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Name

 Dwarrows 

 

Developer

 Lithic Entertainment Inc. 

 

Publisher

 Lithic Entertainment Inc. 

 

Tags

 Indie 

 Strategy 

 

Singleplayer 

Release

 2020-02-28 

 

Steam

 € £ $ / % 

 

News

 25 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/532750 

 
Public Linux depots

 Dwarrows Content (Linux) [3.33 G] 




LINUX STREAMERS (0)




Patch notes v1.5.1

Hi!

This updates includes several small fixes, with some more important gameplay bug fixes in the mix.

One change I wanted to point out especially is the "Pet Charming Multiplier" bug. As it turns out, the pet mini-game has been far more difficult than we intended, because the timed-hit and interest multipliers were broken! With this update, the interest level and timed-hits will make a significant difference in how quickly animals can be befriended!

The patch also addresses a few important UI usability issues, some camera adjustments, a few issues that could cause a puzzle to become stuck and unfinished, and some minor performance improvements.


Release Notes

[h2]FIXES[/h2]

  • Fixed pet charming timed-hit multipliers not always displaying
  • Fixed pet charming timed-hit multipliers not taking full effect
  • Fixed lit fuses getting stuck mid-animation after it has been reactivated while the end animation was still playing
  • Fixed rare cases where the warp wells in Vigil Pines could cause the character to slip out of the dungeon and under the main map
  • Fixed one of the ladders in the Forest trials where the character could fall behind it and get become trapped [final ladder at the end of the water room puzzle]
  • Fixed a ladder bug where the player characters could become stuck permanently in a ladder pose (Gloia could exit this pose with her hammer, but Horbir was trapped forever)
  • Fixed UI Scale settings not properly being restored
  • Fixed Artifact description popup to work with UI Scales > 1.0


    [h2]CHANGES AND BALANCING[/h2]
  • Reduced how jumpy the camera can be in tight spaces
  • Increased the Sprint Stamina heal rate
  • Slightly increased the Jackalope befriending difficulty (to counter pet charming timed-hit fixes)
  • Reduced timed-hit multipliers (to counter pet charming timed-hit fixes)
  • Added something to the Alternate Climb puzzle to reduce confusion when finding it before having the tools to complete it


    [h2]SMALL THINGS[/h2]
  • Reduced the game launch time before the title menu for some systems
  • Memory optimisations
  • Reduced the frequency of Steam queries for achievements



  • [ 2021-05-13 03:40:11 CET ] [ Original post ]

    One Year Anniversary



    Happy Birthday to Dwarrows!

    February 28th 2021 is the 1 year anniversary since release. We released the game just before the pandemic really hit Canada. While the launch party was the last time we've seen most of our peers, friends, and family in person (and we miss their company terribly), it was also an incredibly memorable day for us.

    This huge day when we finally release the game we'd worked so hard on for so many years, and we didn't know if anyone would care. But so many of these lovely people showed up to be more supportive than we had any right to expect, and it meant the world to us.



    We've been equally grateful for all of you reading this, all of you who have been such a positive bunch! While it is a small community, you have all been wonderfully kind and helpful to new players trying to learn the game, solve a difficult puzzle, or to find the last Spirit Sprite by creating tutorials, guides, answering questions, and adding entries to the Wiki. You've also been instrumental in helping us solve bugs that were found with thorough bug reports and sending your save games for us to use as a troubleshooting tool. For all of this, we thank you for being the fine and fantastic people you are!



    Like many of you, as the pandemic rolled on our priorities shifted and we didn't have as many updates going live as we had planned, but rest assured that Dwarrows is still our baby, and there is still more to come. Thank you for being a part of this journey with us and for joining us in the little world that we handcrafted with love!


    As always, if you've enjoyed the game and think others would enjoy it too, please do leave a quick review! We love to hear your thoughts and it really helps in reaching new people.



    On to the Update!

