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Dwelvers News

Fourth campaign released and more skirmish upgrades

Hi all,

The fourth campaign has now been released. Here the player will learn how the prison and the squad system works. Besides that the skirmish maps have gotten a little upgrade, you can now choose victory conditions. The way this works is not final yet as I want to create different skirmish maps based on these victory conditions.

For those of you that want even more freedom in generating maps I have now added an extra start game option, that is "Custom Game". Here you can change almost every map generation parameter there is and then play the map you want to play. Just remember that you have the option to remove fog of war by pressing ALT+T and then click the "Remove fog of war" option.



What's next?

In a week or maybe two I will release the next campaigns that will give the player access to traps and catacombs. I also want to include some more skirmish maps that has specific goals.

Thank you!

Thank you all for wanting to be a part of this wonderful game :) Please let me know in the comments section below or in the forum if you have any suggestions that you think would improve the game. The more feedback I get the better game Dwelvers will be!

Third campaign released and upgraded skirmish maps

Hi all,

So now the third campaign has been released. Here the player will not only learn how to craft weapons and armor, but also how to expand his territory in the most efficient way possible, and that is by building storage rooms. The battles are getting stronger and stronger, but for those of you that would like jump ahead and get some real competition should try out the skirmish maps.



What's next?

For the last week I've been working a lot on the skirmish maps, as I want to give the player as much replay-ability of the game as possible I'm starting to give the skirmish maps some different objectives. Such as killing all humans, being able to survive for a certain amount of time and stacking up on certain item types. That combined with randomly generated levels that can give the player totally new game experiences each time they play.

Thank you!

Thank you all for wanting to be a part of this wonderful game :) Please let me know in the comments section below or in the forum if you have any suggestions that you think would improve the game. The more feedback I get the better game Dwelvers will be!

I will be back in a week with the next campaign and hopefully some more upgraded skirmish maps.

First Steps Towards a Full Release

Hi all,

I've been working a little behind the scenes and have almost finished all the campaigns planed. From now I will release one new campaign each week until we have eight campaigns. On the side of the campaigns I've also upgraded the terrain generator, so with the future releases I will also include a lot of new skirmish maps with exiting new goals.



What's new?

Besides creating new maps I've tied up most of the loose knots in the game.
  • We now have a spell system where the spells require mana and experience. (We will have more spells introduced with upcoming versions).
  • The UI is complete.
  • Easier to use squad system.
  • Easier to use trading system.
  • Easier to use creature equipment system.
  • Traps are independent and hydraulics will no longer be needed to fire cannons (We will have more traps introduced in upcoming versions).
  • Evil meter remastered and are now also bound to mana generation.
  • Prison room is now also a torture chamber where torturing enemies increases the evil meter.
  • Guard rooms now attracts Cyclotaurs
  • Imp generation is now based on the amount of mana the player generates.
  • And much much more changes and new features...


Why not release all campaigns at one?

Why I decided to release one campaign a week instead of all campaigns at once is because I want more focused feedback. This way we can make sure that all campaign keeps the same quality.

We need your help

I hope you all enjoy this new version, and if you have any feedback, please let me know- The more feedback the better end-game!

Also, I would like to put out a reminder to all of you that we still are looking for translators and voice actors for the Dark Mother. Any help is appreciated :)

New upcoming campaigns and game mechanics

Hi all,

As usual my news post begins with me saying that I'm sorry for the lack of updates. But I promise you all I'm doing my best to find the time doing what I love which is developing Dwelvers :)

As I've said before the company Divine Robot (where I work) has invested in Dwelvers, this has enabled me to get a lot of help with the UI from UX designers. They have also had artist working on the game meaning that I have about 200 hours of graphics just waiting to be implemented in the game. This includes creatures such as a king, princes, archers and a lot more, these will be presented in future news posts as they get implemented in Dwelvers by me. Unfortunately I've had a lot of other projects that needed to be finished which has forced me to de-prioritize Dwelvers. But now things have calmed down and it seems that I now have a lot of time on my hands to continue with the Dwelvers development.

So enough about that and on to what's new.



New Campaigns


I've said before that my focus right now is to create campaigns and polish the game after the campaign needs. For example the UI still needed to be updated so that it is easier to understand for the player. So we now have a second campaign where the player learns how to build training room, metal works room, use the rally flag, dig and explore and kill all enemies in the way.



New Portal mechanics


A question I've gotten more frequently lately is "How do I take over a portal?", and that is a good question! It isn't all that clear that you have to build a road up to it. So now I've changed it so that the player instead can attack the portal, and when it gets destroyed the player is the new owner.



Update UI


The UI has been updated even more since the last version. The resource bar that was in the top has now been replaced with non-equip-able, and in the bottom right menu bar we have two new buttons which opens a buildings menu and a items menu.



The buildings menu


The buildings menu has four tabs which are:
  • Rooms - Including Bar Room, Bed Room, Catacombs room etc.



  • Objects - Containing anything that the player can build that is not directly related to traps or rooms. This includes Well, Statues, Doors etc.



  • Traps - Including Cannon, hydraulics pipes, Dynamite etc.



  • Unbuilables - Including buildings that you as a player can own, but can not build, such as portals.


The items menu


The items menu has two tabs which are:
  • Crafting - Here you can select what equipment to craft, you are also able to see how many items of that certain item type you have, and how much materials are available for crafting that item. This was something that was lacking in the old resource bar. One new cool thing about this menu is that you are able to see the supply and demand, meaning that when the bar right to the item image is green, then you are supplying enough equipment of that type to your creatures. But if it is red, then it means that you don't have enough equipment of that type to equip your creatures, and they have to go for their second or third equipment choice.




New creatures on the way

Hi all :)

The development have been a little slow this last month because I'm needed elsewhere at my job, but the development will shortly speed up again as things calms down :) In the meanwhile the graphic artists at Divine Robot has been doing some modelling on a new human soldier and the surface castle. I've also gotten a wraith creature from CobraMode that will be a player creature that controls ghosts.

New player creature in progress - The Wraith

I got this creature from CobraMode a while ago, and now the time is closing in to put it in the game. This Wraith will be attracted after the catacombs have been built. It will not be a strong creature, but under the right circumstances it can be very dangerous. The idea is that she will be able to kill and raise unconscious enemies as ghosts on the battlefield, and she will also be able to attract player-owned ghosts to fight for her when she encounters enemies. So in battle and without any backup she will die pretty easily, but with backup she can work behind the scenes and improve the players odds of winning a lot.



New surface building in progress - The Castle

So here we see a example of how the castle will look like, it hasn't been textured yet, or put in the game. But the models are there and will be implemented shortly. The idea is that the harder campaign missions will contain castles on the surface world packed with soldiers that needs to be defeated to complete the missions.



New human creature in progress - The solidier

It is currently in progress of being textured, but the main idea is that helmets and armors etc will be replaceable to create more visual variations among the soldiers. He will be stronger than the peasant but weaker than the knight. The idea is to have a human creature strength order that will look something like this:
  • Dwarf
  • Peasant
  • Soldier
  • Archer
  • Knight
  • Prince
  • King




So what's next?

We have set a soft release date! We are aiming towards releasing a full version of Dwelvers in the end of summer or beginning of autumn. If you are interested in checking out what will be included in the release version you can go here: https://steamcommunity.com/app/276870/discussions/0/616187839427064109/
And after the release we will of course keep releasing updates such as more game content and more campaigns.

But for now I will try to get the next version out there in the next couple of weeks. Thank you for the patience :)