Dwelvers is a real time strategy game where The player takes the role of an evil Dungeon Lord who guide its minions through building their own dungeon, below and above the surface. Manage elaborate production chains, cater to the needs and quirks of each monster and lead them to battles against other monsters and pathetic humans.
All Reviews:
Mixed (145) - 68% of the 145 user reviews for this game are positive.
Release Date:
Sep 10, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Dwelvers is a game that is being continuously updated. The development started in February 2013 and the road from there has been both interesting and fun. The early access process is not new for Dwelvers as it has been available for early access at the dwelvers.com web page for some time now, and it has been very popular. The main reason for early access is that the feedback we get with every update is invaluable. Dwelvers has become the game it is today mainly thanks to all the supporters that have posted both suggestions and bug reports.”

Approximately how long will this game be in Early Access?

“Looking back at the year many unexpected changes have been made to the game because of suggestions from our forum users. We highly value the feedback from anyone that plays the game, and we are not interested in releasing a game that isn't up to everyone's expectations. The final release will probably not be until Summer 2017, but even after that we still want to keep on expanding on Dwelvers as its potential is endless.”

How is the full version planned to differ from the Early Access version?

“Most of the planned features are already implemented but somewhat limited. New features that aren't included yet is that we will have campaigns, a surface world, and multiplayer versus and co-op.”

What is the current state of the Early Access version?

“The current state of Dwelvers is extremely playable and could provide dozens of playing hours. However, it still has bugs and rough edges and is still far away from being considered a complete game.”

Will the game be priced differently during and after Early Access?

“The price will increase the closer we get to the final release.”

How are you planning on involving the Community in your development process?

“As Dwelvers has been available for alpha testing for some time now we have already built a strong community at http://forum.dwelvers.com/. Here members have been posting bug reports and suggestions, and been getting updated on the process continuously. Updates, suggestions and bug reports will mainly be controlled from the Dwelvers forum even after the Steam release, but we will still answer all the posts on the Steam forum and try to keep the forum updated about the process.”
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Recent updates View all (47)

February 10

Dwelvers v0.12.0.0 released

Hi all!
These last weeks has been really exciting! Thanks to Divine Robot (the company where I work) I've been able to get more work done on the game than I have in years, and it's so much fun finally being able to make all those ideas I'll been having a reality.

Finally we have an editor in the game, and thanks to that editor I've been able to start working on the campaigns. It's not much right now, only one level that works mostly as an tutorial. But this level have set the foundation for the upcoming campaign levels. So with each new release from now on you will see more and more campaign levels coming out in a faster phase.

So lets get started listing all the new features with this version!

First campaign level - Bed and Breakfast
This first campaign level is called "Bed and Breakfast", and its purpose is to teach the player how to create a dungeon that tends to all the creatures needs. This includes building a bar room, a farm room, a bed room and a cookery room. I think we've all learned that Dwelvers has a very steep learning curve, so my hope is that this campaign will help the player ease into the game instead of giving the player a feeling of confusion when the Dark Mother starts spitting out 8 imps and 6 orcs without any instructions at all.

At the moment we only have subtitles for the Dark Mother, and it will probably keep being so until we finished with the whole campaign or feel certain enough that nothing will change that will force us to change the story.




Graphics update - Surface world
The first thing the artists started working on in Dwelvers was improving the surface world to make it more hospitable for humans. So no more green fog, instead we gave it a more natural look.



New human creature - The Dwarf
This is something we have been planning for long, we wanted to move the rogue to the player side instead of having it work with the humans. So now the Rougue is with the player, and the humans got a Dwarf.



New way to spawn creatures
To be honest I've not been all that satisfied with how the creature spawning process work. So I've now made some improvements. Instead of having rooms and buildings attracting creatures we now have certain conditions that attracts creatures.

Here's the list:
  • Cyclotaur - First creature attracted by taking over the maze - Then the spawn rate is depending on the amount of enemies that have been killed.
  • Fishman - First creature attracted by building a bridge - Then the spawn rate is depending on the amount of fishes being fished.
  • Imp - Then spawn rate is depending on the amount items being transported in the dungeon.
  • Orc - First creature attracted by building a metal works room - Then the spawn rate is depending on the amount of items being produced in the metal works room.
  • Piggeh - First creature attracted by building a cookery room - Then the spawn rate is depending on the amount of food and drink is being consumed in the bar room.
  • Rogue - First creature attracted by building a trading room - Then the spawn rate is depending on the amount of gold is being mined or earned.
  • Impanzee - First creature attracted by building a brewing vat - Then the spawn rate is depending on the amount of beer is being produced.
Yeah, and the orc no longer drinks beer, the impanzee has taken over the drinking :)



New editor
We finally got the editor in there, but I must warn you it is pretty simple at the moment. The users can form the level exactly as they want too, but when it comes to event handling this must be done with xml scripting. I've included the editor in this version and you can play around with it, but don't expect it to work perfectly :)

All maps created in the editor is saved in the "..\AppData\Roaming\Dwelvers\editorMaps" folder and can be copied to the "media\maps\maps" if you want to play it. You also need to edit the "media\maps\Maps.xml" file to include your level in the game.