    This update primarily contains bug and performance fixes, but one larger change is one we've had been planning for a while: Improved Camera Movements!
    There have been more than a few complaints about the camera's movement and position being a jarring experience over the year, and I've toyed around with our options to come up with something that's more comfortable to play.

    The main goal was to reduce unnecessary camera movements, like when walking a small ledge, or when jumping up slightly. Let us know what you think!



    Release Notes

    [h2]CAMERA CHANGES AND IMPROVEMENTS[/h2]

  • Reduced harsh snap-jumps during sudden character movements by decoupling the camera from the character movement
  • Pulled the camera further away from the character to reduce how much movement is needed to keep the character on screen
  • Significantly reduced the performance cost of camera collision tests


    [h2]FIXES[/h2]
  • Fixed UI Scale support on screens that would fail to scale properly
  • Fixed Quick Load to no longer corrupt save games by resetting the level
  • Fixed key remap support for the Drafting Table camera (instead of being fixed to W, A, S, D)
  • Fixed Photon Projectors fluctuating on and off, especially with low frame-rates
  • Fixed broken gamepad cursor in Demolish modes during town building
  • Fixed a bug during the tutorial that could cause the game to get stuck facing the drafting table permanently
  • Fixed a bug that would cause the game to get stuck after leaving a conversation with certain characters
  • Fixed a rare crash after returning to the main menu from a game and starting a new game
  • Fixed villager counts on HUD not updating
  • Fixed artifact sound playing even once it has been picked up
  • Fixed townsfolk failing to start their tasks once arriving to work


    [h2]PERFORMANCE IMPROVEMENTS (especially for slower CPUs)[/h2]
  • Reduced the game 'hitching' frequently while running around Duskenvale and Dusken Woodlands
  • Reduced a drop in performance when picking up resources
  • Slightly reduced memory usage
  • Improved game load times
  • Many small frame-rate optimizations


    [h2]SMALL THINGS[/h2]
  • You're all fantastic, we love you!


  • [ 2021-02-27 06:45:22 CET ] [ Original post ]

    Major Pet Update!

    Hey everyone!

    We have an exciting update for you all with some fun changes and new features!
    The main theme of this update: PETS!

    [h2]NEW PET TRAINING MINI-GAME[/h2]
    As the many tutorial videos and guides have made clear, the original Pet Training game was tricky to explain and didn't quite achieve its purpose in the game, so we've completely overhauled it!
    This mini-game makeover follows the same principles of gaining the animal's Trust, but with a shiny new look and feel that's easier to learn and fun to play.



    [h2]NEW PETS & BADGES[/h2]
    How is it even legal to have shipped this game without DOGS?! That's right, Dwarrows now has dogs and puppies, several breeds to choose from!

    [table]
    [tr]
    [td][/td]
    [td][/td]
    [/tr]
    [/table]

    We didn't want the dogs getting bored, so we thought we'd give them something to chase: Squirrels of course!


    These new pets carry with them the secret to keeping the interest of animals and gaining their trust.

    [h2]PETS ACCESSORIES[/h2]
    Lastly in the realm of pets we have added pet accessories. Gone are the tragic days of not-being-able-to-put-a-monocle-on-a-bird. That sad era is over. Hats, glasses, moustaches! Lots of silly aesthetic items to give your pets personality and throw your crowns at. Find these items at your General Merchant in town.

    [table]
    [tr]
    [td][/td]
    [td][/td]
    [/tr]
    [tr]
    [td][/td]
    [td][/td]
    [/tr]
    [/table]

    [h2]IMPROVED CONTROLLER SUPPORT[/h2]
    This may not be for everyone, but it's an important part of the fun for those who prefer to use gamepads. We have done a reworking of our controller support and I think controller users will be pleased!
    A majority of our UI has been changed to treat gamepads as a first-class control scheme wherever possible, meaning it will no longer be treated like a mouse on menus that could support this change.

    [h2]ENJOY![/h2]
    We have also made a ton of little quality of life and bug fixes which, there is a lot of, so I'll leave you to the patch notes below if you want to read about it!
    Thank you as always for being our amazing supporters and players. We hope you like the new update and features.

