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Hairy Little Buggers is Gold! :)


Today, Hairy Little Buggers is a game. A hairy game. A little game. But a game we love. Weve been in early access nearly two years. There are a few bugs to patch & some encounters to balance, but the game is a full game, at this point, not an Early Access prototype. So we feel that going Gold is the correct thing to do. Well keep updating it, releasing bug patches as needed. But as for the game, its done. Its filled with adorable dwarven babies, cute animations, goblin-smashing combat & 10-15 hours of incredibly, brutally, soul-crushingly hard Dwarven city simulation. Anyway, we have plans for updates, including balance tweaks, new achievements, new challenge levels, etc. But for now, the core game is done. Thanks to everyone whos bought the game in Early Access & supported us on this 2-year journey. <3 - Michael & Elliot Im pretty sure no one but me is ever going to retrieve the Arkenstones in all the challenge modes. :) - Michael


[ 2017-06-23 17:56:31 CET ] [ Original post ]

Hairy Little Buggers is Gold! :)


Today, Hairy Little Buggers is a game. A hairy game. A little game. But a game we love. We’ve been in early access nearly two years. There are a few bugs to patch & some encounters to balance, but the game is a full game, at this point, not an Early Access prototype. So we feel that going Gold is the correct thing to do. We’ll keep updating it, releasing bug patches as needed. But as for the game, it’s done. It’s filled with adorable dwarven babies, cute animations, goblin-smashing combat & 10-15 hours of incredibly, brutally, soul-crushingly hard Dwarven city simulation. Anyway, we have plans for updates, including balance tweaks, new achievements, new challenge levels, etc. But for now, the core game is done. Thanks to everyone who’s bought the game in Early Access & supported us on this 2-year journey. <3 - Michael & Elliot I’m pretty sure no one but me is ever going to retrieve the Arkenstones in all the challenge modes. :) - Michael


[ 2017-06-23 17:56:31 CET ] [ Original post ]

v0.57.3 Patch Notes

Hello Folks, another patch going live today. Changes include:

  • Janitors now prioritize poop over dirt (should help with managing early plagues)
  • Dirt piles now prevent rooms from operating
  • More helpful menu descriptions for various objects and rooms
  • Minor bug fixes
Until next time, send feedback/bug reports/abuse to hello@queenunderthemountain.com Cheerio, -Elliot


[ 2017-05-12 23:18:47 CET ] [ Original post ]

v0.57.3 Patch Notes

Hello Folks, another patch going live today. Changes include:

  • Janitors now prioritize poop over dirt (should help with managing early plagues)
  • Dirt piles now prevent rooms from operating
  • More helpful menu descriptions for various objects and rooms
  • Minor bug fixes
Until next time, send feedback/bug reports/abuse to hello@queenunderthemountain.com Cheerio, -Elliot


[ 2017-05-12 23:18:47 CET ] [ Original post ]

Update #32

Hello All, Just a couple of minor changes in this update:

  • Dwarven Forest has been made easier
  • New map, "Fort on the Borderlands"
  • Alerts when enemy attacks occur
  • Stockpiles made more efficient
  • Fixed some problems with loading save games with surface waves
  • Minor interface changes: text displays when game is paused, display combat strength of units, similar small things
As always, let us know about problems or suggestions on the steam forum or by email at hello@queenunderthemountain.com. That's all for now! Toodles, -Elliot


[ 2017-05-04 23:14:24 CET ] [ Original post ]

Update #32

Hello All, Just a couple of minor changes in this update:

  • Dwarven Forest has been made easier
  • New map, "Fort on the Borderlands"
  • Alerts when enemy attacks occur
  • Stockpiles made more efficient
  • Fixed some problems with loading save games with surface waves
  • Minor interface changes: text displays when game is paused, display combat strength of units, similar small things
As always, let us know about problems or suggestions on the steam forum or by email at hello@queenunderthemountain.com. That's all for now! Toodles, -Elliot


[ 2017-05-04 23:13:30 CET ] [ Original post ]

Name change & a new trailer!


