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Update #21: Walls, Pipes & Magic Vibes - Part 2🧙‍♂️

Today, we’re bringing you a bundle of improvements for building (including the recently added Align Mode) and various other parts of First Dwarf. We’ve also removed the need to connect Ancient Ports to mana for them to function. Now, the main challenge for Ancient Ports is to supply them with Blue Stones, and we plan to deepen this part of the game in the future! 🙂

As for the future, next important improvements after this update will introduce a smaller grid, which should greatly enhance the building experience! 🙂 We're also improving the crossbow, making shooting more engaging and just simply cool. 😃This is just a little tease for you! 🙂 There are lots of other things we’ll be adding and improving, but we don’t want to spoil them just yet. However, if you’re curious, feel free to ask me about them on our discord 🙂

Changelog #21 (Ver 0.719)

[h2]🛠️Building Improvements🛠️
[/h2]
    💠 Right Mouse Button and B (default controls) now cancel the current wall building but do not exit the building menu
    💠 Mana pipes are now pinned to the far left of every category in the building menu
    💠 The Mana pipes icon blinks when objectives require building it
    💠 Building categories blink when an objective requires building something from a specific category
    💠 The yellow wooden beam is now visible right after switching to Align Mode, giving better communication for the active building mode

[h2]🎮Other improvements🎮
[/h2]
    💠 Ancient Ports no longer require a mana connection to function (this also fixes bugs related to bringing colonists to the first island)
    💠 Improved cutscenes related to finding Ravens on islands 1 to 3
    💠 Balance tweaks for the tank enemy (Big Felf - picture below), it is now harder to get him into a tired state. Dodging his attacks tires him significantly less - yes you can tire him by dodging his attacks :O

[h2]📻Audio📻
[/h2]

    💠Mech electric sparks and creaking sounds when damaged are tuned down
    💠Music Default settings are adjusted so it won't be too loud compared to other sounds
    💠Overall default audio settings have been tweaked for a better experience
    💠Added sound effects for tainted Ferin (fox)
      🔸Attacking Sound Effects
      🔸Transforming Sound Effect
      🔸Taking damage Sound Effects
[h2]🪲Fixes🪲
[/h2]
    💠 Fixed a bug where quests requiring a specific number of items to be built, crafted, or gathered were not displayed properly in the quest menu
    💠Fixed an issue where the hint describing how to use Dragon Sight was displaying wrong button
    💠Fixed objective names in the “Bees Need Our Help!” quest.
    💠fixes for Airship disappearing when was located in corner of the screen
    💠Fixed instances where Ragna would fly on her own after switching characters
    💠Tainted fog on the map & mini map fixes - there were instances where when picking up Dark Stones fog would glitch out
    💠Now radius on map & minimap correctly displays area of the Technology Improving Wave
    💠Bug fixes & optimisation for mana pipes building


We hope that you like the changes:)

A huge thank you to all of you for playing First Dwarf and for the constructive and awesome feedback you share with us!

See you soon!
Damian


Update #20: Walls, Pipes & Magic Vibes🧙‍♂️

Greetings!
We’re excited to present the brand-new update for First Dwarf!

In this update, we’ve improved many aspects of the game, with a primary focus on enhancing wall and pipeline construction. Now, when building walls, you can switch between Drawing Mode and Align Mode. Drawing Mode works just like in the previous update, while Align Mode connects your starting point with the spot you're aiming at using the shortest available path — perfect for building quickly and efficiently, even on uneven terrain. We hope this feature makes construction more intuitive and fun!

Additionally, we’ve refined the default gamepad controls for better usability.

Thanks to your feedback, we’ve removed the requirement to destroy all monster nests on the island before bringing in Settlers. This should improve the pacing and give you more freedom in how you expand. In the near future, nests located near buildings will reduce Settlers’ morale, adding more depth to Settlement management. This, along with other upcoming features, will make the experience even more immersive!

