Seed Configuration: tile probabilities and run rules as sliders
Dorfromantik · Settings / System
Art style Stylized 3D
About this game
Developer: Toukana Interactive · Publisher: Toukana Interactive · Platform: PC (Steam) · Art style: Stylized 3D · Screen type: Settings / System
More Dorfromantik screens in the Gallery
What to study
This is Dorfromantik's most designer-facing screen: the whole game reduced to sliders. Where most builders hide their spawn tables, Dorfromantik lets the player author them, bias the deck toward trees, cap the run at 25 tiles, tune how often quests appear, and then encodes the result as a shareable seed, so a ruleset becomes a social object: same seed, same map, same tiles, comparable scores. The UI lesson is that a cosy game's difficulty settings are content settings: there is no hard mode with tougher enemies, only a different tile mix and a different ask rate, and the panel says so plainly. Frame at about 2:28 in the Full Release Explanation Trailer (Steam; manual extraction, the panel is fully settled at 148s, after sliding in over 145-147s).
Patterns
How the screen is arranged.
split-panel customization-list
Components
Parts on screen.
Screen inventory
- the Custom Mode rules screen is a two-column slider panel: at top the SEED CONFIGURATION header with a shareable seed string on a ribbon, 2mQYJV-1Lp4TR-1C4BL6, flanked by copy, import, dice and undo icons and back/play arrows, so a ruleset is a code you can hand to another player
- the left column, Probabilities, sets the tile mix with hex-thumb sliders: Houses 38%, Trees 75%, Fields 13%, Water pieces 13%, Train tracks 38%, the game's content distribution is exposed as five numbers the player can bias
- the right column, Other, sets the run shape: Initial Tile Stack infinite, Tile Limit 25, Quest Difficulty 1x, Quest Probability 0,25, Flag Quest Probability 10%, difficulty here is not enemy strength but how often the game asks for things and how long the run lasts
- the left logo-and-menu column persists (RESUME / YOUR GAMES / REWARDS), so configuration is one panel deep in the front end, not a separate settings ghetto; the slider thumbs are the game's own hex shape
Top 3 colors
#c68c56 32%#ce9259 21%#d4a375 15%
Top three palette colors by share. The remaining colors make up the rest.
Source and credit
© Toukana Interactive, Dorfromantik screenshot: Steam trailers (Full Release Explanation Trailer; Full Release Teaser), Toukana Interactive, shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by Toukana Interactive.
Source tier 2 (publisher-released) · screenshot: Steam store page · Steam page
Source details
Fetched 2026-10-28. verified 2026-10-28: manual extraction manual-seed-148.png @ 148.0s in the Full Release Explanation Trailer, MD5 36da320c948dd6721b48d6bc641b1815, from the verified-clean download (160,108,657 B, MD5 93ddaaeac9e4e5c4df97b61d9c527b0d; full decode to null with -xerror exit 0, zero error lines, decode-v0.err), inspected visually at full resolution (1920x1080 native); seed string, all five probability sliders and all five Other values legible; the panel is fully settled (neighbouring seconds 145-147s show it mid-slide); no trailer text or marketing overlay in frame
not verified in this Phase-1 pass; Phase 2 to confirm before ingest (no policy claim made here)
Rights holders: see Copyright & takedown.