Queen Under The Mountain will now be known as: Hairy Little Buggers We feel that this name change makes it more clear what the game is, rather than what it was when it started in Early Access, over a year ago. We still have a bunch of stuff to fix, before we leave Early Access, but the new adult humor, and the age gate/warning screen/trailer that allows that to be in the game, is a major step forward. There is also a new trailer, which I, personally, just love. Check it out! NSFW Trailer PG Trailer - Michael


[ 2017-04-06 19:56:42 CET ] [ Original post ]

Name change a new trailer!


Queen Under The Mountain will now be known as: Hairy Little Buggers We feel that this name change makes it more clear what the game is, rather than what it was when it started in Early Access, over a year ago. We still have a bunch of stuff to fix, before we leave Early Access, but the new adult humor, and the age gate/warning screen/trailer that allows that to be in the game, is a major step forward. There is also a new trailer, which I, personally, just love. Check it out! NSFW Trailer PG Trailer - Michael


[ 2017-04-06 19:56:42 CET ] [ Original post ]

Changing the name of the game

Hey all, As Queen Under The Mountain has changed over the past year of early access, the vibe of the game has changed. Such is early access! :) So, in order to better represent what the game is to gamers, and to make sure that people buying the game have a good idea of what they're getting into, we're going to change the name of the game. We'll be changing it (in 2 weeks) from Queen Under The Mountain, to Hairy Little Buggers We have a new trailer which we'll unveil at some point soon, that also better highlights what the game is. - Michael


[ 2017-03-13 17:58:02 CET ] [ Original post ]

Changing the name of the game

Hey all, As Queen Under The Mountain has changed over the past year of early access, the vibe of the game has changed. Such is early access! :) So, in order to better represent what the game is to gamers, and to make sure that people buying the game have a good idea of what they're getting into, we're going to change the name of the game. We'll be changing it (in 2 weeks) from Queen Under The Mountain, to Hairy Little Buggers We have a new trailer which we'll unveil at some point soon, that also better highlights what the game is. - Michael


[ 2017-03-13 17:58:02 CET ] [ Original post ]

Update #31

[img=https://s3.amazonaws.com/qutmmisc/SexAndPooping.gif] Update #31 The end-of-the-month Update is here! Weve added Sex, Pooping & Toilets, The Plague, Jewels & the Jeweller, Sex: Reproduction now requires that any two dwarves have sex. If PG mode is on, they will simply kiss each other, but if its off, theyll do it in several different positions, while moaning various dirty things. Pooping & Toilets, Sickness & the Plague: Dwarves poop. They prefer to walk to the nearest toilet & use that, but if there isnt one available, theyll poop on the floor. Stone toilets can now be built in the Privy rooms, which should be scattered across your fortress to create easy access for colon-laden dwarves. Poop lying around on the floor adds to the Sickness variable. If it gets over 100, there will be an outbreak of the plague. This will kill 20 percentage of your dwarves. Treasure swap-out: Weve swapped out all the goblin treasure with giant gemstones! Weve also added the Jeweller & the Bijouterie, along with several different levels of Gems mounted with Gold & Marble. This gives the treasure system more depth than simply capturing Goblin Treasure. Nunnery: Reaching the 3rd age now requires building a Nunnery & promoting 3 nuns. Changes: - Revamped the Options menu to include individual volume bars & a PG mode. - Babies growing up now play an animation (They rip off their diaper & stand up) - Treasure, Goblin Treasure has been replaced with Giant Gemstones. - Craftdwarves no longer carry objects that arent meant for their room. - More sliding bugs fixed. Dwarves are less likely to slide around on their butts. - Gold Ore & Gold Bars, Marble Ore & Marble Blocks are back in. Gold Bars are made by the smelter, and Marble Blocks are made by the Stonecutter. - Lots of new sound effects this month! - Buttons on the launcher are now sliced correctly. They dont look stretched. - Save system improved, several bugs fixed. Coming up: Next month, we have a new trailer & some title changes. We also still want to play with adding food, farming, hunger,and new things in that vein. Wed also love add more achievements! Cheerio! - Michael Todd & Elliot Snow-Kropla


