1. Dwarves Mining Idle
  2. News
  3. Dwarf News #12 - 1.0 Release and HUGE Changes

Dwarf News #12 - 1.0 Release and HUGE Changes

Hello wild adventurers! Today I'll be showing you what was changed and what's being worked on. I don't want to spoil it all so I'll go over the need-to-know stuff so your brain can become excited. Everything is being worked on HARD and that being said, it has set us back another month or so -- BUT, that's a good thing! Allows us to work everything out and get it ready.

Feedback Assessment

I have listened to feedback and suggestions with negative reviews, Discord community and other messages people have written. I cannot cater to everybody's needs; otherwise, the game would end up in a displeasing mess. HOWEVER, I do agree with some points people made and I've tried my best to balance the two.

I'll be going over what my thoughts are on the feedback below on the CURRENT game's gameplay status.

[h3]"Game is too slow", "Tiles have too much Health", "Barebones, too early in development"[/h3]
  • Tile Health was high pretty high and there was no real defining concept with how Tile Health was overall. It was just a value and Dwarves had to mine until the Tile was mined and that's what made it slow.
  • As for the game being "too Barebones", I have to disagree if you only played for 30 minutes, you're not going to unlock much. There's plenty of things to work toward and unlock. But, with the Tile Health being high at the start, most were discouraged due to how slow progression was.
  • The game's concept before was to start with a couple Dwarves, they gain Entity Points, you spend those in the Dwarven Book and they'll earn more Experience Gain, Hit Damage, Hit Speed, etc. depending where you put your points into.
  • I also feel as if a lot of people don't understand the Dwarven Book and perks very well either. There is a lot to understand and a lot has changed to make it easier, fun and more involved. That is where I think a lot of people were discouraged to continue on, especially the Tile Health situation. The guide wasn't completely finished until now, so most of my fault for not explaining more, but I didn't want to finish the guide when adding more content since I redid the whole entire guide system on 1.0.


For interaction with Litty Game developers and our community please join our Discord. We're open to constructive criticism, feedback and suggestions for our games and we find it very important to hear our community out!

If you don't have Discord, you can post your suggestions in the Suggestions Forum.

Major Gameplay Changes

I don't want to spoil everything, but I do want to show you that things have changed.. a lot!


    [h2]General Changes[/h2]
  • Removed Informational Button and added Tooltips. The guide also takes care of helping too now!
  • Placeables (Furnace, Crusher, Fusion, Pump, Bottler, etc.) are no longer perks and they are always unlocked, but now they cost materials to place down. You can view them all in the Placeable Build Panel by clicking a ground tile.
  • Workbench has been removed. With the new additions and changes, Workbench is redundant.
  • There's now more tooltips in places that needed it. E.g. Archaeology and when adding fuel to placeables or trying to view a recipe.

    [h2]Perks and Points[/h2]
  • Entity Points are now global, merged with all your floors and they were renamed to Dwarf Points. I felt like Entity Points wasn't obvious enough so I decided to rename it to something that makes more sense.
  • Area Points were removed.
  • Floor Points were removed.
  • Floor Resets Counter were removed.
  • Perks no longer exist.


I wanted to reduce the amount of UI navigation. With removing a lot of Dwarven Book's navigating -- points are global, removed certain points, Materials will show all the time and Perks have been removed.

I removed specific points to reduce the amount of non-material currencies so there's no more confusion what does what. There might've been too many "point" additions that could have been removed early on.


    [h2]Major Dwarven Book Changes[/h2]
  • Dwarven Book was completely reworked and it's used for spending Dwarf Points.
  • Materials are no longer in the Dwarven Book and are now shown on the main Canvas.



  • Added basic Purchaseables you can upgrade with Dwarf Points.


    [h2]Major Dwarf Changes[/h2]
  • Dwarves are no longer free on floor reset. Instead, you buy Dwarves at the Cloning Orb (Big yellow Orb at Floor 1, Area 1).
  • Dwarves can no longer be clicked to regenerate Stamina faster.
  • Dwarves will no longer walk to chase enemies or the next area, or to catch up to the next area. Check World Generation Changes below for more info.

    [h2]Major World Generation Changes[/h2]
  • Floors have a type Mining, Combat and Liquid.
  • Floors are no longer free and they no longer have a chance to spawn on a floor reset.
  • Areas are no longer free. You have to buy areas with materials and/or Dwarf points. You will see an Unlock Area # panel if you don't have that area unlocked.
  • Areas are now infinite. Dwarves will stand in one spot to mine, attack and more. Areas will come to THEM! And one area spawns at a time. This removed a lot of trying to find things and less UI usage.
  • Areas will automatically be placed down and no longer spawn by Dwarves mining the last mineable material.
  • Tile Health will dynamically change on each floor reset. This will be floor specific, not global.


Final Thoughts

Thank you everyone for the feedback! No matter harsh or constructive it is, we'll find ways to listen and work around what every player is running in to and/or feeling. This is going to be a huge update, so bear with us and I hope all of you understand!

https://store.steampowered.com/app/2220570/Dwarves_Mining_Idle/