Upgraded UI
The UI has been upgraded, we had UX designers take a look at the current UI and this is the new UI mock-up they came up with:



And from that mockup I've implemented this much:



So I will upgrade the UI a bit at a time with each new version being released.

Final words
So I really hope you like this new version, and if you have any questions or suggestions please let me know in the comment section below :)
6 comments Read more

January 30

Dwelvers development is going faster than ever!

Hi all
These last weeks have been really productive. We have revamped the surface world, got a level editor in there and started on the campaign levels! It is all going really smoothly :)

Here's a screenshot of what levels can be created with the upcoming level editor:


Divine Robot enters the game
Here comes the big news! The company I work full time at (Divine Robot) have agreed to help me finish Dwelvers. So now I'm back to working a lot more on Dwelvers with the help of graphic artists and project managers.

The main plan now is to focus all the resources on getting a fully functional level editor into the game so that we can start making campaigns. And with these campaigns we need new enemies and more game content.

What has been done so far since the last update
  • We have revamped the surface world with new trees, grass, rocks and more. Just so that it all will look more pretty (Which gives more satisfaction when destroying it :P).
  • A Dwarf creature has been added which will replace the Rogue as a human creature, and instead the Rogue gets spawned by the player just like the other creatures owned by the player.
  • The first version of the editor is almost finished. This version will give the player the possibility to build the dungeon exactly as he or she wants. All the event handling will be easily customizable using XML sheets.
  • The first campaign level is almost finished. I've been getting a lot of help at the Dwelvers forum from Mello Tonin and Sebt with designing the campaigns. They have saved me a lot of time, so a big thanks to them :D
  • The translation XML in the game has been cleaned up. So now we have all the text in the game ready for translation inside on XML file being all categorized and pretty :)

We are looking for help! We need translators
As the translation XML now has been cleaned up we want to start translating and proofreading the game texts to different languages. If you have the time and will to contribute, please let us know in this thread: http://steamcommunity.com/app/276870/discussions/0/1693785669871229609/

Your efforts will be rewarded with a permanent spot in the game credits and a testimonial for any future translations if requested.

Translating the game to other languages than English will broaden Dwelvers visibility here on Steam, and non-English speaking people will also get the opportunity to play Dwelvers. So if you want to help with this it would mean a huge deal for me and for the development of Dwelvers.

So what's next?
I will try to get a new version out there next week with a couple of campaign levels, and from there we want as many of you as possible complaining about any little issue you may find so that we can fix it as soon as possible :)

If you have any questions or suggestions please let me know in the comment section below :)
7 comments Read more
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About This Game



--------------------------- EARLY ACCESS WARNING: THIS GAME IS STILL IN ALPHA, EARLY ACCESS STATE. YOU MIGHT ENCOUNTER BUGS. YOU MIGHT ENCOUNTER CTD'S AND YOU MIGHT GET FRUSTRATED. BUT, IF YOU BUY THIS GAME, YOU WILL ALSO HAVE THE CHANCE TO CONTRIBUTE TO THE SHAPING OF A GREAT GAME --------------------------

Dwelvers is a real time strategy game where The player takes the role of an evil Dungeon Lord who guide its minions through building their own dungeon, below and above the surface. Manage elaborate production chains, cater to the needs and quirks of each monster and lead them to battles against other monsters and pathetic humans.

The most challenging part for the player will be creating an advanced production system so as to have enough food to keep the creatures well fed, enough weapons and armour to outfit their army as a force to be reckoned with, and of course enough beer to keep them satisfied with you as their master. A drunk minion is a happy minion! The theme of the game will have a lot of dark humour, and each creature will have its own personality, demands and fighting style; forcing the player to handle all the creatures in different ways in order to max out their potential. A happy minion is a useful minion!

Features:
  • Multi Layered dungeon: The dungeons are not only scary, they are also deep!
  • Free form room building: Set the size and shape of your rooms and build the inside of them. no run-of-the-mill pre designed rooms, your dungeons is uniquely yours!
  • Monsters equipment: Craft and equip different weapons and armours for your creatures. some of those weapons can only be found through looting enemy rooms.
  • Below and Above surface: In Dwelvers, you will have the option of raiding above surface human settlements and seamlessly transit between the surface and below.
  • Extended production system will see you managing the production of several resources in evil efficiency
  • Hydraulics system that allows players to build elaborated traps and dynamically changing walls that are triggered by pressure plates.
  • Trade with off map settlements by capturing portals.

System Requirements

    Minimum:
    • OS: Windows Vista SP2
    • Processor: 1.2 GHz Processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB of Video Memory
    • DirectX: Version 10
    • Storage: 200 MB available space
    • Sound Card: DirectX compatible Sound Card
    Recommended:
    • OS: Windows 7
    • Processor: 2.0 GHz Processor
    • Memory: 4 GB RAM
    • Graphics: 1 GB of Video Memory
    • DirectX: Version 10
    • Storage: 200 MB available space
    • Sound Card: DirectX compatible Sound Card
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