[ 2017-02-21 20:07:30 CET ] [ Original post ]

Update #31

[img=https://s3.amazonaws.com/qutmmisc/SexAndPooping.gif] Update #31 The end-of-the-month Update is here! We’ve added Sex, Pooping & Toilets, The Plague, Jewels & the Jeweller, Sex: Reproduction now requires that any two dwarves have sex. If PG mode is on, they will simply kiss each other, but if it’s off, they’ll do it in several different positions, while moaning various dirty things. Pooping & Toilets, Sickness & the Plague: Dwarves poop. They prefer to walk to the nearest toilet & use that, but if there isn’t one available, they’ll poop on the floor. Stone toilets can now be built in the Privy rooms, which should be scattered across your fortress to create easy access for colon-laden dwarves. Poop lying around on the floor adds to the Sickness variable. If it gets over 100, there will be an outbreak of the plague. This will kill 20 percentage of your dwarves. Treasure swap-out: We’ve swapped out all the goblin treasure with giant gemstones! We’ve also added the Jeweller & the Bijouterie, along with several different levels of Gems mounted with Gold & Marble. This gives the treasure system more depth than simply capturing Goblin Treasure. Nunnery: Reaching the 3rd age now requires building a Nunnery & promoting 3 nuns. Changes: - Revamped the Options menu to include individual volume bars & a PG mode. - Babies growing up now play an animation (They rip off their diaper & stand up) - Treasure, Goblin Treasure has been replaced with Giant Gemstones. - Craftdwarves no longer carry objects that aren’t meant for their room. - More sliding bugs fixed. Dwarves are less likely to slide around on their butts. - Gold Ore & Gold Bars, Marble Ore & Marble Blocks are back in. Gold Bars are made by the smelter, and Marble Blocks are made by the Stonecutter. - Lots of new sound effects this month! - Buttons on the launcher are now sliced correctly. They don’t look stretched. - Save system improved, several bugs fixed. Coming up: Next month, we have a new trailer & some title changes. We also still want to play with adding food, farming, hunger,and new things in that vein. We’d also love add more achievements! Cheerio! - Michael Todd & Elliot Snow-Kropla


[ 2017-02-21 20:07:30 CET ] [ Original post ]

Update #30


Update #30 The end-of-the-month update is here! We’ve added 2 new maps & fixed a bunch of bugs, including the Itchy Butt Bug. New level: Nordberg Nordberg is a snowy winter map, with Snow-Covered Trees, which can be chopped down to create logs, but can’t be replanted with saplings. You’ll have to dig down & find underground springs to have a renewable wood source. This level has both Goblins & Demons, who attack in ever-increasing waves. It also features a huge amount of undiggable rock, making this level twisted & hard to layout your fortress around. I love undiggable rock, so this is my new favorite level (-Michael) New level: Ördög-árok Ördög-árok is an ash-covered wasteland, filled with blasted rocks & lava pools. This map centers around the Demons, who attack you after 2000 seconds. You’ll have to tech all the way up to Knights in order to defeat them. Very little lumber in this map, so you’ll have to dig down & find the underground springs to build wooden objects. Bug fixes: - Knights stuff cost steel properly. This increases their cost effectively, as your new steel pipeline will have to bear the full burden of the Knight’s cost. - Huscarle’s don’t require cloth anymore. This makes them accessible early in Age 2, which makes them faster to deploy. - Dwarves sliding around on their butts is mostly fixed. Although I’m sure there are still a few dwarves with itchy butts. - Blacksmiths now build all their objects while standing correctly near their anvils. - ‘Center’ switched to ‘Centre’ - Forge with Iron Ore on top of it, doesn’t flicker anymore. - Dead Trees are now harvestable to create logs, but can’t be replanted with saplings. Coming up: Next month, we want to focus on a lot of bugs & polishing. We have a long list of things that should be polished up, from the launcher menu to sound effects. As for new features, we’ve been playing with a hunger/starvation system & a few new rooms. Should be good fun! :) Best wishes! - Michael Todd & Elliot Snow-Kropla


