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 (144) - 68% of the 144 user reviews for this game are positive.
Release Date:
Sep 10, 2014
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Early Access Game

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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 (49)

August 5

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.



  • Trading - Here the players can trade the items they what to sell or buy by setting certain parameters. For example the player can choose to buy bones if he has less than 11 bones in storage, or to sell rocks if he has more than 33 rocks in storage. You can see this in the screenshot below. If the "If condition" is red then the conditions aren't met, but if it is green then the your creatures will start to trade that certain item. And this will all happen automatically so that the player don't have to deal with micro management and sell or buy a certain amount of items at a time.



    What's next?

    The next release will come as soon as I've finished another campaign, I'm counting on having it finished within one or two weeks.


    I hope all you liked this news post :)
11 comments Read more

April 15

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 :)
9 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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