Halloween Mode
Glistenveld is getting spooky once again with Halloween Mode enabled (until Nov. 10th)! In Halloween Mode, you will experience the following changes to the game: [olist]
Patch Notes
The big stuff:
[olist]
The small stuff: [olist]
Fix for resting spiders causing issues for the pathfinder (most noticeable in the endgame). Fix for tabbing through buildings ignoring which team the buildings belonged to.
In celebration of the Steam Summer Sale, we are announcing giveaways as well as exciting new updates for The Dwarves of Glistenveld! We're giving away up to 8 steam keys today!
Your chance to win a steam key:
via Instagram
Follow us on Instagram, then go over to our Livestream announcement and tag 3 friends!
via Discord
Join our Discord and post: 'for Glistenborg!' in #game-chat! For an additional chance to win:
- Post a dwarvish name (first & last name) worthy of adding to the game in #ideas-suggestions
- Post an idea for a cool new building or mechanic to add to the game in #ideas-suggestions
- Post your own created artwork of a Dwarf in #art-screenshots
- Play the demo and post a screenshot of a fun moment you had in #art-screenshots
Fellow dwarves! We've received reports that goblins have started building palisade walls around their bases! To combat this, we'll be sending over new schematics to equip your Warriors with new chainmail armour!
Livestream Tomorrow:
By the way, we're livestreaming tomorrow (Friday 28th June) at 7pm GMT / 3pm EST, to announce steam key giveaways and exciting new updates for The Dwarves of Glistenveld! Hit the follow button over at twitch.tv/NyskoGames, or join our Discord if you don't want to miss it!
The big stuff:
[olist]
The small stuff: [olist]
Fellow Dwarves! A new exciting technology 'Runestones' as well as manned ballistas, and a myriad of bug-fixes come with this year's Easter patch!
Easter Mode
In Easter Mode, you will experience the following changes to the game: [olist]
The big stuff:
[olist]
Fellow Dwarves! Glistenveld is getting wintery as Christmas Mode is enabled (until Jan. 7th)!
Patch Notes
Christmas Mode
In Christmas Mode, you will experience the following changes to the game: [olist]
The big stuff:
[olist]
The small stuff: [olist]
Fellow Dwarves! We've worked out how to utilise a Map Table! Dwarves can now catalogue their sightings on the minimap for you!
Patch Notes
The big stuff:
[olist]
The small stuff: [olist]
Hot-fix for linux builds not being able to run the game. Should be working now!
Fellow Dwarves, it's here! We've been working tirelessly to deliver this update, and now proudly present the long-awaited: Chapter 2!
As mentioned in our previous announcement, the release of Chapter 2 unlocks the next 6 levels of the Campaign, which take you to the mysterious underground Ruins of Heckler! A new region unlocks for Skirmish Mode, as well as a myriad of final improvements to the user interface, AI, quality of life and performance! For more details see the patch notes below.
Also, if you want a summary of everything that's changed since The Dwarves of Glistenveld first released in Early Access, we wrote about that in our previous announcement: https://store.steampowered.com/news/app/805520/view/7132068756348695686
Now without further ado, let's look at what's changed since the last patch:
Patch Notes
The big stuff:
[olist]
Halloween Mode
[olist]
So what's next?
Onward to Chapter 3! Does this mean we're done with working on Chapter 2? While we need to keep moving forward with the content we produce, we will continue to refine and improve as we go along. Sharing your feedback and experience will help guide us with any revisions that need to be made to existing content! We'll also be working on the learning and on-boarding experience of the game, and trying to better streamline it. We're going to continue working on visibility and create an internal plan for producing Chapter 3's content and release in good time. That's all for this update. As always, feel free to give us your thoughts and feedback, we read it all even if we don't reply! Until next time, stay safe out there, and we hope you enjoy the new chapter!
It has been a long wait, but it's finally here! We will be releasing Chapter 2 on October 13th at 13:00 UTC!
What's coming with the Chapter 2 update?
The release of Chapter 2 unlocks the next 6 levels of the Campaign, which take you to the mysterious underground Ruins of Heckler! A new region unlocks for Skirmish Mode as well as a myriad of final improvements to make this the most robust patch to date!
