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Dwarf Weekend News #1

Hello fellow Dwarf gamers! We had a great launch and overall an amazing experience with the community and their bug reports. I cannot thank you all enough for that! It takes a community to make a game better, and with your reports, suggestions and feedback -- it's just that!

Since Early Access Launch, 26th of September, we:
  • Had numerous bug reports from the community.
  • Fixed over 25 bugs. Including a huge log file issue.
  • Reworked Dwarf AI
  • Created better enemy spawning and waypoints


Currently, we haven't had any reports of bugs since yesterday. If this continues I'm going to start working on Quality of Life and Dwarf digging mechanic.

[h2]What is Quality of Life update?[/h2]
[h3]Quality of life is reworking or overhauling mechanics or certain aspects of a game to make it easier for the gamers in the long run.[/h3]

[h3]Community Suggestions[/h3]
    (All will be implemented)
  • Rename option for Dwarves. This was originally going to happen, but I had no time to implement it before launch and I'm going to add this soon enough.
  • Camera following a specific Dwarf from the Dwarves Window. There also might be an indication of the camera following a random Dwarf on game launch too, instead of the Camera always staying at the default start position.
  • Remove Workbench requirement and have a way to find your Workbench, Furnace, etc.


Quality of Life



    [h3]Areas UI Window[/h3]
  • This was overall created to find each area and snap to them with your Camera. Currently, the camera doesn't really snap like it should to an area, having to click an area button twice to finally get there. My main idea is to remove the smooth snap and just have the camera go to the area selected.

  • Organizing this Window is important. It's ugly. Cannot lie about it. My main QoL idea is to remove all areas and display Floor panels instead, with various options. Trust me, it will be a whole lot better once it's fully completed.

  • So there's no way to access your Workbench, furnace or anything from any window. No way to navigate to them, find them, etc. I will add an option for this with the new area QoL look.

    [h3]Dwarves UI Window[/h3]
  • Like the Area Window, it's ugly too. I have the same idea for organizing and a layout that's more in-your-face for easier navigation or control over your dwarves. QoL updates will most definitely include community suggested features.



    [h3]Placeable Objects (Workbench, Furnace, etc)[/h3]
  • There's no real features to handle these. No UI (see above for UI info), no way to delete or relocate. I plan on working on a way to delete and relocate any placeable objects.


New Dwarf Behavior 'Dig'

There's currently no way in obtaining water. The basic idea is for a Dwarf to find water if any spawned, go to it and dig. There won't be any upgrading the Dwarf's digging speed or anything. 'Dig' will be the standard way until Pump and Pipes are implemented, which those will be the upgraded version of 'Dig' but more automated and somewhat costly, but upgrade-able.


A BIG THANK YOU!

Thank you all for the wishlists and for trying out our game. This has been a great experience so far and I cannot wait for the future. But, I want to address some things.

Dwarves Mining Idle is a grind so expect that from an Idler. However, you can micromanage, upgrade and do lots more than what meets the eye. Yes, graphically our game is simplistic, but I believe the gameplay outweighs any graphical issue players might have. You're going to have loads and beyond hours of fun based off of the Early Access build. You just need to give it a chance! Yes, there's content, but there's a build-up to that content. New floors, more dwarves, better opportunities to strategize which floor will farm a certain material.

Here's to many more updates all. \o