Chapter 2 is coming! (13th October)
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.
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:
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!
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!
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!
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!
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.
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!
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!
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.
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.
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.
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.
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.
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!
[ 2023-09-30 20:11:24 CET ] [ Original post ]
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!
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 
The Dwarves of Glistenveld is a 2.5D Real Time Strategy game with sandbox and RPG elements. Take control of a clan of Dwarves, as they mine, forage, build and fight to retake their homeland from a horde of greedy goblins. Will you unite and cooperate with the other dwarf clans? Or will you take control of a single clan and seek to gain power for yourself?
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!
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.
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.
MINIMAL SETUP
- 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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