    Cheers,
    The Lithic Team


    Release Notes
    [h2]NEW[/h2]

  • NEW PET: Dogs and Puppies! Several varieties of dogs and puppies can now be found throughout the land :D
  • NEW PET: Squirrels! Find and befriend a variety of these adorable little rodents to help you in your travels!
  • New Badges: Intriguing and Trustworthy. These badges increase your starting interest and trust when charming new pets.
  • New: Pet Accessories! Hats, glasses, and facial hair for your animals! Fashion Accessories for pets are now sold at the Merchant in the Dusken Keep. Merchant inventory is refreshed hourly (as in: real-life time).
  • New: Pet Charming mini-game. We've reworked the whole mini-game to be a lot more intuitive and, hopefully, fun! (*more details below).
  • New: PROPER GAMEPAD SUPPORT in menus! Gamepad navigation no longer behaves as a mouse and instead snaps to buttons and important UI elements.

    [h2]NEW PET TAMING MINI-GAME[/h2]
  • Overhauled the Pet Taming mini-game. The game has been reworked to be simpler to learn and balanced to be faster paced.
  • Changed Timed Hits during pet taming minigame into a separate stage of the minigame. You'll now be able to take your time and time your 'hits' more accurately.
  • Pet taming Timed Hits are now affected by the game speed option.
  • Fixed 'Give Item' during pet taming to properly work with timed hits.
  • Added a new celebration/information screen when a pet has been charmed.

    [h2]CHANGES AND IMPROVEMENTS[/h2]
  • Smashable pots will now respawn when loading a game. Breaking things is fun, why not keep them around? (Bonus: Saves memory and slightly improves save/load speeds).
  • Improved smashable pots to better handle explosions - and by better handle I mean they break more reliably and satisfyingly.
  • Added hotkeys for Structure design table slots. Designing should require less back-and-forth mouse movement.
  • Reduced the number of recycled auto-save games from 20 to 10 (this will not delete existing auto-save games).
  • New look to the Compass - easier to read with cleaner font

    [h2]PERFORMANCE[/h2]
  • Fixed a bug that would cause severe slowdowns when the exit confirmation prompt was visible.
  • Reduced amount of data being saved, reducing how long it takes to save and how much harddrive space is needed.
  • Significantly improved performance for some older hardware. In testing, a computer with an average of 15fps now averages 32fps. Note: This is not likely to be a noticeable improvement for modern hardware.

    [h2]FIXES[/h2]
  • Fixed an issue where clicking 'yes' on a confirmation prompt could complete the action more than once (eg. Agreeing to Discard an item, could accidentally discard 3 of that same item).
  • Fixed memory leak caused by orphaned pet badges when equipping pets.
  • Disabled Gravity on smashable pots. This fixes an issue where Smashable urns in dungeons would sometimes be thrown around when entering the level.
  • Fixed the mini-boss music sometimes not going away after leaving the scarecrow's hilltop near Breezy River Farm

    [h2]SMALL THINGS[/h2]
  • Fixed all bird pets from unlocking the Bluebird only achievement.
  • Fixed typo in wood axe upgrade ('tress' instead of 'trees').
  • Renamed some actions in Pet Taming.
  • Fixed several gamepad issues that would cause the game and UI to suddenly revert to the mouse and keyboard mode.
  • Fixed the "Back" button on the map to be above the border.
  • Added outline to some fonts to make them easier to read.
  • Fixed several badge icons looking far too bright.


  • [ 2020-09-14 05:46:23 CET ] [ Original post ]

    Dwarrows on NVIDIA GeForce NOW

    Hey everyone,

    We're happy to announce that Dwarrows is newly available to play on NVIDIA GeForce NOW! If you own Dwarrows on Steam, you can search for it and play it on GFN steamhappy

    https://www.nvidia.com/en-us/geforce-now/

    [h2]What is GeForce NOW?[/h2]
    If you don't know what GeForce NOW is, it's a cloud gaming service that allows you to play the games you've purchased on supported stores (eg. Steam), through their computers over the internet.

