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Fix for rendering issue when hovering over minecarts / other vehicles
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!
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!
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!
Fellow Dwarves! Glistenveld is getting wintery as Christmas Mode is enabled (until Jan. 7th)!
Fellow Dwarves! We've worked out how to utilise a Map Table! Dwarves can now catalogue their sightings on the minimap for you!
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:
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...
Hot-fix for a rendering corruption bug that involved the Root-Puller Forager ability.
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!
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!
Fellow Dwarves! Many more quality-of-life improvements are on the way with this year's Easter patch.
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!
Fellow Dwarves! We've been working hard to make your base-building endeavours easier to manage and better organised, among other improvements!
Fellow Dwarves! Our messengers are giving us more precise information about battle engagements, and we've made a few new discoveries in the caverns!
We noticed in some playtests spiders can get a bit out of hand!
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!
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!
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!
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!
Fellow Dwarves! Recent training advances will make your Warriors better at choosing their fights, and your working dwarves easier to boss around!
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.
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:
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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:
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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:
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Happy Easter everyone!
New Features:
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Hi everyone! We have an exciting new update for you today; a new game-mode, loads of new content and improvements!
New Features:
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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:
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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:
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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:
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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:
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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:
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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:
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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
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