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Unstable update and stable release date

In this update:
  • When a corporate trade envoy arrives, you'll now have the option of sending your goods directly to market. Goods on the market will get you about 25% of their base value compared to selling them directly to a trader, but there's no actual trade here - it's your corporation. So they always say yes.
  • Delegates from rival dwarf factions no longer eat your food or carry out your assigned tasks.
  • Dwarf energy levels are no longer tied to time of day - they will not decline based on what tasks they perform, and they won't wait until night to take a nap.


Now the real news...

The next stable update is (tentatively) planned for next Friday, July 5th. We expect to push it Friday evening, and are planning on gluing ourselves to the issue reporter. At this point, we can't physically test every aspect of the game (especially since by 'we' we really mean 'I') but 'we' have a lot of confidence in this build and have made plans to be available here and on discord.

Discord link: https://discord.gg/ju5KH2

This update will break your saves. If you have a save on the current stable branch you want to keep, I've forked the stable branch to create a beta branch called legacy. This branch is identical to the current stable release and will never be updated.

If you're playing on the unstable windows FNA branch, stay put, as the stable update will not include FNA on windows.

Unstable update

Some neat things in this one -

  • Rival factions now exist properly in the overworld. All of your political dealings will carry over from one colony to another so long as you're loading up the same overworld.
  • There can now be rival dwarf factions.
  • Faction territories are per colony rather than per voxel. There's a toggle on the overworld screen to see them.
  • Claiming a faction's land for your colony will piss them off.
  • Claiming land costs money. You'll need to make a profit to expand.
  • Trade envoys will carry far less cash and goods. Don't assume you can be instantly rich by being a murder hobo.
  • New corporate policy is that employees must pay for goods they consume. They aren't happy, but all dwarves will now pay when they eat or drink.

Yes, another unstable update.

Just in case you're not seeing this changes; remember you have to be on the unstable branch. A stable update may or may not happen in July. When it does, it will break all save games.

So this update does not include anything I can take a screenshot of. First a few bug fixes.
  • Fix an AI lock condition where starving dwarves couldn't fight because they were starving, but couldn't eat because there was something to fight.
  • Dwarves no longer turn backwards when jumping.
  • You will no longer receive trade envoys from yourself.


The big change - you'll no longer receive balloons from the motherland. Instead, they will come from Corporate. You might notice, however, that you don't get any money for trading with them, and they are perfectly willing to just give you cash. That's because it's your corporation. Those resources are going back into the corporate pool, and will be available to send with new expeditions to new colonies.

Be careful with the corporate trade envoy; this feature is still a work in progress. Try not to do anything silly like declare war on yourself.

When you launch a new colony, you need to pick what goes with you. You'll start with a generous $1000 of startup funds for your first colony, and from that you need to hire your first dwarves. You won't have any resources available, tho - so be prepared to find food fast. When you're ready to launch another colony in that same world, you're going to need some corporate funding. So don't forget to toss some of your profit back to corporate through the corporate trade envoy.

Hold your butts, it's an unstable update.

First off in this update, we got some prettier overworld rendering.



Here's what the smallest possible world looks like.



That gargantuan world in the center can take a while to load the first time, so it's not recommended for new players.

Also in this update we got:
  • Bug fixes of all kinds.
  • New bugs.
  • More bug fixes.
  • Performance improvements (substantial)
  • Performance improvements (minor)
  • 100% of your daily recommended amount of dorf.
  • The new shared overworld stuff is coming together. Right now, that means if you piss off a faction in one colony, and load another colony on that same overworld...
  • We made a massive payment against some tech debt that will finally, after two months of refactoring, allow us to proceed with some of the things planned for the overworld.
  • Found (and fixed!) a problem with the build process that caused old content files to be included with the game. Because of the moddable data-driven nature of the game, it went ahead and loaded them. Oops. The problem persists for Linux 64, but is fixed on Windows, Mac, and Linux 32.

Unstable Branch Updated

Good afternoon stockholders,

Negotiations with the dwarven unions went even better than anticipated. This update brings some changes to the way dwarves are paid.
  • Management's big victory - pay cuts across the board.
  • Unfortunately, they won the right to severance pay. So it's not always as simple as firing them.



  • You'll need proper management to hire more dwarves.



    Your current supervision level appears in the bottom bar

    Yes, you will start a default game without enough supervision. You won't be able to hire anyone except a supervisor until you have enough.



Outside union negotiations, corporate restructuring is under way. All individual branches will now be merged under one megacorp. After generating a world, you'll select which area to launch a colony on - and when you load a world, you'll return to this screen, where you can create a new colony or load a new one. We're still lobbying congress to get all the proper regulations in place, but once we ram through our corporatist agenda branches will be able to share resources.



Other changes:
  • A new hairstyle is sweeping the dwarf world! The "Skywalker":



  • Dwarves will no longer pursue an enemy that is fleeing unless you've explicitly ordered them to attack. This works both ways, and fleeing dwarves will not be chased.
  • Some massive payments against technical debt were made in the last few weeks.


The unstable branch is available for Linux and Mac as well. As this is back to a one man operation, and I don't actually have access to a Linux or Mac machine to test, I do appreciate everyone who plays on unstable.