    What this means is if your computer struggles to run some of your games or you want to play them on your non-gaming device, if they're available on GFN, you'll be able to play them without needing to upgrade, and without needing to even install the game.

    You can play PC games on devices that weren't meant to play them, so long as they have a good internet connection and can play HD video, your non-gaming devices could play games.
    [Even your phone if you want to give that a try, there's a GFN app!]

    [h2]How much is this service?[/h2]
    There is currently a completely free tier if you'd like to give it a try, though NVIDIA's paid tier has priority service, so you might end up in a queue to play for free.

    [h2]Will I need to restart with a new game to play on GFN?[/h2]
    No! So long as Cloud saving is enabled and your save game is stored on Steam's Cloud, playing Dwarrows on GeForce NOW should continue from your current save.


    [ 2020-04-04 20:04:53 CET ] [ Original post ]

    Performance and Resource Update

    Hi everyone!

    In this version, 1.3, I've spent a lot of time improving late game performance and there was quite a gain in my testing.

    In our test game, we managed to solve a frequent stuttering problem, and increased the framerate from 35fps to 60fps. I've also shaved off some time when loading games with many structures (though it still takes longer than I'd like).
    Hopefully these changes improve the performance of some of your games too :)

    There are also some town fixes in here, like removing the annoying grass in the middle of our town structures and paths, and fixing edge path tiles not properly re-snapping to the grid on game load.

    ...annnnddd something else that I managed to squeeze are a few new upgrades for Dwilben's tools, sold by Blake Smith, and some changes & fixes for resource spawns that should make late game resource gathering easier.

    The rest of the team is working on a different Dwarrows update (a new little content update :D), and hopefully I'll be able to join them on that now.

    - Al

    Release Notes
    [h2]PERFORMANCE[/h2]

  • Fixed a framerate stutter/hitch that happened every second or so in towns with many townsfolk and town structures
  • Fixed an where excessive wildlife would remain active. This should improve performance in later games.
  • Improved tile search when placing structures to be less wasteful. This helps with performance when placing large structures, and it helps reduce the load time of save games.
  • Simplified townsfolk and traveller path following logic when at a distance from the cameras. This should help with performance in games with more populated towns.
  • Reduced game loading times with advanced towns
  • Improved performance on the moving block dust particles in the Trials by the River of Fire

    [h2]NEW[/h2]
  • Blake Smith now has new tool durability upgrades for the Wood Axe and Pick Axe! Increases how long the tool can stay sharpened.

    [h2]CHANGES AND IMPROVEMENTS[/h2]
  • Reduced the Producer achievement to 300,000 resources picked up, from 1,000,000. This is more within a realistic range for picking up resources, and maybe even more reasonable now with the fixes to higher level resource areas.
  • Foliage in town now responds more quickly to structures being placed or removed
  • Drops from resources in Mushroom Grove have been increased by 1 level, and Muktock Swamp by 2 levels. This means they have more resources and will take more strikes to fully extract.
  • Moved several mineral veins that were lost inside of the terrain or stuck in trees
  • Changed Spice Bag status effect to stack duration instead of stacking the bonus
  • Spice is now a bit more rare than before, and more expensive at the merchant
  • Increased the chance of a mining spawn to be a gold vein

    [h2]FIXES[/h2]
  • Fixed happiness modifier time remaining display in the townsfolk list UI.
  • Fixed a bug in Archy's quest where the controls were never returned to the player after the conversation.
  • Fixed Resources not correctly respawning in Vigil Pines, Mushroom Grove, and Muktock Swamp.
  • Fixed tile positioning on the edge of the town grid. This should help fix structures and path tiles on the north edge of tier 3 and 4, which would fail to properly re-apply to the town on load game.
  • Fixed long grass in town growing over structures and paths
  • Fixed a bug in older save games where puzzle tracking would never reach 42/42.
    Note for those who have this bug: To repair your puzzle tracker, you will need to enter the already complete treasure cave directly east of the keep:


    You'll want to enter the tunnel:


    and finally enter the Treasure Chamber:


    It should be fixed after that, or once you've completed the puzzle.


