Build a colony of ruthless capitalist Dwarves in a strange fantasy land.
All Reviews:
Mixed (77) - 64% of the 77 user reviews for this game are positive.
Release Date:
Sep 25, 2017

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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?

“Our team is made up of a handful of hobbyists and contractors. We have been developing DwarfCorp since late 2012, so it isn't early in the development process, per se; but its only recently (late 2017) that the game has been polished enough to show on Steam. We ran a successful Kickstarter in 2013, and used the funds to get the game to this state.

DwarfCorp is now in Beta mode. We're constantly updating and improving the game. Funds from Early Access and your feedback will all go toward improving the game until its finished.”

Approximately how long will this game be in Early Access?

“We plan to exit Early Access in Q4 2018.”

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

“The core features of DwarfCorp are all pretty much complete (if a little buggy). By the end of Early Access we plan on squashing as many bugs as we can, improving performance, and adding new content. In particular, we plan on increasing the number of things dwarves can build, creatures they can interact with, and scripted events for the player to enjoy.”

What is the current state of the Early Access version?

“The core features are in place. The game is mostly playable and is pretty fun in its current state. We're still working on improving performance, fixing bugs, and making it more enjoyable.

What is done right now:
* Mining both above and underground.
* Directly controlling dwarves.
* Gathering/chopping trees, stockpiles and treasuries.
* Graveyards, graves and corpses
* Building rooms/items/structures
* Crafting
* Farming / Animal Husbandry
* Trade/War with natives
* Magical research
* Overworld generation / sandbox
* Dwarf leveling, happiness, hiring/firing dwarves
* Dwarf classes: Miner, Craftsdwarf, Wizard, Axedwarf, Musketdwarf
* Biomes: Forest, Desert, Tundra, Jungle, Grassland, Waste, Caves
* Several land animals and birds.
* Natives: Elves, Goblins, Molemen and the Undead

What needs some more work:
* More kinds of crafts and items (there are only about 6 things to craft)
* More kinds of dwarf interactions and skills
* More scripted events and quests (right now there is only one)
* Better fleshing out of natives and war
* More variation of dwarf appearence and behavior”

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

“Price will not change as we exit Early Access. We may hold sales or promotional events in the future, and may provide paid content long after Early Access is over.”

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

“DwarfCorp is open source, so we not only accept comments and feedback from the community, but also source code. One of the most important parts of Early Access will be increasing the size of our user base to do more thorough testing of the game's mechanics to balance them and make them more fun.”
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Recent updates View all (37)

June 3

New Version 18.06.03

Hello, we’ve just pushed a new version of DwarfCorp, 18.06.03 to Steam and itch. In the last announcement we have some details about what this build contains. Unfortunately, because we made changes to the way terrain is stored to reduce memory consumption, older saves are not compatible with 18.06.03. One of the things we tried to focus on in this release in terms of performance was long-term game performance and memory leaks. We ran the game through automated tests over about 24 hours of uptime and found/fixed several problems.