Here’s the full changelog for Update #20 (ver. 0.711):
[h2]🌟Highlights🌟[/h2]

    💠New wall building mode – Auto Align
    💠New Pipeline Building System – Now works similarly to the wall-building system.
    💠Improved default key mapping
    💠Removed the requirement to destroy all enemy nests before bringing Settlers in
    💠Enhanced Ravens – New visuals, animations, and sound effects, making them feel more:


[h2]🎮Features🎮[/h2]

    💠Audio polishing – Improved volume balance, proper functionality in audio options, and better ambient sound placement near water
    💠Cutscene improvements:

      🔸Improved the "First Encounter" cutscene on the first island
      🔸Improved the "Settlers' Arrival" cutscene on the first island
      🔸Improved cutscenes for sending the Raven to fetch Settlers
      🔸Improved cutscenes for the Raven’s return from the Settlers
      💠Added plants picked up variants– Every plant that can be picked now leaves behind branches
      💠Better AI pathfinding on Canyon Island
      💠New items picking animations for Tru, Ragna, and the mech
      💠Separate mining animations for walls (e.g., ore mines)
      💠Improved rock and mountain textures for better visual quality
      💠Better animation for item drops from enemies – Items now bounce and rotate along the X-axis

[h2]🛠️Fixes🛠️[/h2]

    💠Fixed Seer Quest not completing
    💠Fixed time lever on swamp island not showing interaction icon
    💠More unified quest icons in the top left
    💠Fixed instances of enemies teleporting with the player after death
    💠Fixed owl AI where some owls would get stuck and stop moving
    💠Fixed gathering ore with Tru would sometimes get interrupted
    💠Fixed tainted fog not disappearing after clearing it
    💠Fixed camera jumps near fallen/broken trees
    💠Fixed save system bugs. Previously, saving right after killing an enemy could cause them to respawn upon loading. The same issue could happen with various pickups
    💠Improved Tru’s animations when he has no weapon (beginning of the game)
    💠Fixes to settler animations and visuals for a more polished look
    💠Fixed the tainted cloud’s rotation when picking up Dark Stone

We’d love to hear your thoughts on the update and the game. We read all your feedback, so don’t be a stranger! 🙂

Cheers!
Damian – Known to Talk to Pipes and Birds 🛠️🐦

Update #19: The Seer Awakens

[h2]Hey, Dwarven Explorers![/h2]

We know, we know - this update took a little longer to land than our usual rapid-fire January sprint, where we threw out two major updates, a small one, and a hotfix like a dwarven forge on overdrive. But trust us, it was for a good reason! This time, we tackled some serious mechanical changes, and breaking them into smaller bits would have been messier than a goblin’s cooking.

The wait is over, and we’re really happy with what we’ve built! New UI improvements, better quest tracking, a whole village makeover, and a mysterious new enemy—the Seer! We hope you’ll love these changes as much as we do. Let’s dive in!

[h2]🌟 Update Highlights[/h2]

[h3]🌀 New Monster – Seer the Awoken[/h3]
A long-lived, levitating entity with powerful telepathic abilities. Seers act as silent watchers over vast territories, relaying information to their kind through mind-linking. Few have survived an encounter with a Seer—most challengers are driven insane by their whispers. They release a corrupted mist that distorts reality and camouflages their presence, making them even harder to detect.

[h3]📜 Better Quest Menu[/h3]
You can now browse completed quests, a previously missing feature! Additionally, quests can be filtered freely, and we’ve introduced a clear distinction between Main and Side Quests for easier navigation.

[h3]🎮 Improved UI for Steam Deck Players[/h3]
Buildings now have short & long descriptions for better readability.
Enhanced windows & interface adjustments for a smoother experience.

[h3]🏗️ Contextual Hints During Building[/h3]
On-screen cursor-based tips now appear in real time, making construction more intuitive.

[h3] 👧 Settlers Rework[/h3]
The dwarven ladies got a much-needed revamp! 💪 New faces, improved animations, and more variety bring extra life to the settlement. Even in a world of floating islands, mechanical war machines, and dark tainted magic, looking your best still matters! 💅

[h3]🌙 Visual Enhancements – Better Post-Processing & Lighting[/h3]
We’ve added improved post-processing effects, enhanced shadows, and refined ambient occlusion (AO). Night scenes now look better than ever, with richer lighting and a deeper atmosphere!