  • [ 2020-04-01 05:58:49 CET ] [ Original post ]

    Puzzle Difficulty Update

    Hello everyone!

    This is update 1.2 and is mainly focused on providing accessibility/preference options for adjusting the game's platforming difficulty.

    The changes provide several new game options for scaling the difficulty of the puzzles:



    The options greatly reduce the speed of moving platforms and increase the duration of timed things (like torches or races).
    Additionally, some platforms also change size to make it easier.

    We've managed to squeeze in a few more bug fixes for some of the more severe issues, like Mayor Schtick and Faavi puzzle elements going missing.

    [h2]NEW[/h2]

  • Added new accessibility/preference options for Puzzle Difficulty controls in Options -> Game (Normal | Easier [1/2 speed] | Easiest [1/4 speed]).
  • Added checkered flags near Race Attendants, so they can easily be spotted

    [h2]CHANGES AND IMPROVEMENTS[/h2]
  • The number of required stars in The Archives has been reduced by 1, making the, difficult to find, final star optional.
  • Faavi Kingdom Leaves can scale size with the puzzle difficulty modifier
  • Increased Dwilben's base charge from 10% to 30%
  • Added an upper limit to interest rates at 50% every interest period
  • Simplified a puzzle in the first Trials
  • Improved performance in the Fire and Forest Trials

    [h2]FIXES[/h2]
  • Fixed a bug where a teleport Fountain could place the characters under the map
  • Fixed missing/broken beanstalks in the Faavi kingdom. The puzzle should now be completable in existing and new save games.
  • Fixed (I think) Spirit Sprites loading in a different position than they should (sometimes too high to reach).
  • Fixed Mayor Schtick going missing after loading a game. She should be back in the Dusken Keep now.

    [h2]SMALL THINGS[/h2]
  • Achievement "There's No Fall Damage" should now be working
  • Removed broken Achievement "Going The Distance"
  • Blocked off some areas where characters could get stuck
  • Vigor Potion icon is now a different colour than the stamina potion
  • Fixed a typo in Mac's dialogue


  • [ 2020-03-21 07:42:59 CET ] [ Original post ]

    Release Notes: v1.1 Hotfix 2

    Just a quick hotfix to fix a few critical issues in version 1.1.


    • Fixed missing guide NPC at the Kegnade barn in breezy river farm for some players
    • Fixed a crash when loading from some save games
    • Fixed a serious issue that breaks The Archives trial, teleporting the character back to town at one of the last steps in the puzzle. (You should be able to resume from a save game where all of your characters were still in the trial, or at least one player can teleport them all back to it from a friendship fountain.) - NOTE: If all of your characters were teleported outside of the archive by this bug, that save game will be difficult to recover; use an older auto-save or email us at support@dwarrows.com with your save game so we could help you out.


    [ 2020-03-13 00:45:38 CET ] [ Original post ]

    Dwarrows - In the beginning there were bugs...

    Hi everyone!

    Thank you!
    The three of us have been so excited to see everyone playing the game! We're so grateful that you gave it a chance and that so many of you are enjoying it! We really appreciate all of the feedback, community involvement, kind words, tutorial vids, etc..

    A BIG shout out to all of you who have taken the time on the forums and discord to help out other players. We now know that there are some areas in the game which can be clearer (and we're hard at work about it!) but seeing all you all help each other out is so genuinely amazing. We couldn't have asked for a kinder, more considerate community!

    Your positive responses so far have been absolutely humbling for our small team. We've been tuning into streams, reading the comments, checking out your screenshots, and watching your videos and the overall response has been so wonderful!


