Dungeon Maker: Pitfall Aftermath, gadgets across a whole dungeon

Solasta: Crown of the Magister · City & Base Management

Art style Realistic 3D

Solasta: Crown of the Magister - Dungeon Maker: Pitfall Aftermath, gadgets across a whole dungeon

About this game

Developer: Tactical Adventures · Publisher: Tactical Adventures · Platform: PC (Steam) · Art style: Realistic 3D · Screen type: City & Base Management

More Solasta: Crown of the Magister screens in the Gallery

What to study

Where the Props tab furnishes, the Gadgets tab populates, and it speaks in symbols. Monsters are skull pictograms in three tile sizes, loot is a chest or a question-marked bag, a trap is one glyph: an adventure is stocked by placing abstractions on a grid, and the creatures themselves are a later decision. Zoomed out, the editor reads as a floor plan of intent, four side rooms around a hall, torches in rows, loot bags waiting, with the minimap compressing the same plan to a pictogram. The frame also proves the editor's feedback is systemic, not per-tool: the gadgets prompt carries the identical red refusal line as the props prompt. Frame at about 1:06 in the Dungeon Maker Trailer (Steam; scene-change extraction).

Patterns

How the screen is arranged.

icon-grid side-panel

Components

Parts on screen.

Card Toolbar Character model Minimap Marker

Screen inventory

  • the GADGETS palette is icon-first: OPENINGS as two door glyphs (Double Door 6x1, Hidden Door 6x1 with an 'S'), ENCOUNTER as three skull tiles (Monster L 2x2, Monster M 1x1, Monster Multi M 2x2), LOOT as Chest and Virtual Loot, both 1x1, and TRAPS as a single bear-trap glyph, 2x2
  • the canvas shows a complete small dungeon at once, a central hall ringed by four side rooms, two of them torch-lit with yellow flame markers in rows, one holding Virtual Loot bags, and the selected room is outlined in white while the rest stay at full brightness
  • the red refusal appears again in gadget form, 'The gadget is outside the bounds of this room', with a door gadget glowing red in the central hall's right wall: the same one-card feedback the Props tab uses
  • encounters are placed as abstract markers, not models: skull icons sized by footprint, so a room's danger is budgeted in tiles (2x2 for a large monster, 2x2 for a group of four small skulls) before any creature is chosen
  • the top-right minimap reduces the whole layout to a beige pictogram labelled 'Pitfall Aftermath'; UNDO (9), SAVE, SETTINGS and PLAYTEST keep their places from every other editor view

Top 3 colors

#c0a485 20%#464443 20%#262a31 18%

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

Source and credit

© Tactical Adventures, Solasta: Crown of the Magister screenshot: 1.0 Launch Trailer + Dungeon Maker Trailer (Steam), Tactical Adventures, shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by Tactical Adventures.

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

Source details

Fetched 2026-10-25. verified 2026-10-25: scene extraction candidates/v1_0017.png @ ~66.1s in the Dungeon Maker Trailer, MD5 ff4da0d4e0c87111082b433b4452fac2, from the HLS download (62,228,132 B, MD5 4406ca3dd85c2e39816f7a06b830b9fc; full decode to null exit 0, zero error lines), inspected visually at full resolution (1920x1080 native); the PITFALL AFTERMATH header, the GADGETS sections (Double Door / Hidden Door 6x1, Monster L / M / Multi M, Chest, Virtual Loot, the 2x2 trap glyph), the red 'outside the bounds' line, the four-room layout and the minimap pictogram all legible; no trailer text or marketing overlay in frame

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

Rights holders: see Copyright & takedown.