1. Dwelvers
  2. News
  3. What's Cooking in Dwelvers?

What's Cooking in Dwelvers?

Hi all!

As usual, I've been struggling to find time to work on Dwelvers. In my last news post, I talked about introducing an enemy keeper AI. This would, of course, require a lot of work to get right, and once it’s implemented, I’d need to design levels where you face off against this enemy keeper. If I followed that plan, it might be a while before you see the next release.

So, I’ve been thinking...

Dwelvers already has a lot of game mechanics, and most updates I’ve made have focused on introducing new features or mechanics. Perhaps it’s time to concentrate on adding more content instead. This approach is much quicker for me to implement, and I believe it would significantly enhance the gameplay.

For example, we need to get the workshop up and running. The game is highly moddable at the moment, and that potential should be fully utilized.

Another example is that the game currently only has one type of reinforced wall, one type of reinforced floor, one floor type (even if it can be upgraded), and a limited selection of tables. Imagine how much more fun it would be to design a dungeon with a variety of options.

Plus, being able to choose the color of the Dark Mother is already implemented (though not yet released), and it adds an extra layer of fun.

And let’s not forget more levels—each new level with fresh objectives can add many hours of gameplay.

So, even though an enemy AI would be exciting, I think it should be paused for now. We have a lot of low-hanging fruit that needs to be picked as soon as possible, and focusing on these will mean more frequent releases.

What do you think about this?