We are putting The Dwarves of Glistenveld on sale for 2 weeks starting on the 13th (the day of the Chapter 2 launch), as well as releasing a demo for the first time. Our goal here is to try to get more visibility for the game.
What else has changed since the first release?
To prove to everyone including ourselves that we haven't been sitting around idly all this time , we're going to look at the more significant changes that have come since the game entered Early Access:
Campaign (Chapter 1)
The introduction level in the campaign was first introduced in Patch 12 (Oct '20), and is an important addition because it bridges the gap between the backstory (introduced by the first cutscene) and when you arrive in Fisher's Cove. Windy Rivers saw an overhaul, which was a level originally released with little purpose. The other levels have also seen many improvements through development, based on player feedback and our own testing, with Bridge-it Lake topping the list at 53 revisions!
Technology Tree
Originally the tech tree was less of a tree and more of a list...
Now we have multiple tiers with currently 15 techs to unlock, and the promise of many more! With this comes the many new buildings that can boost your defences or economy, or beautify your bases! The aim by the final chapter (if all goes well) is to have 4 tiers and at least 30 techs!
Greater Player Choice
Originally dwarves received random abilities, but we quickly realised that players should be able to choose them! The ability selection UI has been around ever since Patch 6! Dwarf abilities have gone through many revisions, some were replaced while others were buffed and balanced.
Patch 12 saw the introduction of the difficulty options, allowing you to choose a more casual or hardcore gameplay experience, and more recent patches introduced mechanics like Tinkering and the By-laws tech, giving you more power over your playstyle!
Quality of Life
One of the most requested features was being able to change the game-speed, and was first introduced in Patch 16. A few more examples of quality-of-life improvements include being able to move storage with items together, the introduction of one-button mode, new instruction options, configurable storage, improved game save UI and much more!
More Informative
Along with the addition of the Guide to Glistenveld (an in-game wiki / bestiary that unlocks entries as you explore the game), we've been adding more notifications, visual aids for effects, and a lot more information to help players understand the mechanics behind the gameplay.
Enemy Quantity & Quality
The Dwarves of Glistenveld is still a little light on enemy variety (which we will be addressing as we work on Chapter 3), but initially there were only 2 enemies, and they weren't too bright either! Not only does Chapter 2 feature one of the most intimidating enemies in the game (the draugr), the other enemies have also received a variety of perks and quirks, increasing the strategic potential in their encounters. We believe every type of enemy should feel unique, and we have worked hard to make that a reality!
Environment & Resources
We've introduced new minerals like coal and granite, new types of mushrooms and roots, tomes and bookshelves, all meticulously designed with unique mechanics to help make the world of Glistenveld vibrant and mysterious!
Caverns Mode
First released in Patch 7 (Feb '20), Caverns mode has become one of our favourite modes to play due to its procedural nature, expansive base-building potential and replayability. Caverns mode is a challenge to master, yet features some of the most impressive bases:
Since there's so much more that we could cover, we will be re-uploading the original release as a beta option, for those of you curious enough to check out the differences for yourself! To access it go to your steam library, open TDoG's properties, and under Betas, switch to "first_launch". You can switch back at any time.
Acknowledgements
We'd also like to reflect on what we've fallen short on for this chapter release, so that we can learn from them and work on future improvements.
Time
The most significant for us and I'm sure for many of you is how long it took to get to Chapter 2. We touched on some reasoning for this in our blog posts, but moving forward we intend to give ourselves clearer objectives and planning in future.
Visibility
The game has not seen enough promotion through development. Moving forward we will be putting the game on sale during seasonal events such as the Steam Winter Sale, and will be working harder to give it more attention. We have struggled to build awareness for The Dwarves of Glistenveld, and we are grateful for anyone who supports us in this regard.
Tutorials
In-spite of all our polishing, we've heard the tutorials can be a bit of a grind to play through. This will impact our potential to grow, so it is also something that we should address.
Lastly
Acknowledgements aside, we are very happy with how Chapter 2 has turned out. The team has worked tirelessly to bring this chapter to life and we feel a lot more character, lore and fun design has been poured into the game. We can't wait to find out what you guys make of it!