[ 2017-01-30 20:42:37 CET ] [ Original post ]

Update #30


Update #30 The end-of-the-month update is here! Weve added 2 new maps & fixed a bunch of bugs, including the Itchy Butt Bug. New level: Nordberg Nordberg is a snowy winter map, with Snow-Covered Trees, which can be chopped down to create logs, but cant be replanted with saplings. Youll have to dig down & find underground springs to have a renewable wood source. This level has both Goblins & Demons, who attack in ever-increasing waves. It also features a huge amount of undiggable rock, making this level twisted & hard to layout your fortress around. I love undiggable rock, so this is my new favorite level (-Michael) New level: rdg-rok rdg-rok is an ash-covered wasteland, filled with blasted rocks & lava pools. This map centers around the Demons, who attack you after 2000 seconds. Youll have to tech all the way up to Knights in order to defeat them. Very little lumber in this map, so youll have to dig down & find the underground springs to build wooden objects. Bug fixes: - Knights stuff cost steel properly. This increases their cost effectively, as your new steel pipeline will have to bear the full burden of the Knights cost. - Huscarles dont require cloth anymore. This makes them accessible early in Age 2, which makes them faster to deploy. - Dwarves sliding around on their butts is mostly fixed. Although Im sure there are still a few dwarves with itchy butts. - Blacksmiths now build all their objects while standing correctly near their anvils. - Center switched to Centre - Forge with Iron Ore on top of it, doesnt flicker anymore. - Dead Trees are now harvestable to create logs, but cant be replanted with saplings. Coming up: Next month, we want to focus on a lot of bugs & polishing. We have a long list of things that should be polished up, from the launcher menu to sound effects. As for new features, weve been playing with a hunger/starvation system & a few new rooms. Should be good fun! :) Best wishes! - Michael Todd & Elliot Snow-Kropla


[ 2017-01-30 20:41:40 CET ] [ Original post ]

Update #29


Update #29 A brand new update is here! Weve introduced a new mechanic, a new monster, a few new rooms and a new level! The Update: Weve added the Greed mechanic. In some levels, Dwarves are greedy. Their greed slowly increases, and when its higher than the amount of treasure you have, they suffer from Gold Lust; They stop what theyre doing & think about treasure. But if you can capture treasure, and put it in your Treasuries (a new room type), this will satisfy the Dwarves ever-growing lust for gold, at least for a while. :) New level: Koboldvr Koboldvr is a level all about the Greed/Treasure mechanic. The map has tons of caves, filled with monsters & treasure. Dig down to the very bottom level & dig out the Arkenstone to win the level, but beware! This time, its guarded by Demons. New monster: Demon This new monster is very strong. Only Knights have a chance to defeat them. Make sure to tech all the way to the 3rd age, before fighting Demons. Other changes: We removed the old crappy feasting system & now you build Rooms to upgrade to the new age. Weve added the Hall of Ancestors & the Library, which tech you up to the 2nd & 3rd Ages, respectively. Happy holidays! Dont forget to buy waaaay too many steam games in the upcoming sales! - Michael & Elliot


[ 2016-12-16 19:06:46 CET ] [ Original post ]

Update #29


Update #29 A brand new update is here! We’ve introduced a new mechanic, a new monster, a few new rooms and a new level! The Update: We’ve added the Greed mechanic. In some levels, Dwarves are greedy. Their greed slowly increases, and when it’s higher than the amount of treasure you have, they suffer from Gold Lust; They stop what they’re doing & think about treasure. But if you can capture treasure, and put it in your Treasuries (a new room type), this will satisfy the Dwarves ever-growing lust for gold, at least for a while. :) New level: Koboldvár Koboldvár is a level all about the Greed/Treasure mechanic. The map has tons of caves, filled with monsters & treasure. Dig down to the very bottom level & dig out the Arkenstone to win the level, but beware! This time, it’s guarded by Demons. New monster: Demon This new monster is very strong. Only Knights have a chance to defeat them. Make sure to tech all the way to the 3rd age, before fighting Demons. Other changes: We removed the old crappy feasting system & now you build Rooms to upgrade to the new age. We’ve added the Hall of Ancestors & the Library, which tech you up to the 2nd & 3rd Ages, respectively. Happy holidays! Don’t forget to buy waaaay too many steam games in the upcoming sales! - Michael & Elliot