    The Dwarrows Wiki Needs You!
    The Dwarrows wiki is well underway and a big thank you to those who have contributed so far! It could certainly use your help if you'd like to fill in some blanks, add some new structure combinations, artifact locations, or quest details. https://dwarrows.fandom.com/wiki/Dwarrows_Wiki

    And lastly, if you've enjoyed the game so far, please help us spread the word and leave us a review on Steam! Reviews help us tremendously :)



    Now on to the patch notes!

    This update especially addresses bugs that have skiddered out of the release build, and we've also added some improved hints to avoid losing time in the wrong places.
    We'll keep working to address the issues and improving the game, while we work on adding fun new things in the future updates (keep an eye out for those!).


    The full list of changes below:

    [h2]FIXES[/h2]

  • Fixed a crash while destroying tiles
  • Fixed bug where Town Rating 5 quest would not properly complete
  • Fixed bug where Special Guest quest would not complete (speak to the mayor to complete it)
  • Fixed an issue where interacting with the large bird nest near Hillcrest, could send your character under the world
  • Fixed an issue where the default dirt tile locations in town could become holes in the ground
  • Fixed a crash that could sometimes happen on game load
  • Fixed a soft-lock situation when charming animals and Mayor Schtick notifies you about the town
  • Fixed a few issues causing pets to be unequipped automatically or unequiping the wrong pet (this also solves an exploit that could work-around the pet follower limit)
  • Fixed several achievements:

    • Graveyard Janitor
    • Crossing
    • Spirit Buster
    • The Champ
    • It Was This Big


    [h2]NEW[/h2]
  • Added rebindable keys for each character. Default: F1=Dwilben; F2=Gloia; F3=Horbir;
  • Added a new NPC, standing next to the green barn in Breezy River, who should help with hints regarding the kegnade quest
  • Added force feedback options in the Game Options menu (enable/disable and intensity controls)

    [h2]CHANGES AND IMPROVEMENTS[/h2]
  • Added safety teleports under the world so that characters aren't destroyed if they happen to fall through the landscape
  • Vivace's trigger radius is much bigger so players don't need to be right on top of her before she calls out for help
  • Replaced the puppets' eyes with ... eyes
  • Added some hints to the Vigil Pines trial to avoid missing the final puzzle
  • Added some hints for one of the prankster locations


  • [h2]SMALL THINGS[/h2]
  • Fixed misspelling Imporium to Emporium
  • Added some minor visual attractions to hint at the location of some artifacts
  • Improved load game performance a bit
  • Fixed a few dialogues that would show up saying "Player" after interacting with some transporters and dungeon doors. I'm sure I've missed some.
  • Added a treasure blocking volume in Vigil Pines trials to avoid treasure falling into the portal
  • Fixed a dialogue entry that hard-coded Gloia's name


  • [ 2020-03-08 08:10:13 CET ] [ Original post ]

    Dwarrows Launched!!

    I cant believe that I am typing this, but were here! Dwarrows is launched and available for purchase RIGHT NOW!

    You can buy it, you can play it!!

    If you backed it--you should already have your key so reach out to me on Kickstarter if you dont. It probably went to your spam filter (like two years ago).

    Also, to any of our esteemed backers awaiting their extra pet rewards or custom characters, we will slowly be sending those out asap!

    Again. Thank you all from the bottom of my heart for your support, patience, kindness and belief in us! It is difficult to describe the journey that we have been on in the development of the game and I cant express how grateful that I am that so many of you have stuck around and followed us on it.


    Oh! Also, also...

    Come hang out with us on Discord! https://discord.gg/jvy8Szj

    We now also have A WIKI! It has only just begun to be filled out so if you start playing and you feel like you have some un-documented info for your fellow players, you are encouraged to hop in and contribute! https://dwarrows.fandom.com/wiki/Dwarrows



    Lastly...
    It may seem trite to say that I am at a loss for words, but there is no speech-template for expressing the sincerity of my elation and gratitude today. I just hope you are all able to find fun or peace in Dwarrows.

    Mind you, there is more to come...