  • Bug: Fix rare crash caused by allocating too much texture memory for sprites by paging texture atlases.
  • Performance: use instancing and texture atlases to draw most sprites now.
  • Performance: limit the amount of memory allocated by dig/guard/farm designations and only draw designations that have a visible face.
  • Debug: The performance console (which can be accessed by pushing <code>~</code>) now has more details and an FPS graph.
  • Debug: low-performance (having 10 FPS or lower for more than 30 seconds) will now trigger a report that gets sent to us for debugging purposes. You can disable this in the options screen.
  • UI: Fix scrunched up preview labels on the world gen screen, move them to the top left of the screen and color code them.
  • Design: You are now much more likely to receive war parties and trade envoys from factions that claim your territory than from distant factions.
  • Design: Animal in and out migration is now more frequent.
  • Bug: fix game art disappearing when the game is minimized.
  • Debug: Fix performance console on Linux/Mac
  • AI: fix several path planning issues with trade envoys not being able to leave the world.
  • AI: fix skeletons spawned from necromancers in trade envoy from being left behind when the envoy leaves.
  • AI: fix bug that caused creatures to wait too long for a path instead of giving up when no path is available.
  • UI: Version hash is now displayed in linux/mac.
  • UI: when an object can’t be built, but then the user moves the mouse to an area where it *can* be built, the warning about it not being able to be built now goes away.
  • UI: Fix cheat menu on low resolution screens.
  • Bug: Fix rare crash caused by trying to write log file to directory that has been deleted.
  • Bug: Fix rare crashes caused by changing screen resolution while FXAA is active.
  • Bug: Fix crash caused by trying to load save file with no terrain data.
  • Mods: tutorial text is now moddable.
  • AI: dwarves now blacklist tasks that have repeatedly failed for a few ingame hours.
  • Bug: Fix animations not updating their orientation when the game is paused.
  • Bug: Fix crash when manipulating the advanced world generation menu.
  • UI: Only draw minimap icons for creatures that are visible on the surface.
  • Performance: performance improvements to selection buffer.
  • Graphics: brighten up creatures that are under ground and make caves and underground areas a bit brighter.
  • Graphics: Fix some geometry in unexplored areas getting drawn when it shouldn’t be.
  • Bug: fix logic in build/move tools that made it possible to sometimes overlap beds/bookshelves.
  • UI: moving an object now requires clicking and dragging rather than clicking twice.
  • Design: Add wildcard “any” resource to crafts of trinkets. The dwarf will use any available resource to craft the object when this is selected.
  • Bug: fix improper placement of ladder bounding boxes for checking if terrain has been destroyed.
  • Design: in the trade window, instead of exiting the window whenever a trade is made, an animated creature will appear in the bottom left corner to tell you the result of the trade. You now exit the trade menu only when you want to.
  • Performance: Improve minimap rendering performance, and render minimaps at 60FPS again instead of 20FPS.
  • Graphics/Performance: use screen door transparency for most stuff now to prevent sorting transparent objects.
  • AI: dwarves now cancel tasks that have been deemed unreachable. The dwarf warns the player when a task has been cancelled.
  • Performance: reduce memory usage of terrain by about 30%.
  • Debug: write all announcements to an event log which the player can now view in the GUI.
  • Performance: fix memory leak in inventory system.
  • Performance: fix memory leak in path planner.
  • Performance: fix bug that was preventing resources from decaying. They now decay and disappear after about an hour as intended.
  • Performance: fix bug that prevented grass from growing/dying or snow from melting.
  • Performance/Bug: fix bug that was causing war parties to stay around on the map as “zombies” without an attached AI.
  • Performance: fix memory leaks caused by clouds and resource packs improperly registering themselves with the static octree.
  • Bug: fix creatures/plants in caves not appearing due to being improperly registered with the static octree.
  • Design: Kobolds and Gremlins now occasionally spawn.
  • Design: non-hostile factions that claim your territory now sometimes demand tribute from you.
  • Design: unify creature spawning, trade envoys, war parties, plagues, etc. into a unified event system. This system tries to balance the difficulty of the game automatically depending on the difficulty setting (accessed in the advanced world generation settings).
  • UI: many notifications are now shown as world-centered placards rather than being emitted by the announcer.
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May 28

What's Happening?

We are currently working on a big new build that will be coming out next weekend. We just want to make sure that it’s well-tested before release. The new build features our new event system, gremlin and kobold attacks, performance improvements, and improvements to dwarf AI and path planning.

One of the more important bits of AI improvement we’re adding is dwarves auto-cancelling tasks that have been deemed impossible to achieve, either because the dwarf was stuck in a cave or the task was in a place the dwarf couldn’t reach. This sounds like common sense, but it’s something we’ve been meaning to add for a while.

We’ve also been working on some raw performance improvements, reducing memory consumption and other important nuts and bolts to keep the game running smoothly on less powerful hardware. This includes changes that optimize the game when there are lots of creatures planning paths at once.

We’re also in the process of designing out a couple of new creatures. For example, here’s a Troll, an ally of the Goblin hordes.

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About This Game

DwarfCorp is a precedurally generated, open source fantasy real-time strategy game in which you lead a colony of ruthless capitalist Dwarves to discover new lands, and exploit them for profit!

Dig deep into the earth to discover rare gems and ores, and send them back to the motherland in a balloon or ship. Defend your colony with walls, traps, and mercenaries. Promote your employees for their good work, or give them a slap if they get sloppy. Meet Elves, Goblins, Mole Men, Demons and more! Design your company logo and color scheme, and watch your company grow.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: i5
    • Memory: 2 GB RAM
    • Graphics: Direct X 9 Compatible Video Card
    • DirectX: Version 9.0
    • Storage: 200 MB available space
    • Sound Card: Not Required
    • OS: Windows 10
    • Processor: i7
    • Memory: 4 GB RAM
    • Graphics: Dedicated GTX 860 or higher
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    • OS: OSX
    • Processor: Intel i5
    • Memory: 2 GB RAM
    • Graphics: Direct X 9 Compatible Video Card
    • Storage: 200 MB available space
    • Processor: Intel i7
    • Memory: 1 GB RAM
    • Graphics: Dedicated Graphics Card
    • Storage: 1 GB available space
    • OS: Any Linux 32 or 64 Bit
    • Processor: Intel i5
    • Memory: 2 GB RAM
    • Storage: 200 MB available space
    • Processor: Intel i7
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
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