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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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I’m back!

Hi everyone! I hope you’ve all had a good christmas, hanukkah and/or a good new years eve. Last time I wrote here on the forums I talked about being away for a while since I had to take a job in order to stabilize my financial situation, and now I’m back. The plan for now is to work half time on Dwelvers and half time at my other job until the end of April.

What will happen after that? Well, let me tell you.

Me and my friend James have been working on a big list which includes everything I want to have completed on Dwelvers before releasing it as version 1.0, thus ending the early access era of it. The list is quite big and according to my calculations I should be able to finish it after one year of full time work. But as you understand, I can’t work full time on the game due to my current financial situation. To change this, we decided that we will launch a Kickstarter the 27th of February at 20:00/08:00 PM (GMT+1) where we will try to sell additional copies of the game + additional special rewards for those who help me out, so that I may focus on the game full time for one year. Everyone contributing to the Kickstarter will get exclusive insight into the immediate process of the development and be able to vote on which features I should pursue in what order. Just know that 1.0 is not the final version of the game as I will keep working on the game beyond that, but it would give me some peace of mind knowing that what’s out there is good enough on it’s own, and everything on top of that is just a bonus.

We will need your help to get the ball rolling on this and there’s many ways you can help, with or without contributing financially to the Kickstarter.

For starters, you can sign up on our Thunderclap campaign and invite your friends to do the same. Thunderclap is a marketing tool which allows people to help you market something by signing up to send out a social media message at a set date.

You can check out a preview of the Kickstarter campaign and ask me questions or give me feedback on it to help me improve it.

We also want to invite you to our Let’s Play of Dwelvers where me and James will both play the game and talk about it and it’s future. We’d love for you to join us and discuss what you like about the game and we’ll answer any questions regarding it. The stream will be available via the link below the 27th of February at 19:00 / 07:00 PM (GMT+1), which is one hour before the Kickstarter goes live. We’ll try to keep the stream online for 2 hours.

So tell us, what do you think of this?
If you want to you can comment on it at the Dwelvers forum…

If you’re a game developer like me, you might want to check out James’ huge game development event where people from all over the world come to spend 1 week in a beautiful Swedish castle and develop games. While there you can meet not only me, but also people such as Brenda and John Romero, the developers behind games such as DOOM, Quake, Jagged Alliance and Wizardry. Check out his event on Facebook!

Dwelvers Alpha 0.9f-3 released

Dwelvers alpha v0.9f-3 has now been released and are available for download at the Dwelvers Website and on Steam.

In this version I was supposed to only focus on adding an endless flow option to give the player the option to not having endless waves of stronger and stronger enemies attacking the players dungeon. But I got a little sidetracked (big surprise :)), With the enemies rushing through the portals I noticed that the current squad system was really bad. It was hard to create and send out squads over the dungeon in an efficient way. So I spent two – three days improving the squad system to make it easier for the player to organize his or hers troops. Besides from that a lot of energy has also been put down on getting the creatures to interact better with the rally flags, and make them avoid clumping together as they usually do in larger packs. Have fun playing, and don’t forget to let me know if you find any bugs or have any ideas on how to make this game even better.

If you would like to get more information about this release you can go here…

Dwelvers Alpha 0.9f-2 released

Dwelvers alpha v0.9f-2 has now been released and are available for download at the Dwelvers Website and on Steam.

This last version is a real step upwards for Dwelvers, we have new creatures, better battle mechanics, skills, new buildings, new foods, favourite foods and much much more. One of the most fun new features IMO is the new creature skills, they makes it much more fun to level up creatures as they get much better at defending your dungeon at certain levels. The new battle wave timer at the evil meter will also make it much more challenging to keep your dungeon intact. It will show you how long it will take until the next attack and it will show how hard it will hit you, so you better get prepared and start barbecuing some mice, because you may just have to barricade your self with traps for a long time. Have fun playing and don’t forget to come with suggestions to us on how you would like to see the development of the game progress. As you can see in the change log below the top news a lot of player suggested game mechanics and features has been included in this version.

If you would like to get more information about this release you can go here…

Upgraded rally flag and the first layer of skills completed

So I have finished it so that all the creatures now have one skill each. I think that is a good start :)

First we have Buthering by the Piggeh shown in the screenshot, it employs inherent buthering skills to strike down enemies at close range. The Piggeh goes berserk and starts swinging with both arms pulling the enemy close to him striking him down with several blows. This one is extremely dangerous if the piggeh gets close enough and is not attacked on from other directions.

Then we have Frog tongue, this one is for the fishman, it attaches a long sticky tongue on the enemy and pull him back to the caster. A combination with enough fishmans and piggehs at the back and the orcs at the front can be very efficient. The orcs blocks the attacks, the fishman drags the enemies in behind the lines and the piggeh butcher them. Having several fishman on a row is pretty cool as well because they can take turns and drag a knight far far away from his group making him very vulnerable.

Besides from that I have been solving a couple of bugs the last days, and while doing so I had to improve the rally flag a bit. So now the creature stands still around the rally flag instead of walking around it aimlessly. I think this is a good step towards making a good strategic combat system.

If you would like to get more information about this release you can go here…

More skills and upgraded creatures menu

I have added two more skills, one for the Orc and one for the Impanzee.

The Orc got something similar to the “Shield Bash” as Mello Tonin mentioned at the Dwelvers forum. He got “Stunning Block”, so when he manage to block an attack from an enemy he does it so good that the enemy gets stunned. This makes it more important for the Orc to have a shield with a high block chance.

The other skill that the Impanzee got was the “Barrel Roll – Tucks and rolls to nearest enemy stunning it briefly” as also mentioned by Mello.

I have also expanded the creature menu a little so that we now have a skills tab with details about the new skills.

If you would like to get more information about this release you can go here…