    Cheers,
    Lithic Team


    [ 2020-02-28 17:05:14 CET ] [ Original post ]

    New Patch Update - Final Launch Version

    We've finally arrived at the final release version of Dwarrows, version 1.0!

    This update comes with a small set of changes, important changes, which fix several critical issues.

    A bonus addition in this version, are the rebindable Hotkeys for Stamina potions and Transportation Scrolls. I expect this change to improve the enjoyability of exploration with Horbir by making Stamina management more convenient!

    Should you have any issues or suggestions of your own, please let us know!
    Leave us a forum post or find us on Discord (https://discord.gg/dwarrows).

    The full list of changes below:

    [h2]FIXES[/h2]

  • Fixed several achievements not completing correctly (Town Rating, Town Tier, Pet training, and puzzle zones)
  • Fixed a bug in the second and third Trial dungeon when loading a saved game that could cause some of the puzzle elements to block the solution path completely
  • Fixed bug where if you interacted with the nest during the quest but before you found everything you'd get stuck with an empty dialogue. You should now get different dialogues.
  • Fixed bug where quickly spawning bubbles would cause one bubble not to launch, and thus could trap a character.
  • Fixed a bug that would cause the Water Treatment Facility puzzles to become partially reset and stuck
  • Fixed a bug where some elevators would sometimes never resume movement after reloading a game
  • Fixed Gamepad panning not working when in Structure Demolish Modes
  • Fixed a saving/loading bug with one of the puzzles in Vigil Pines
  • Fixed a puzzle that was not registering as completed or tracking on the map
  • Fixed a crash when exiting the game (I think!)

    [h2]NEW[/h2]
  • Added Hotkey and UI for Stamina potions and Transportation Scrolls

    [h2]CHANGES AND IMPROVEMENTS[/h2]
  • Improved the UI feedback to show when an Infinite Stamina badge is enabled
  • Stamina potions can no longer be used while another stamina potion is active
  • Changed artifact unlocking to be per set instead of per artifact. This helps avoid wasting Soul Quartz on sets that won't be completed until later on. (Artifacts that have already been unlocked in previous save games will be free - there will be no wasted soul quartz)
  • Jackalopes are now larger
  • Reduced interest decay rate on Jackalopes

    [h2]SMALL THINGS[/h2]
  • Fixed collector names (again)
  • Added sfx for potions and scrolls
  • Adjusted speed of UI collecting sprites and keys - it's more responsive now
  • Fixed a typo in the "Last Witness" Quest ("Abner" to "Ebner")


  • [ 2020-02-28 03:13:17 CET ] [ Original post ]

    Dwarrows Patch Update [1.0 RC3]

    Folks! Another update :D

    This patch focuses on bug fixes in anticipation of the final launch in a few days, as well as add a bit of polish and some missing features.

    I've taken the liberty to highlight the important things in the full list of changes below.

    [h2]FIXES[/h2]

  • Fixed an issue with Mac where the game would crash when launched through Steam
  • Fixed some quest logs not being marked as complete once all tasks were done
  • Fixed a bug that would cause some structures to be unusable by citizens on game load
  • Fixed townsfolk sometimes getting trapped waiting for a really slow stat to grow
  • Fixed townsfolk sometimes getting stuck in buildings while trying to walk somewhere else
  • Fixed an issue that would cause some save games in the Trials to break the boss puzzle and could never get out of the dungeon
  • Fixed an issue with pet charming that would inversely scale the pet's actions by attention, causing it to be easier than intended to capture very high level pets while at low levels.
  • Fixed the merchant claiming there is not stock in the first conversation after stock is available
  • Fixed an exploit that allowed solving a puzzle without completing it
  • Fixed characters getting stuck in a treasure chest if opened from behind
  • Fixed the Environment Badge, which was only applying after a pet was unequipped
  • Fixed the pet assignment unequipping the wrong pets when mixed with Pack Leader badges
  • Fixed pets not unequipping when removing Pack Leader badges
  • Fixed Wat being bombable with kegnades, causing him to float out of the scene
  • Fixed an issue in vigil pines where one of the doors would become permanently closed when it should remain open
  • Fixed an exploitable area that allowed partial access to Mushroom Grove without paying the toll
  • Fixed a ladder that wasn't completely climbable by Gloia in the second Trials dungeon

