportation in Dorfromantik, so I can get away with putting a single house on a 2×2 island.
While playing Dorfromantik, I sometimes had to decide between an optimal tile placement and one that I thought looked good. More often than not I went with looks over function, because apparently I’m a shallow asshole. But I think my towns look good, and I’m not getting on the top point leaderboard anyway. If you have those ambitions, though, go for them! I read on the Steam page that somebody supposedly raked up 1.6 million in one game, a lot more impressive than my high score of just under 12K.
So if you’re looking for a nice, chilled out sort of game that feels like making your own snowglobe town and landscape, Dorfromantik is made for you. I recommend it for some stress relief/distraction, at least, since it helped me out in that area.