Inn interior: Seaside lodge cross-section, banner at 7/7 and +136
Dungeon Inn · City & Base Management
Art style Comic & cartoon
About this game
Developer: Cat Society · Publisher: Spiral Up Games · Platform: PC (Steam) · Art style: Comic & cartoon · Screen type: City & Base Management
More Dungeon Inn screens in the Gallery
What to study
Where Manage Inn is the ledger, this is the inn itself, and the design decision is how little interface it needs. The camera looks into a hillside dollhouse of eleven rooms on four tiers, and the only chrome in the frame is the lodge's own banner planted outside: crossed keys over a bed count (7/7, full) and a crown count (+136, earning). Everything else is communicated by the rooms. Occupancy is a row of tiny portrait chips pinned to a room's corner and the guest visible inside it; room type is furniture, bunks, a kitchen counter with hanging pans, a tavern barrel, a training-room punching bag, so a player audits the business by looking at it, the way you'd walk a real inn. The banner matters because the game has two of everything: this is the Seaside (blue) lodge's hill, and its twin in green waits off-screen right, the rivalry expressed as two dollhouses sharing one building. Frame at 0:33.0 in the TGS trailer (Steam), a manual extraction found via the dense filmstrip and the 32.5–35.0s fine scan (the trailer pans the hill; this is the settled Seaside framing).
Patterns
How the screen is arranged.
panel-grid status-row portrait-chips
Components
Parts on screen.
Banner Menu Data table Portrait Minimap Marker
Screen inventory
- the inn is a dollhouse cut into the hill: four tiers of rooms float on black earth, bunk rooms and double rooms up top, shared rooms mid-tier, and a working ground floor of shop, dining hall and kitchen above a training room, tavern and café
- the lodge's banner hangs outside the hill at left, doing all the chrome's work in one object: the Seaside crest (crossed keys, goat skull, fish), a bed icon at '7/7' and a crown at '+136', full house and the day's take, readable without opening a menu
- occupied rooms declare themselves in-world: tiny guest portrait chips pin to the top-left corner of a room (one, two, then four chips as rooms fill) and the guests themselves stand inside, a green lizard in one bunk room; a girl, a purple cone-shaped creature and a staff-bearer sharing the wide room
- facilities are drawn, not iconned: the kitchen has its counter, hanging pans and checked tablecloth; the tavern its barrel, banners and candle tables; the training room a punching bag and weapon rack, each room type is identifiable from its furniture alone
- no HUD frame, minimap or button exists in the view: the banner's two numbers are the entire interface layer over the simulation
Top 3 colors
#16110e 26%#624b43 22%#a57a5b 20%
Top three palette colors by share. The remaining colors make up the rest.
Source and credit
© Cat Society / Spiral Up Games, Dungeon Inn screenshot: DI_1.0Release_ENGLISH and TGS trailers (Steam), Cat Society / Spiral Up Games, shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by Spiral Up Games.
Source tier 2 (publisher-released) · screenshot: Steam store page · Steam page
Source details
Fetched 2026-10-24. verified 2026-10-24: frame is a manual extraction (manual-interior-33_0.png @ 33.0s) from the verified-clean curl-shim download of the TGS trailer (Steam), inspected visually at full resolution; the blue Seaside banner (7/7, +136), all eleven rooms and the guest portrait chips legible; a fresh extraction at 33.0s from the canonical mp4 byte-hash-matches this file exactly (MD5 identical); no trailer caption, watermark or logo overlays the frame
no published policy found (checked 2026-10-24); fair-use study use, takedown honored within 48h
Rights holders: see Copyright & takedown.