I hope you're as excited as we are for the upcoming release! That's all for this announcement, see you all in 2 weeks!
Hot-fix for suspected issue with 'end of Chapter' trigger, plus we also noticed holding units would sometimes move the unit back to a previous tile.
Fellow Dwarves! It's been a while, but there's a lot to cover on this one...
Patch Notes
Features & Design Changes: [olist]
Hot-fix for a rendering corruption bug that involved the Root-Puller Forager ability.
Halloween Mode
Glistenveld is getting spooky once again with Halloween Mode enabled (until Nov. 10th)! In Halloween Mode, you will experience the following changes to the game: [olist]
Patch Notes
[olist]
Fellow Dwarves! Our engineers have discovered how to research new technologies by tinkering with resources, as well as admire their beards & braids from a new angle!
Patch Notes
Features & Design Changes: [olist]
Hot-fix for a potential game-freeze during Bridge-It Lake. We'll be releasing a full patch soon with many other fixes & new features!
Fellow Dwarves! Assign dwarves to jobs, and equipment to dwarves with greater ease, and use sprinklers to farm almost anywhere!
Patch Notes
Features & Design Changes: [olist]
Fellow Dwarves! Many more quality-of-life improvements are on the way with this year's Easter patch.
Easter Mode
For the next couple weeks, Easter mode will be enabled, and you will experience the following changes to the game: [olist]
Patch Notes
Features & Design Changes: [olist]
Fixes & Improvements: [olist]
While working on chapter 2 content, we discovered a potential issue that may cause certain elements to freeze. Though we're not sure if this would happen for existing content in the game, it's better to be safe than sorry!
Patch Notes
- Fixed bug that may cause pathfinding or other elements to freeze.
- Holding space to speed up time was skipping the first dialog bubble.
- Dwarf clans in caverns mode in some circumstances were spawning injured.
Fellow Dwarves! We've been working hard to make your base-building endeavours easier to manage and better organised, among other improvements!
Patch Notes
Features & Design Changes: [olist]
Fixes & Improvements: [olist]
Fellow Dwarves! Our messengers are giving us more precise information about battle engagements, and we've made a few new discoveries in the caverns!
Patch Notes
[olist]
We noticed in some playtests spiders can get a bit out of hand!
Patch Notes
- Fishbeard's Mining Operation - Updated and added a second spring to try to balance the difficulty.
- Spiders - Tweaked combat agility & worked on burrow behaviour to stop too many leaving their nest.
Halloween Mode
Glistenveld is getting spooky once again as Halloween Mode is now enabled! In Halloween Mode, you will experience the following changes to the game: [olist]
Fishbeard's Mining Operation
To help celebrate this spooky event, we have released a new map: Fishbeard's Mining Operation. Fishbeard is one of the other clans you encounter in your journeys under Glistenveld, and in this scenario you step in the shoes of one of their expedition groups, but not all is what it seems about this particular venture... Find it in the list of scenario maps under New Game > Scenarios!
Patch Notes
[olist]
Fellow Dwarves! Our engineers have made two important discoveries in the world of Glistenveld! First, a new technique of organising storage spaces that blows previous designs out of the water! Second, a new technology that reprocesses materials for industrialisation, such as repopulating fish!
Patch Notes
Features & Design Changes: [olist]
Fellow Dwarves! A small bit of news today. Our engineers have figured out how to use less stone when paving, and our foragers have reworked their food production strategies!
Patch Notes
Features & Design Changes: [olist]
Hear ye Dwarves! Our engineers have been hard at work to make your bases into well-oiled machines! Reduced loading times, reduction of lag spikes during gameplay, a lot of minor quality-of-life improvements and bug fixes, a snoring sfx for sleeping dwarves and a way to temporarily increase the game speed!
Patch Notes
Features & Design Changes: [olist]
Fellow Dwarves! A small bit of news today, our notification messengers have upped their game, and our engineers are finally figuring out how to assemble multiple tracks in a row!
Patch Notes
Features & Design Changes: [olist]
Fellow Dwarves! Recent training advances will make your Warriors better at choosing their fights, and your working dwarves easier to boss around!
