A dwarfish colony sim set in a fantasy world. Inspired by Rimworld and Banished. Dig deep to uncover riches and challenges, recruit dwarves to produce goods, and trade with other settlements (or raid them) to help your colony succeed.
All Reviews:
Positive (36) - 94% of the 36 user reviews for this game are positive.
Release Date:
Jan 6, 2019

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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?

“Undholm is a colony simulation game that gives the player control over how their settlement succeeds. For example, you can:
  • Dig deep underground, mining ore and treasures.
  • Hire only farmers and cooks, and gain wealth by trading baked goods.
  • Send your soldiers out on raiding parties.
  • Build guest beds to rent to wandering adventurers.
Since the emphasis is on giving players freedom to experiment, I'd like to see how the community plays and use feedback to help guide future development.”

Approximately how long will this game be in Early Access?

“Although there's no strict timeline, it's likely that this game will be in early access until around December 2019. This is subject to change as the game evolves over time.”

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

“Future development is not set in stone, but there are a few systems I'd like to explore in greater depth:
  • A living, breathing world. There is a world map in the game, but the world is mostly static at the moment. I'd like there to be more opportunities for factions to expand, and more random events in the overworld (droughts, wars, roaming dragons, etc) that influence how other colonies interact with you.
  • A vibrant, unique colony. I'd like to add more choices for construction materials and decoration, and have those choices impact gameplay in a meaningful way.
  • A main quest line. Your dwarves have started a brand new colony out in the wilderness, but the Dwarven High Council has an interest in your settlement's future. They may offer rewards for completing specific milestones.

In addition, there are quality-of-life improvements that are an ongoing work in progress:
  • Improved sound and music
  • Improved art/animation
  • Fewer bugs

What is the current state of the Early Access version?

“Undholm is far from a finished product, but many of the core systems are in place. Currently, you can:
  • Choose where to establish your base. Embark in a friendly forest, or high on a rocky peak next to a goblin camp.
  • Build a colony from the ground up by recruiting different types of dwarves and keeping them fed and happy. Your dwarves' moods will impact how fast they work, and whether or not new recruits are willing to join your colony.
  • Delve deep underground, and encounter different types of enemies and treasures.
  • Complete quests for neighboring settlements in exchange for gold.

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

“The game's price will likely increase by at least 50%. During early access, I plan to gradually raise the price as new content and features are added.”

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

“By listening to feedback, holding votes for future content, and by watching how the community plays. My inbox is always open! Feel free to reach out anytime to pixelmeal.games@gmail.com”
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Recent updates View all (5)

February 2

Hotfix: Missing population bug

I've added a quick fix for a bug that was causing some old saves to not restore correctly (dwarves and animals were not loading).

Although this is an early access project, it is my intention to never break save games unless absolutely necessary. If there's ever a time when I need to make a change that breaks existing saves, I'll post a warning announcement. Feel free to reach out if you experience difficulty loading old files!
1 comments Read more

February 1

Update 4: Altars, item limits, and blue grass

Changelog for the latest update (February 1, 2019):

  • Altars should now be fully functional. To link an altar to a deity, you must tribute a specific set of 3 items. Ancient stone tablets with tribute hints can be found underground.
  • If you have a priest, they should automatically pray at a linked altar. Over time this will generate faith orbs, which can be traded for divine favors to help your colony. There are currently three deities, which each offer different favors.
  • Added item limits for crafting stations. Instead of a simple checkbox for enabling/disabling recipes, you can now set limits for how many of each item should be stockpiled.
  • Added ability to delete save files.
  • Added new crop: bluegrass. Requires seeds, which can be found underground or by trading with other settlements.
  • The temperature system should now work a little bit better. Still tinkering with it, and it's still not as easy to control temperature as I'd like, so things will likely change in the future.
  • Added a couple of new decorative building blocks: greenwood and bluestone. Bluestone increases the rate at which faith orbs are earned at altars.
  • Added cooling flame: an object that can be built to lower the temperature of nearby tiles.
  • Added background walls in 3d build mode. When placing blocks, you can position the mouse over the background to place background tiles. These background tiles do not cost resources to build.
  • Right-clicking will exit structures mode. This means that dwarves must manually disassemble walls, instead of right-clicking to remove them.

  • Fixed alpha transparency for weather and temperature tilemaps.
  • Fixed issue related to digging the block beneath an object that required a foundation. If the object was still under construction, dwarves would constantly haul materials to an empty tile.
  • When switching between structure modes (2d and 3d), the type of block you're building should now stay the same (instead of resetting to the default wood wall)
  • When dwarves take damage, this shouldn't interrupt their current job.
  • Fixed issue where dwarves would do nothing when diagonally adjacent to enemies.
  • Fixed one of the issues where multiple dwarves would try to use the same bed.
  • Fixed save/load for tombs -- old tombs might need to be replaced.
  • Volume settings should save/load correctly.
  • Fixed issue where saplings would get restored as generic objects and would therefore not grow.
  • Fixed bug where dwarves would route to far-away stockpiles to fetch food when they were hungry.

A couple of people have reported issues of miners idling even when there's work to do; if you experience this bug (or any other progress-blocking bugs) please feel free to send your save game to pixelmeal.games@gmail.com and I'll take a look. Saves are located in C:\Users\<your username>\AppData\LocalLow\Pixelmeal Games\Undholm

Thanks for your continued support!
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About This Game

Undholm is a dwarfish colony sim inspired by games like Rimworld, Banished, and Dwarf Fortress, with an emphasis on playing how you want to play. There are many paths to building a successful colony. Build a walled-off mining base and dig underground; construct a military camp and raid other colonies for supplies; recruit lots of cooks and trade cakes to survive. While this project is still in (very) early access, I'd like to add as many ways to succeed as possible. The ultimate goal is a game where players feel free to experiment with different strategies and adjust their bases to fit the ever-changing world around them.

System Requirements

    • OS: Windows XP
    • Processor: Core 2 Duo
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 3000 with 384 MB of RAM
    • Storage: 500 MB available space

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