



The game’s title, Dorfromantik, is a German compound word that describes a feeling of romanticism or “nostalgic longing for the countryside,” according to Zwi Zausch, one quarter of the development team. Quaint villages, steamboat-filled waterways, and fields of golden corn stretch out organically across hexagonal tile pieces like a bucolic, prewar vision of Europe. It swaps clean minimalism for a cozier, hand-drawn aesthetic verging on cottagecore. Like Islanders, Dorfromantik is the city-builder reimagined as a puzzle game, albeit with a more obvious debt to tabletop strategy titles such as Carcassonne and Settlers of Catan. In fact, this is the same university that Dorfromantik emerged from two years later, the two small studios informally involving themselves in one another’s work. Perhaps remarkably, bearing in mind its assuredly polished form, Islanders is the product of an undergraduate degree program at the applied sciences university HTW Berlin. Of course, there’s always sandbox mode, which makes the game’s city-building core even more chill there’s no score to worry about, just aesthetics.

Islanders isn’t entirely devoid of numbers, but it reorients them around a simple puzzle game: Make a pretty island, earn points, progress on to the next-an archipelago loop that feels like daydreaming on a beach. Perhaps you’ll construct a seaweed farm or a lumber yard, their placement on the landscape accompanied by fluttering numbers in the bottom-left corner of the screen. Islanders is a merciful reprieve from such demands, designed to be played in breezy, 20-minute bursts.īoot up the streamlined game and you’re presented with a small land mass surrounded by turquoise water.
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Over Zoom, Paul Schnepf, one third of Islanders’ development team, describes his game as a distillation of the “fantasy'' offered by series such as Anno and Age of Empires-the way they allow you to build your own realm or kingdom, to “be the god of your own little world.” But to the casual observer at least, these games of long-form civilizational progression are often inscrutably complex, filled with extensive (not to mention exhausting) production chains and the micro-management of resources. Islanders arrived in 2019, followed by Townscaper, Cloud Gardens, and Dorfromantik, none precisely like the other but sharing a commitment to declutter, and perhaps upend the urban planning usually found in video games. The rationale is simple: What if you simplified the classic city-builder game ( SimCity, for example), even going so far as to cleave it of actual citizens? What if it had beautiful buildings simply for the sake of beautiful buildings, sprouting naturally from virtual rock, grassland, and water? The cumulative effects of these what-ifs has coalesced into a string of trancelike game experiences in recent years slowly expanding towns lull the mind, alleviating stress in a manner altogether less frenetic than titles of blockbuster action. Sign up for our Games newsletter and never miss our latest gaming tips, reviews, and features.