Easter Mode
For the next few weeks, easter mode will be enabled, and you will experience the following changes to the game: [olist]
Patch Notes
Features & Design Changes: [olist]
Fellow Dwarves! Hereby follows a list of new discoveries in the world of Glistenveld! Creatures and characters are getting smarter, building and unit improvements, and an all new guide is under development! Some of these updates were described in greater detail in our most recent blog: The Finer Details.
Patch Notes
Features & Design Changes: [olist]
Fixes & Improvements: [olist]
Halloween Mode
Fellow dwarves! Glistenveld is getting spooky once again as Halloween Mode is now enabled! With Halloween Mode enabled, you will experience the following changes to the game: [olist]
The Tomb
To help celebrate this spooky event, we have created a new map called: The Tomb! You can find it by going to New Game > Scenarios > The Tomb. Alongside this, we've just released a hefty new update to the game (patch notes below).
Patch Notes
It's been a while since the last update. This is mostly because we've been focused on chapter 2 content which, for the time being, must remain secret. However, we have finally reached a state where we can push out a new update, and boy is this a big one!
Features & Design Changes: [olist]
Hi everyone! We noticed after some changes to how pathfinding works, there have been some significant FPS drops for large groups of units in large open maps (like later stages of caverns mode). These were quite hard to track down since many of them were not reproduceable after saving and loading. We've resolved most of these along with a number of other fixes & improvements.
Patch Notes:
[olist]
Hi everyone! With many of the game's upcoming features temporarily on hold, this has been a good opportunity to get some real bug-fixing done and review some of the existing designs.
This update includes improvements to performance, soft-locks, black screens, saving & loading, gameplay, AI and UI fixes, but also a bunch of quality of life features and design changes to better suit how the game has evolved over the past few months.
Features & Design Changes:
[olist]
Hi everyone! This is a slightly smaller update, mostly with some fixes, but there's also a new tech in the tech tree (see below).
Features:
[olist]
Happy Easter everyone!
New Features:
[olist]
Hi everyone! We have an exciting new update for you today; a new game-mode, loads of new content and improvements!
New Features:
[olist]
Hi everyone, hope you've all had a good start to the new year! It's been a while since our last post, so I thought I should give you all an update on our progress.
We resumed work on The Dwarves of Glistenveld a couple weeks ago. We're still in the middle of adding some new content, including new buildings, resources and a proper introduction of granite to the game. We've been trying to follow the principle that any new features should be functional when they go in, or at least clearly indicate that they're not implemented. That way when you see new content in the game you can be excited about it, without worrying about whether or not it works. That does mean however it can take us a bit longer to release new features, while we try to make sure it's all working.
For those of you who feel like your dwarves don't get around quick enough, the next version will feature: Cobblestone. Found on the second page of infrastructure, you place it like you would a building and it converts the ground into cobblestone, which provides a small buff to movement speed. So if being speedy is something you like, try putting well-fed, hyper dwarves on a cobblestone road!
We've also been working on adding buildable doors to the game, which will block enemies but allow allies through. Originally we tried implementing it as a cleverly textured wall that dwarves can toggle, but we just couldn't get it to look or behave right. In the end we decided to make it a rotatable building in which the player chooses how it's placed using the mouse wheel. It'll have a placeholder sprite for now which we'll work on later when we have time. Note, some enemies will be able to break your doors down or get around them; so Dungeon Keeper fans, watch out!
There's a new mineral going in: coal. We've been meaning to add coal to the game to fuel forges and fires, but this alone wasn't enough of a reason for us to introduce it. After a bit of research and brainstorming however we have some other uses for coal now, like a fertiliser for farming, and with a few ideas to balance it we feel there's enough now to justify adding it to the game.
Now we have the sprites for them, we've been working on a new enemy: Spiders. Spiders are incredibly agile creatures, and can get around rocks and other objects that would normally block a unit's path. They also place down sticky webs and have a poison attack that drains a dwarf's stamina before eventually knocking them out. So don't go exploring a spider's nest by yourself! While spiders won't appear in the campaign until chapter 2, we will be introducing them as part of a new map we've been working on, which leads me onto the final update for this post:
We're planning on releasing an early version of a new mode called 'Caverns' as part of the next update. You start in a single cave and it generates the world around you as you explore. One thing I noticed as I was testing this map is it's a great way to present all the features of the game in a single level, and that we feel is something our game has been missing. Although it's less guided and there's no main plot to follow, it's already a mechanically and aesthetically vibrant map. Still, this mode is early days, and it does have a few remaining issues, so I don't want to build up too much hype for it yet.