[h2]🔥 Full Changelog (ver 0.701)[/h2]
[h3]🌟HIGHLITS🌟[/h3]
💠 Quest Menu Extreme Makeover
🔸Added Main Quests, Side Quests, Completed labels
🔸Added Completed Quests Log
🔸Added filtering tabs
🔸Graphical overhaul of Quests tab
💠 Added our first but not last mini boss - Seer the Awoken
💠 Better contextual hints display in building mode
💠 New animations for female Dwarves
💠 Improved models for female Dwarves (Schollars and Hunters guild)
💠 Steamdeck and Coop fixes
💠 Fixes for playing with two gamepads
💠 Tidier building description windows with an option to show/hide more info
💠 Better UI scaling

[h3]🎮Features🎮[/h3]
💠 Improved post-processing, additional shadows, and enhanced lighting (especially at night)
💠 More vibrant mobs - they now emits lights and have more interesting appearance
💠 New breathtaking cutscene on the start of second island
💠 New mini quest on second island - related to first miniboss encounter - Seer
💠 New attribute to the Dwarven Hammer (Thunder elemental that slows down enemies when charged)
💠 New attribute to the Artifact Hammer (Acid elemental that damages enemies when charged)
💠 New stun system for enemies:
💠 New Dialogues on first and second island
💠 Characters now have own icons on minimap instead of just dots
💠 You can enter main menu from rpg menu now
💠 Improved lighting in cutscenes
💠 Improved lighting in selected areas
💠 New stun system for enemies:
🔸Some enemies are now more resistant to stunning. Each enemy has a minimum stun value; if your weapon deals less stun damage than the enemy’s minimum value, it will be too weak to stun that enemy.
💠 Added displaying building stats in their popup windows

[h3]🛠️FIXES🛠️[/h3]
💠 Wrapping objective names in the quests menu
💠 Bug Fixes for wall building
💠 Fixed a bug with showing other consumable items in the bolts equipping menu.
💠 Fixed a bug where arrows did not deal damage to Tainted Owls
💠 Fixed a bug where the body of a dead owl would joyfully bounce after death
💠 Fixed an issue with the circle menu where the animation could get stuck
💠 Steam Deck controls improvements
💠 Archseeker (NPC) now turns his head to the player.
💠 AI improvements – enemies no longer get stuck on open gates.
💠 AI improvements – Ravens lands and fly more realistically
💠 Mobs lights – fading on death and color changes for animals depending on their Tainted state.
💠 Wave – when the meteorite hits a nest, enemies previously spawned from that nest now join the wave.
💠 Enemies – reaction to hits (e.g., from crossbows) from long distances.
💠 Fixed Status Effects – they did not always reset on death.
💠 Better UI scaling.

[h3]⚒️ The Journey Continues![/h3]
We're not slowing down! 🚀 More exciting updates are already in development, with new features, mechanics, and world expansions coming soon.

Let us know what you think of Seer and the latest improvements! 🛠️

Stay strong, Dwarves!
The Star Drifters Team ⭐🚀

Update #18: 💖Hearts & Hammers

[h2]💖 Love, War & Fixes – Update #18![/h2]
Hey, Dwarven pioneers! There’s no better time to team up than now. Steam’s Couch Co-Op Event is here, bringing a co-op discount and the perfect excuse to grab a partner and dive into the world of First Dwarf. Whether you're building, fighting, or just making sure the other person doesn’t waste all your resources, Update #18 has a lot to offer.

[h3]🔥 Highlights[/h3]
  • New Stat Windows for Buildings, Items, and Weapons – highly requested details on costs and effects. No more guesswork!
  • Better Attack Patterns for Enemy Waves – less predictable, more natural. Now they won't just pile on one pre-determined spot.
  • Updated Quests – clearer objectives, polished dialogues and better guidance
[h3]
⚙️ Additional Features & Fixes[/h3]
  • Acid damage no longer cancels your combo – keep swinging!
  • Updated quest icons on the UI – check the top-left corner.
  • Environmental polishing – added a new path from Archseeker to the lower segment of Canyon Island.
  • HP, Mana, and Stamina bars cleaned up – clearer, neater, and easier to read.
  • Fixed area-wide quest detection when settling an island – smoother quest progression.
  • Tree chopping FX now appears in the right place, even for oddly shaped trees – realism at its finest.
  • Wild Wave base scoring fixed – no more weird 1/0 Felf waves.
  • Camera adjustments – fewer awkward angles when colliding with trees.
  • Wild Wave egg flight time now scales with difficulty:
    • Easy – 33% more time before enemy wave
    • Hard – 33% less time before enemy wave
  • Fixed visual glitches in forests – no more flickering foliage.