[ 2016-12-16 19:06:46 CET ] [ Original post ]

Update #28


Queen Under The Mountain


Update #28 - Nov 16th 2016


And we’re back! There is a *huge* update for QUTM, out now! Also, a price drop to $14.99 USD! The Update: We’ve spent nearly six months working on this one (weekends & evenings, around contract work & other jobs). We’ve revamped the underlying gameplay, rewritten how Dwarves handle jobs (they can now drop a job half-way through & do something that is more urgent), and just a bunch of polish for art, We also cut a bunch of stuff. We edited out a bunch of cruft, so the core game is fun, hard and interesting to play. We’ll add stuff back as we design interesting ways to use it. The Price Drop: Through the process of Early Access we decided that the price of $14.99 USD better fit the game. So, thanks to your feedback, we’ve lowered the price. If you have already bought the game, then you’ve been given the Early Supporter title in the game, and will get a free copy of the Deluxe Edition when we make it (which will include the soundtrack, art, dwarven sex animations & a bunch of cool things). Road map to the FUTURE: - Monthly updates. This should give us enough time to make really cool things. - Levels. We’re aiming for 10 levels, each of which is about an hour of gameplay. - Random play. We really want to combine the key features of the each of the levels, into a large random map generator. Back at the start of 2016, we had to do contract work to keep the studio lights burning. But now we’re back! We’ve got a little office in the west end of Toronto, & we’re chomping at the bit to make new stuff! :) - Michael & Elliot


[ 2016-11-16 19:37:41 CET ] [ Original post ]

Update #28


Queen Under The Mountain


Update #28 - Nov 16th 2016


And were back! There is a *huge* update for QUTM, out now! Also, a price drop to $14.99 USD! The Update: Weve spent nearly six months working on this one (weekends & evenings, around contract work & other jobs). Weve revamped the underlying gameplay, rewritten how Dwarves handle jobs (they can now drop a job half-way through & do something that is more urgent), and just a bunch of polish for art, We also cut a bunch of stuff. We edited out a bunch of cruft, so the core game is fun, hard and interesting to play. Well add stuff back as we design interesting ways to use it. The Price Drop: Through the process of Early Access we decided that the price of $14.99 USD better fit the game. So, thanks to your feedback, weve lowered the price. If you have already bought the game, then youve been given the Early Supporter title in the game, and will get a free copy of the Deluxe Edition when we make it (which will include the soundtrack, art, dwarven sex animations & a bunch of cool things). Road map to the FUTURE: - Monthly updates. This should give us enough time to make really cool things. - Levels. Were aiming for 10 levels, each of which is about an hour of gameplay. - Random play. We really want to combine the key features of the each of the levels, into a large random map generator. Back at the start of 2016, we had to do contract work to keep the studio lights burning. But now were back! Weve got a little office in the west end of Toronto, & were chomping at the bit to make new stuff! :) - Michael & Elliot


[ 2016-11-16 19:36:46 CET ] [ Original post ]

Weekly Update #27!

Greetings and Salutations! Today marks the last of our weekly updates. Mike and I've talked it over, and we think we've got close enough to gold that's it's time to go head down and push for it. After twenty seven (!) weeks of updates, we've got a small backlog of features that really need more time and care put into them then a weekly update schedule allows. There still might be an update here or there before the gold launch, but we'll have to see if there are any nice bite size chunks for us to present to you fine folks. Without further ado, here is the list of new content:

  • Random level generation! No more will the placement of goblin caves be the same every game. The procedural cave placement system is actually pretty cool, we'll have lots of cool caves in the future. Also caves fully moddable, as usual.
  • Expanded happiness system: now dwarrow can be made unhappy by standing on unpleasant things; things like poop, blood, or Hawthorn Guernseys.
  • Expanded happiness system part deux: your colony's overall happiness can now be affected by public works, not just luxuries in individual homes
  • Undiggable rocks now automatch, also redrawn to be visible in darkness
  • Can no longer dig into undiggable rock from above or below
  • Minor fixes and game balance tweaks
You know what we crave, in our heart of hearts; delicious, delicious bug reports! Send 'em in, along with limericks, poems, silly songs and all other feedback to hello@queenunderthemountain.com Toodle Pip, -Elliot


[ 2016-03-31 23:39:39 CET ] [ Original post ]

Weekly Update #27!

