Dwelvers

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Overworld Possession, More Dynamic Game World

Greetings! Haven't been here for a while. I bought Dwelvers quite a while ago but keep an eye on it regularly. Good to see things still going forward and maybe it's time to add a suggestion or two. -There have been several dungeon management sims since Dungeon Keeper, some of them had creature possession and some had overworlds to explore but, never both. Dwelvers have a competitive edge here since it features both possession and a nice overworld in one game, the problem is, this competitive edge is not exploited since the features are still kept apart by not being… [...]

2018.08.06 - New upcoming campaigns and game mechanics
2018.08.06 - New upcoming campaigns and game mechanics

2018.08.06 - New upcoming campaigns and game mechanics Hi all, As usual my news post begins with me saying that I'm sorry for the lack of updates. But I promise you all I'm doing my best to find the time doing what I love which is developing Dwelvers As I've said before the company Divine Robot (where I work) has invested in Dwelvers, this has enabled me to get a lot of help with the UI from UX designers. They have also had artist working on the game meaning that I have about 200 hours of graphics just waiting to… [...]

Organized Chaos
Organized Chaos

Been playing quite a bit lately and I sat down and put together a list of ideas to organize and simplify a lot of what is the chaos of this game.  Just some stuff to think about. 1. Resources I spend the majority of my time digging up the map looking for crap that I really don't need.  Maybe it's an OCD thing, but I like to clear out all the resources and then re-block the holes before I build rooms somewhere. I think it would be better to be able to generate most of these resources rather than scavenge… [...]

Imps are too busy
Imps are too busy

It seems like imps in this game have just way too much to do.  This makes jobs take too long, production break down, and an eventual requirement for mass quantities of imps just to keep up. It would be better to have 3 types of worker units: 1. Digger - does all digging, wall breaking, wall reinforcing, and rock block building.   2. Transporter - brings items from one place to another.   3. Architect - Builds rooms, room items, traps, devices, ladders, roads, bridges. This would allow for less job switching and running all over the map and waiting… [...]

Music

The song in the background was familiar to me when I was playing and I finally figured out what it was. It sounds incredibly similar to the Pirates Of The Caribbean theme song: Pirates Of The Caribbean Is this intentional? [...]

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