Anyway, it shouldn't be long now before the next update. As usual we will accompany the update with patch notes in the news feed. So, stay tuned, and have a good week!
Hi everyone! I know it's been a while. We've been working on some core stuff over the past few weeks and wanted to wait until that was done before publishing a new version. Some cool new features in this one!
New Features:
[olist]
Hi everyone, hope November has treated you well so far! In this post we outline some new sound effects, a cave-like ambience track and a number of fixes.
New features:
[olist]
Hi everyone! Getting cold out there isn't it? This is a short post detailing this week's fixes and some small feature updates.
Patch notes:
[olist]
Hi everyone, hope you're all ready for some scares tonight! This is a short post detailing some of the bugs that were fixed over the last few days, plus we've added a halloween mode to the game, which will be active over the next week or so!
Patch notes:
[olist]
Hi everyone! This is a short post detailing some of the bugs that were found and fixed over the last few days, as well as a couple of requested quality of life improvements.
Patch notes:
[olist]
Hi everyone! Hope you're all enjoying the game so far!
This is a short post detailing some of the bugs that were found and fixed over the last few days, as well as an explanation of how we plan on releasing updates in the future.
Patch Notes:
[olist]
The Dwarves of Glistenveld has been in development for the past few years. Today we are really excited to announce that TDoG will be releasing next month, specifically the 18th October at 18:00 GMT! As a small indie company working on our first title, this launch marks a really big milestone for us, not only for Nysko Games, but for everyone that has helped support us along the way. [previewyoutube=zh38OZr8JaM;full][/previewyoutube] We are also making our discord server public, so if you want a place to chat about the game, follow this link to join here: https://discord.gg/rg5Q9kC Stay connected Instagram https://www.instagram.com/nyskogames/ Twitter https://twitter.com/NyskoGames Facebook - https://www.facebook.com/nyskogames/ YouTube - https://bit.ly/2lWEAs8
The Dwarves of Glistenveld
Nysko Games Ltd.
Nysko Games Ltd.
2019-10-18
Indie Strategy Singleplayer EA
Game News Posts 43
🎹🖱️Keyboard + Mouse
Positive
(10 reviews)
https://www.nyskogames.com/
https://store.steampowered.com/app/805520 
Story:
Goblins have invaded the land of Glistenveld and the dwarven city Glistenborg is besieged! Flanked on all sides and with their supplies cut off, the surviving dwarves have fled underground. Cut off and divided, the dwarves split into five clans, each with their own strategy to survive. Goblins are now searching the caverns and tunnels under the city to rid the land of all dwarves for good! Can you forge a new clan and unite the dwarves under one banner? Retake your homeland and drive out the goblin horde!
Features:
Campaign
Play through a story-driven single-player campaign, as you help the dwarves drive out the goblins and take back their homeland!
Personality
Every dwarf is unique, with a trait system and generated details that give each unit individual personalities, appearances and behaviours. Watch as your dwarves gain experience working a particular role and level up to gain new abilities!
Scenarios
Experience a series of carefully designed, challenging levels that are not part of the main campaign.
Skirmish Mode
Play through an almost infinite number of generated maps as you choose from a wide range of parameters to customize your own scenario.
Map Editor
Hand-craft and script your own levels and share them on the Steam Workshop.
Mini Games
In our first mini-game, Mobbit Run, you play as a brave mobbit (an underground critter somewhere between a mole and a rabbit) whose goal is to steal carrots from the goblins.
- OS: Ubuntu 14.04
- Processor: Intel Core i5-6500 CPU at 3 GHz. or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 9500 GT. or equivalent
- Storage: 1 GB available space
- OS: Ubuntu 18.04
- Processor: Intel Core i5-6500 CPU at 3 GHz. or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 680. or equivalent
- Storage: 2 GB available space
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