Greetings and Salutations! Today marks the last of our weekly updates. Mike and I've talked it over, and we think we've got close enough to gold that's it's time to go head down and push for it. After twenty seven (!) weeks of updates, we've got a small backlog of features that really need more time and care put into them then a weekly update schedule allows. There still might be an update here or there before the gold launch, but we'll have to see if there are any nice bite size chunks for us to present to you fine folks. Without further ado, here is the list of new content:

  • Random level generation! No more will the placement of goblin caves be the same every game. The procedural cave placement system is actually pretty cool, we'll have lots of cool caves in the future. Also caves fully moddable, as usual.
  • Expanded happiness system: now dwarrow can be made unhappy by standing on unpleasant things; things like poop, blood, or Hawthorn Guernseys.
  • Expanded happiness system part deux: your colony's overall happiness can now be affected by public works, not just luxuries in individual homes
  • Undiggable rocks now automatch, also redrawn to be visible in darkness
  • Can no longer dig into undiggable rock from above or below
  • Minor fixes and game balance tweaks
You know what we crave, in our heart of hearts; delicious, delicious bug reports! Send 'em in, along with limericks, poems, silly songs and all other feedback to hello@queenunderthemountain.com Toodle Pip, -Elliot


[ 2016-03-31 23:39:39 CET ] [ Original post ]

Weekly Update #26!

Another week, another update for jolly old hashtag qutm. This week is fixing bugs and tweaking animations, as well as fixing up the alignment of carpets which ended up requiring a healthy amount of rewriting the object animation system (!). We should be back to your regularly scheduled new dwarrow and objects next week. Toodle pip, -Elliot


[ 2016-03-19 19:16:41 CET ] [ Original post ]

Weekly Update #26!

Another week, another update for jolly old hashtag qutm. This week is fixing bugs and tweaking animations, as well as fixing up the alignment of carpets which ended up requiring a healthy amount of rewriting the object animation system (!). We should be back to your regularly scheduled new dwarrow and objects next week. Toodle pip, -Elliot


[ 2016-03-19 19:16:25 CET ] [ Original post ]

STEAM CARDS!

Steam cards, backgrounds and emoticons are now live on steam! Enjoy all the queen under the mountainy goodness, and we'll see you next week! -Elliot


[ 2016-03-15 20:14:19 CET ] [ Original post ]

Weekly Update #24!

Hello! This week's update is a special one; we've got the first new art from Christina! She's the newest addition to the team. She actually knows how to art things, which is a serious improvement from before. This week's update includes:

  • Room icons for every room!
  • Farm indigo to dye cloth
  • Use fancy new dyed cloth to attract nobles
  • Animation and bug fixes galore
As usual, send feedback and bug reports to hello@queenunderthemountain.com Toodle pip, -Elliot


[ 2016-03-04 23:03:27 CET ] [ Original post ]

Weekly Update #23!

Hello everybody! This week we've tied in happiness to the building system, so some things require your dwarrow to reach a certain level of happiness before you can build them. We've also pushed the OSX version live! So if you manage to find something that doesn't work in the Mac version that we missed, be sure to drop us a line. Until next week, -Elliot


[ 2016-02-29 02:58:33 CET ] [ Original post ]

Weekly Update #22!

