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 (143) - 58% of the 143 user reviews for this game are positive.
Release Date:
Sep 10, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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.”
Read more

Buy Dwelvers


Recent updates View all (40)

November 15

Dwelvers 0.11.x bug testing version has been released on Dwelvers website

Hi all
Finally Dwelvers 0.11.x BT has been released! A lot have changed since the last version, we have new graphics, a new UI, and a new radial menu that is a lot more intuitive. This version is a bug testing version and will probably contain some nasty issues. Therefore it is not available on Steam yet. This is because I don't want to release a game that hasn't been properly tested to a big crowd that wants to enjoy playing the game without bugs.

So Dwelvers v0.11.x BT can now be downloaded from the website by those of you that have buyers account. If you want to be a part of the bug testing team and are owners of Dwelvers on Steam but don't have a website account then please contact me and I will set up an account for you. My plan is to use this upcoming week to bug-fixing, and when the week is up release a stable version on Steam. Once again, if you feel left out of from this release then please contact me.

So here's some of the updates that have been made since the last release and that I haven't reported about before.

New Launcher
I have been working on making the menus more clean by giving them a flat modern design, and the first thing I started working on was the launcher.

New game menu
When I was finished with the launcher I gave the game menu a shot. You can check it out here below. Please note that when you select "Start game" the tutorial have been disabled. It is because the voice acting wasn't consistent with the new UI in the game and it would only have created more confusion for new players.
My plan is to release a level editor with the next big release (in a month or two), and with this a couple of campaigns. The campaigns will be created in such a way that they will teach the player the game as he goes along. So therefore I didn't want to spend an extra week fixing this tutorial when it would be replaced in the end anyways.

Better building sites and a new info menu
If you recall earlier newsposts I made I talked about being able to select individual buildings tiles. So now instead of selecting the whole tile you are able to select a table, a farm gate, the room floor and more just by pointing on that object.

This gave me a lot more possibilities informing the player about individual buildings instead of packing together information about all the buildings, minerals and jobs on one tile. So what I did was expanding the info bar in the bottom so that it now can contain three rows. The first row shows the name of the building selected, the second row more details about the building and the third row technical information about the building, such as health, items delivered, if it attracts any creatures etc.

This also enabled me to remove the hovering icons above the buildings which made the dungeon look a lot more cleaner. In the screenshot below you can see how it looks when the player is selecting a building site. Also, many of the building sites (not all) now have progression models for what building is being built. In this case it is a table, and we can see how the imp builds the table step by step.

New radial menu
Now this is the big update. A new radial menu that contains almost everything! As it contains almost everything I was able to clean up the UI from all the building buttons in the bottom right, and this made the UI look a lot nicer and not as confusing in my opinion. The radial menu works as such that if you right click a tile you will get options that affects that tile.

For example, if you right-click water you will not get the option to build rooms, because you can't build rooms on water. And right-clicking next to a wall gives you an option to build wall related buildings. At first I made it so that it filtered away everything that couldn't be built on the selected tile, but I noticed pretty quickly that this caused some confusion for me because the options got a new location in the menu everytime and was therefore harder to locate.

So now it works like this, if you are able to do a fluid action such as dropping water on the ground, you will get the fluid menu, and in that menu you also have the options of building bridges as so on. So it is only the first radial menu that gets filtered, not the sub menus.

And a lot more...
As it was more than a year ago since the last release and I've been working on the game a little bit now and then it is hard for me to memorize all the changes that I've made. So you will most definitely find a lot more than new stuff than what I've been pointing out in this news post. There has also been a lot of under the hood changes such as me cleaning up the source code that will have no affect on you what so ever, except me being able to find bugs a lot faster Tongue One thing you may notice is that the game loads a lot faster, this may not be such a huge deal for you but it is for me as I'm restarting the game about a 100 times a day when developing it.

Final words
As I said in the start of this news post this version is only released on the website because it needs some serious bug-testing before I release it on Steam. During this week I will not only fix bugs, I will also try to get some achievement into the game so that the players gets a better feeling of progression and reward.

Well, that is it for me for today, I will be back tomorrow with some more information and answer all the questions you may have.
Thank you all for helping me with bug testing the game and not giving up hope :)

I really hope you enjoy this version, and if there is something you don't like, please let me know so that I can make it right.

Dwelvers Alpha v0.11.x BT is available for download only at the Dwelvers Website
9 comments Read more

November 3

Graphics Reworked

Hi all,
For the last week I've been working on some eyecandy as well as the new UI. I felt like this was something I had to do because I know that this game engine has so much potential, and somewhere down the road I let the graphics stray down the wrong path. So I gave it a shot and updated the lightning, water, lava and the rock.

New lightning
First of, I have given all the creatures and buildings in dungeon new specular textures so that the materials looks much more alive. Here we have a screenshot of the Dark Mother and the walls surrounding her, you can see how the light shines on her demon like skin, and that the walls reflects the light in a appropriate manner.

Overall dungeon brightness
One thing that I've been working on before and never got right was that the dungeon was either to dark or to bright. I had trouble giving the rooms enough lights to not look empty, and if I gave them some overall lights the rest of the dungeon usually got to dark because I didn't want to overexpose the lightning. Now this is solved! What I did was that I gave all the room objects a light above them, which made them stand out more and look a lot more active.

Corner shadows
Another feature I added to make the dungeon look less pale was that I gave all the corners shadows. If you look at the picture below you can see that all the corner edges has a darker edge, and if a wall edge is facing an open area it is made a little bit brighter. It is not much brighter or darker, but it is enough to give the player a much better feeling of depth.

New rock model and texture
I just had to replace the rock texture! The problem with the old one was that the color was way to outstanding, and as it is a rock I don't want the player eyes to be distracted by it. Just like the lights above important buildings make these buildings stand out, a grayer texture makes the rocks stand out less, and by doing this the important buildings stands out even more. This screenshot may not be the perfect example of this because it only features rocks, but you can check out the other screenshots to see what I mean.

New water graphics
As everything else in the dungeon started to look more realistic (but not too realistic) I had to rework the water as well. The old green water just didn't cut it, it just didn't look like water. So now we have a more realistic looking water! I made some research on this and the most authentic water color in a cave would be the same color as the rock surrounding it, and a lot darker. But I had to gamify it so that it was easier to see and to select, therefore I gave it a bit greenish color.

Reflective water
Here you can see an example of a calm lake that is reflecting the light from the hand, but is also reflecting the rocks surrounding it. The cyclotaur is also being reflected but it is much more easier to see this in game than with a screenshot.

The lava textures has also been reworked, here we can see a majestic image of a lava fall next to a lake.

So what's next?
I didn't post any images on the new UI and menu system because I wanted to leave that for my next newsletter. Right now everything is working almost as it should and I mostly have to check the game for bugs. So for the next week I will play through the game over and over again searching for bugs that may have come up with this huge code re-factorization I've made. So hopefully in a week or two I will be able to release a new version. But in the meantime I will need bug testers, if you feel up to it just let me know and I will add you to my pre-release list.

So what did you all think of the new graphics? Please let me know in the comments below :)
21 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This 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!

  • 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

    • 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
    • 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

What Curators Say

15 Curators have reviewed this product. Click here to see them.
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
Hide graph
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...