Floor map: orange nodes for chests, enemies and the exit

Dicey Dungeons · Campaign / World Map

Art style Comic & cartoon

Dicey Dungeons - Floor map: orange nodes for chests, enemies and the exit

About this game

Developer: Terry Cavanagh · Publisher: Terry Cavanagh · Platform: PC (Steam) · Art style: Comic & cartoon · Screen type: Campaign / World Map

More Dicey Dungeons screens in the Gallery

What to study

A Dicey Dungeons floor is a route of about seven nodes, and the map screen trusts pictures completely: there is not one word on it. A chest, a trapdoor exit and a pack of dice cards each sit on their own orange disc, enemies stand on theirs as full characters (a green ice-cream on the left; a TV-headed robot sharing the Warrior's current node at centre), and the connecting lines make the one real decision, which node next, and which to skip, readable at a glance. The restraint matches the rest of the game's interface: just as combat is only cards and dice, exploration is only nodes and contents, and the bright pool-tile background keeps the reality-TV dungeon dressing without adding a single panel of chrome. Frame at about 0:05.5 in the Reunion Trailer (Steam; manual extraction from the 2 fps probe pass over the window 3–6s, the scene-change pass caught this same settled map at 5.14s as candidate v0_0001).

Patterns

How the screen is arranged.

node-map map-nodes route-map

Components

Parts on screen.

Card Menu Grid Chart Vitals bar Dice

Screen inventory

  • a dungeon floor is a small node graph drawn on a bright blue pool-tile grid: seven orange circular nodes joined by straight connector lines, so a floor's whole route, and every choice of which node to visit next, fits in one frame with no scrolling
  • nodes are labelled by contents alone, with no text anywhere on the screen: a treasure chest (top left), a trapdoor (top centre, the floor's exit), a fan of dice-pack cards (top right), and a smiling green ice-cream character standing on the left node as an encounter
  • the Warrior's blue dice character shares the centre-right node with a TV-headed robot enemy holding a small green gun, who you are about to fight is shown by the character standing on the node, not by an icon legend
  • two empty orange nodes trail below the centre with nothing on them, and there is no health bar, floor counter or menu chrome anywhere in the frame: between fights the game shows only the floor

Top 3 colors

#25caed 46%#1bc5e8 26%#869b97 14%

Top three palette colors by share. The remaining colors make up the rest.

Source and credit

© Terry Cavanagh, Dicey Dungeons screenshot: Steam trailers (Reunion Trailer / Launch Trailer), Terry Cavanagh, shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by Terry Cavanagh.

Source tier 2 (publisher-released) · screenshot: Steam store page · Steam page

Source details

Fetched 2026-10-25. verified 2026-10-25: manual extraction manual-floor-map-5.png @ ~5.5s in the Reunion trailer, MD5 e9fd1581a5bf027f9f9a566e90d020ca, from the verified-clean curl-shim download (25,718,508 B, MD5 9c9c91c68a8f3892b16aae9d1cd6a233; full decode to null exit 0, zero error lines, decode-steam-861540-Reunion-Trailer.mp4.err), inspected visually at full resolution (1920x1080 native); all seven orange nodes and their connector lines, the chest, trapdoor and dice-pack nodes, the ice-cream character, and the Warrior die sharing a node with the TV-headed robot enemy all legible; the frame contains no text and no trailer overlay

no published policy found (checked 2026-10-25); fair-use study use, takedown honored within 48h

Rights holders: see Copyright & takedown.