Hello out there! This week we've got the usual content and bug fixes to show you: a new tech feast, the Patron of the Arts, which allows you to recruit artists and commission them to make tapestries and other art objects. We've also fixed a couple of long standing bugs, including dwarrow sleeping with their heads at the foot of the bed (who does that???) and the carpenter magically disappearing when everyone else is quaffing beer at a feast. As is our wont, we include for your amusement the usual array of minor fixes and tweaks. Send us your death threats, hate mail, fan mail, fan threats (?), bug reports and suggestions at hello@queenunderthemountain.com Until our next meeting, -Elliot


[ 2016-02-22 21:23:18 CET ] [ Original post ]

Weekly Update #21!

Hello all! This week's update is a bit meatier than we've seen in recent weeks. I'd say it's Unity 5 paying off, but I don't think any of the new stuff is directly related. We've got:

  • A proper party for feasts! Now when you arrange a feast, your dwarrow will eat, drink and make merry in the Great Hall
  • The dirty dishes have been redrawn to be all sexy, and the cook now washes them in the dishtub
  • One of our longest standing bugs, dwarrow facing away from their work benches sometimes, has been vanquished. You really don't want to know how stupidly simple the fix ended up being :
  • Small fixes not worth mentioning
As is our custom, direct abuse/feedback/slash fic to hello@queenunderthemountain.com Toodle Pip, -Elliot


[ 2016-02-13 21:59:30 CET ] [ Original post ]

Weekly Update #20!

Greetings and Salutations! QUTM has been updated to Unity 5! If everything went as planned, there shouldn't be any visible changes for you, dear users. Downside, this week's update doesn't have any new content to play with (boo!). Upside, easier for us to work. So expect a *mumble* percent increase in content each week from our enhanced productivity. Bug reports, suggestions, death threats to hello@queenunderthemountain.com as is the fashion Toodles, -Elliot


[ 2016-02-05 20:26:53 CET ] [ Original post ]

Weekly Update #19!

Wat ho, my chums. This week I've gone through and added happiness stats to most of the objects, so building comfy bedrooms will make your dwarrow happier. The tutorial has also been updated to take into account the new happiness system. Also the interface has been tweaked to display happiness values in a couple of places, along with the usual bevy of minor bug fixes and stat tweaks. Until our next meeting, -Elliot


[ 2016-01-29 22:36:48 CET ] [ Original post ]

Weekly Update #18!

Hello again! It's time for another weekly qutm update. This week we've started adding the happiness system. When fully implemented this will have pretty wide ranging effects on your dwarrow, but for now you'll have to keep your fortress's happiness up in order to attract new migrants. As usual a minor bevy of bug fixes is included, complements of the house. Toodles, -Elliot


[ 2016-01-23 04:52:11 CET ] [ Original post ]

Weekly Update #17!

Hello all! Another week, another update. This week's steaming fresh content includes the (re?)addition of the nobility, along with fancy-pants noble living quarters, some nicer looking AI for when new dwarrow arrive, and a new achievement. As always, send reviews, feedback, bug reports and dick pics to hello@queenunderthemountain.com Toodle pip, -Elliot


[ 2016-01-17 19:46:31 CET ] [ Original post ]

Weekly Update #16!

What ho! Just a little smidge of an update this week. In this update, we've expanded immigration to include middle class dwarrow. Now your dwarrow are snobs and basic plebian types cannot promote themselves all the way to Queen; you'll need to import burghers and nobles. Also included are the usual bevy of minor bug fixes. Toodle Pip, -Elliot


[ 2016-01-10 19:30:34 CET ] [ Original post ]

Weekly Update #15

It's time for the first update of 2016! After a nice Christmas break, we're back and adding new stuff. In this update, we've added immigration of new dwarves to your fortress! (provided you have sufficient room). As part of this change, you can no longer buy dwarrow straight up for gold. For now your population will have to grow by attracting new members to your colony; soon, we'll implement natural population increase (*suggestive eyebrows*), featuring depraved animations. As usual, numerous bug fixes, most visibly problems with tutorial segments repeating themselves. Toodles, -Elliot


[ 2016-01-04 07:26:31 CET ] [ Original post ]

Weekly Update #14!

