Dwelvers is now available on Steam

About Dwelvers

Dwelvers is a real time strategy game inspired by the old time classics 'Dungeon Keeper' and 'The Settlers'. The player takes the form of an evil Dungeon Lord who needs to guide their minions in digging out paths and rooms, and claiming them for themselves, growing their dungeon. The game will be based on creating your minions and keeping them pleased in various ways. Then you will lead them into battle to defeat your enemy and claim victory! The most challenging part for the player will be creating advanced production chains so as to have enough food to keep their creatures well fed, enough weapons and armour to outfit their army as a force to be reckoned with, and of course enough beer to keep them satisfied with you as their master. A drunk minion is a happy minion! The theme of the game will have a lot of dark humour, and each creature will have its own personality, demands and fighting style; forcing the player to handle all the creatures in different ways in order to max out their potential. A happy minion is a useful minion!

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The creatures has been having some neck turning problems in the last version, this is solved now! #gamedev #indiedev http://t.co/9aDJV8dut1
Some news about the v0.9 progress http://t.co/D1Hs4r59Ln
It was hard getting 2D interact with the 3D z-buffer. Especially the fonts, but now it works! #gamedev #indiedev http://t.co/5LiLCJVsaR
The rogues and the knights has finally gotten their bed and breakfast. #gamedev #indiedev http://t.co/0piT2KvcXN
Almost at the surface! Get up to speed with the last month development of Dwelvers :) http://t.co/sfDmd6xRX4 #gamedev #indiedev
New feature - Line of Sight added! This will enhance the need for guard posts and patrolling. #gamedev #indiedev http://t.co/MPb4MbrVcU
And now we are able to call the creatures as well :) Read more here: http://t.co/T8fX4TJo9w #gamedev #indiedev http://t.co/YpsMSemdzN
Selecting several creatures is a must when creating squads! http://t.co/Yz66C9uwUX #gamedev #indiedev http://t.co/eylnIqGgMR

 

The surface world and the evil meter

  • The idea with the surface world have always been to give the player an option to raid it and annoy the humans. This is now possible!
  • To give the player some extra rewards when raiding the surface we introduced the evil meter.
  • Website improvements.
  • What’s left?

Read all about it here: http://forum.dwelvers.com/showthread.php?tid=1418

Almost at the surface

It has been a little more than a month since the last release, and it will probably take a month more before the next release will be out. This is because we have started introducing the surface world and a lot of other things to make the game play more fluid and balanced. So in this news post I wanted to sum up all the new features that have been implemented since the last release if anyone has missed something :)

Get up to speed with the last month development of Dwelvers here: http://forum.dwelvers.com/showthread.php?tid=1412

Demo can be downloaded here: http://dwelvers.com/download/

Or if you would like to buy the full version you can either do it from Dwelvers website or from Steam.

Dwelvers Alpha 0.8k2 hotfix released!

An issue has been solved where ghosts gets hungry and stop the creature production.

Dwelvers Alpha 0.8k is now released

Okay, one more letter before the 0.9 release. I wanted to get some features from the surface world in there before introducing the 0.9 version. The editor was put on hold because I believe that it can be damaging to the development process implementing it before all the features are in place.

This version has some new features such as new constructions and a new room called the “Catacombs room” with ghosts coming with it.

Feature updates

  • New room – Catacombs.
  • New construction – Stone fence.
  • New construction – Fire plate.
  • Ghosts introduced.
  • New feature, dead creatures can be turned into ghosts.

Bug fixes

  • Not being able to place Rock Wall.
  • I believe you shouldn’t be able to place both mine and Wall Shelf Storage.
  • Creatures Won’t Eat
  • Pathing Fails to Construction
  • 21:9 problem with Production dialog
  • Bridges & Reeds Semi-Unbuildable
  • Lava on Portals
  • Prt Scr Won’t Screen Capture
  • Render bugs for reinforced walls and fog of war
  • Creatures climb up well, but they do not climb down. They just teleport to the very bottom of the ladder.
  • Light and shadow – Incorrect display of light and shadow.
  • Imp AI – production stuck
  • Picking up lava becomes water
  • Treasure Chests in Water
  • Lava + doors – I believe doors should block lava, untill they are destroyed.
  • Lava is displayed through Fog of war

What’s next?
I know I said I was going to introduce the editor with this version, but I had to put that one on hold because I believe that every new feature introduced would put the editor out of date. So the editor have to wait until I get most of the planned features in there.

The current plans I have for the next version is to introduce the surface world. That the worlds will be connected some how and have the creatures moving between them. I don’t know how much freedom I will give the player to mess around with the surface world, but I think it will be somewhat limited to start with.

If you would like to comment or check out the bug fixes on this release you can visit: http://forum.dungeondwellers.net/showthread.php?tid=1376

Demo can be downloaded here: http://dwelvers.com/download/

Or if you would like to buy the full version you can either do it from Dwelvers website or from Steam.

Dwelvers Alpha 0.8j2 hotfix!

Gamebreaking bug where the player couldn’t place any buildings inside rooms has now been fixed. The new version can be downloaded from steam or the Dwelvers website.