[h3]🔮 What’s Next?[/h3]
We’re far from done. More mechanics and fresh content are on the way, but the biggest change is something that has been missing until now. Characters with real roles in the world.

Speaking of which…
[h3]💘 Meet Val and Lyra – A Valentine’s Surprise![/h3]

So far, the colonists have been just that. People settling the islands and working in the background. But among them are key figures with their own stories, goals, and conflicts. With upcoming updates, these NPCs will become more than just settlers. You will get to know them, interact with them, and understand their motivations, relationships, and the challenges they face. The first two to step into the spotlight are Val and Lyra. But they won’t be the last.

First up, Val. An aspiring geomancer and healer, scheduled to arrive later with the Survivalist Guild. Due to her beliefs, instincts, and readiness to act, she built her own airship and flew after Tru as soon as she could. She cares deeply for her people, including her childhood friend Tru, with whom she shared many youthful adventures. She will be joining the game soon, though not necessarily in the next update, bringing new interactions, fresh dynamics, and her own unique perspective on the world.

Later, with the arrival of the 5th island, comes Lyra. She is a lone elven figure with a past as mysterious as the Taint she once fought. She carries her burdens in silence, but her story will be one worth uncovering.

So grab your co-op partner, double-check your defenses, and get ready for whatever Driftland throws your way. Just remember, sometimes the biggest battles aren’t fought with hammers and dragonfire, but with trust and partnership.

🚀 See you in Driftland!

Update #17: Walls & Waves

[h3]Hey, Dwarven Scouts![/h3]

It's time to step up your defenses like never before – because in Update #17: Walls & Waves, we're making big changes to how you build and protect your colony! 🏗️⚔️ Now you can draw defensive walls before placing them, making construction smoother, faster, and way less click-heavy.



And to help you prepare for incoming chaos, we're adding a visible attack radius for enemy waves, so you’ll always know where to reinforce your defenses. This feature will be expanded soon with Raven Watchtowers, making scouting even more effective!
We made missions on the first island much clearer (or at least we hope so!) by improving their descriptions, objectives and titles, ensuring a smoother and more engaging early adventure.

[h3]🛠️Changelog (Build Version 0.0.657)🛠️[/h3]
  • Improvements to the Base Defense and Enemy Waves Systems
      Added new wall-building system (multiple wall building)
      Now you can place up to 30 walls in a row for faster colony defense.
      Added visible enemy wave attack radius and target indicators.
      Added a new icon for incoming wave eggs.
  • Added better blueprint frames in Crafting Stations.
  • Added lightning status effect (slowing down the player on git) for the Bear.
  • Added a new iteration of map icons – still a work in progress.
  • Swapped Gamepad buttons – now Right Button opens the in-game menu, and Left Button opens the main menu.
  • Fixed missing quest area visibility for clients in "Colony For The Shipmakers" quest.
  • Fixed Tru's footsteps audio – reduced SFX volume by 40%.
  • Fixed an issue where chopping trees and rocks would sometimes stop when holding the button.
  • Fixed close-range combo hits on trees not registering properly.
  • Fixed Eskoim Turret issues – sound effect was playing too early, and the rotating top part was misaligned by 90°.
  • Fixed Ragna's collision – she now properly interacts with trees.

January has been a massive month for First Dwarf – we’ve crushed bugs, improved enemy AI, polished the environment, and progressed toward a better Steam Deck experience. Cloud Saves? Checked off the list. Better enemy waves? You got it. More fixes and balance tweaks than Tru can count? Absolutely. And we’re just getting started ːsteamhappyː

Now go build, defend, and get ready to face the waves – the Taint won’t stop itself! 🛠️🔥
The Star Drifters Team 🚀