Greetings and Salutations! This week's update is live, which includes: Features! - Add autobuild flag, which allows objects to build themselves (feasts use this now) - Add Merge string attribute, which allows objects to amalgamate themselves (poop piles use this) - Add pooping! If you build toilets, your dwarrow will avail themselves of them! Bug Fixes! - Fix map editor mode not switching off when returning to main menu - Fix some save problems related to overlarge save files - Fix Knights and Militia not rallying - Fix some unlocking problems related to returning to the main menu See you all next week! -Elliot


[ 2015-12-21 00:55:33 CET ] [ Original post ]

Weekly Update #13!

Greetings and Salutations! This week's update is live, which includes: - User created maps are playable from the main menu without having to go mucking through the game folder, so the map editor is much more user friendly - Fixed items becoming locked after loading a save game - Food objects now creates dirty dishes after a feast, necessitating cleanup - Minor tweaks and bug fixes See you all next week! -Elliot


[ 2015-12-12 22:53:11 CET ] [ Original post ]

Update #13

Hey guys, just a quick note to say that this week's update is going to be delayed until tomorrow; some of our last minute bug testing revealed some stuff that we're going to have to clean up. Don't worry, it'll be worth it in the end. -Elliot


[ 2015-12-11 22:25:00 CET ] [ Original post ]

Weekly Update #12: Bug Fixes and Level Editor

Another week, another update (mostly cooking behind the scenes). This week's update mostly consists of bug fixes, including: - Fixed several bugs that caused dwarrow to becomes brain-dead and stop doing things (annoying bugs, to say the least!) - Numerous minor interface bugs, with text in wrong places - Fixed feasts not displaying their costs (!!!), which made it rather hard to plan your teching up :P Also, we're proud to announce the map editor! It's not quite ship-shape and Bristol fashion yet, but you can fire it up and add or subtract stuff from the default level. In the coming days (tomorrow? maybe!) we'll be expanding it's functionality, adding more interface support (right now you've got to rename files in the game folder to load in new levels), and eventually working in Steam Workshop integration. As always, hit us up with feedback and bug reports at hello@queenunderthemountain.com. Until next time, - Elliot


[ 2015-12-05 05:21:03 CET ] [ Original post ]

Weekly Update #11: Inglorious bastards


Hello folks! This week is an update with bug fixing, interface changes and a new tutorial. - Michael Full details here!


[ 2015-11-28 02:37:36 CET ] [ Original post ]

Weekly Update #10: The Rally! Command

Hello all! [img=https://s3.amazonaws.com/qutmmisc/IntRallyCall.gif] This weeks update is mostly bug fixing and content cleanup, but also included is the Rally! command, which allows you to direct your military dwarrow toward a specific point. No more will your poor weavers be melted into toxic goo because your soldiers were hanging out on the wrong side of your fortress when the scorpions attacked! For the full update page, see here Cheerio, -Elliot


[ 2015-11-21 03:38:54 CET ] [ Original post ]

Queen Under The Mountain
Michael Todd Games Developer
Michael Todd Games Publisher
2017-06-23 Release
Game News Posts: 39
🎹🖱️Keyboard + Mouse
Mixed (17 reviews)
The Game includes VR Support
Public Linux Depots:
  • Queen Under The Mountain Depot - Linux [103.05 M]

Welcome, to the Kingdom of the Dwarves! ...or, well, what will become the Kingdom of the Dwarves. We haven’t built it yet!

Someday, this will be a glorious fortress, containing hundreds of dwarves. The clash of swords from the training barracks, hammers clanging on anvils in the smithy, the sounds of the bustling marketplaces, the ruckus of feasting from the Great Hall.

But for now, we must survive the first night! Dig a small cave, settle in & construct a few basic workshops. Recruit & arm some militia, to protect us from the creatures that may attack in the night.

Then, tomorrow, we shall begin! We’ll dig tunnels, plant crops, setup supply-lines & resource stockpiles. We shall build an Empire!

MINIMAL SETUP
  • OS: glibc 2.15+. 32/64-bit.
  • Processor: Intel Core i3 M380Memory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.0+
  • Storage: 100 MB available space