    [h2]NEW[/h2]
  • Puppets and music added to the Puppet show wagon
  • Music added to Circus tent
  • Added Horbir's and Gloia's torch animations and poses
  • Added several quest hints
  • Added Ladder Release when pressing 'Jump' while climbing
  • Added a limit of 10 pets per character

    [h2]CHANGES AND IMPROVEMENTS[/h2]
  • Improved where and when townsfolk choose to find a new activity
  • Pressing the shortcut key for 'next' or 'previous' tab on the main menu will now circle back around to the first or last tab
  • Improved one of the minor dungeons with many vases and levers in a small corridor, causing many awful camera cuts
  • The merchant dialogue is now clearer on where inventory comes from
  • Kegnade now has a 'ready timer'
  • Replaced temporary collector names
  • Giant's Shield collision improved
  • Changed Resources UI display to always round down. This fixes situations where 2450+ resources would round up to 2.5K resources on the interface.
  • Balanced some pet badges

    [h2]SMALL THINGS[/h2]
  • Fixed Blue Destructible Pots not falling apart correctly
  • Changed the mild citizen emoji to a slight smile
  • Hint bunny now gives hints
  • Added a camera to focus on the platform movement in the first Trial dungeon
  • Fixed missing Food Storage and Currency Interest pet badge icons
  • Fixed Trainer Level being referred to as Wilderness Level in some areas
  • Auto-save games no longer show an ugly generated full file name in the save game menus
  • Fixed Typo in ChildsToy description (intiriguing)
  • Added footstep sounds to ladder climbing
  • Fixed Townsfolk tooltip not displaying the last three thoughts
  • Fixed Townsfolk in Townsfolk tooltip moving choppily
  • Fixed broken barrel and splash animations with Clyde the fish
  • Changed Puzzle-Ball Goal material to be less shiny
  • Adjusted some doors that wouldn't open wide enough the walk over without jumping


  • [ 2020-02-17 21:20:50 CET ] [ Original post ]

    Dwarrows Patch Update - RC2

    Hey there folks!

    We've been receiving feedback and bug reports, and we've been watching all of the wonderful gameplay videos.

    This update is to fix some issues that were caught by you or that we've noticed while watching (some major, some minor), as well as making improvements based on the feedback!

    If you find a bug, please let us know on the forums or discord ( https://discord.gg/dwarrows ). We're keeping track of some known and reported issues here: https://steamcommunity.com/app/532750/discussions/0/1470841715931525643/

    Complete list of changes:


      [h2]FIXES[/h2]
    • Fixed a blocking issue with Clyde the Fish, causing the game to get trapped in a sequence when returning the crab apples
    • Fixed a bug in the Sacred Garden causing all items in the region to be non-interactive
    • Fixed the Clairvoyance ability which was displaying empty squares on the map
    • Made a change to some of the Mayor dialogues to (hopefully) fix cases an empty dialogue would pop-up mid game and stay stuck on screen for a time with no way to dismiss it
    • Fixed the King Bean from flickering rapidly
    • Fixed Wasps and Butterflies from buzzing/flapping when they're put away in the shelter
    • Fixed Mayor Schtick incorrectly announcing that the town rating is higher than it actually is

      [h2]CHANGES AND IMPROVEMENTS[/h2]
    • Increased the number of resources spawned from Stone and Gold mines from base 40 to 50. Level 2 and 3 mines were scaled along with this change.
    • Increased the base minimum and maximum wood drops on a trees by 1. This increase scales with each level, so all levels of trees will now drop more wood.
    • Increased all resources in Mushroom Grove to level 3
    • Wood resources will now spawn more rapidly from trees
    • Tree wood resource drops will now begin sooner instead of waiting for the whole animation to complete before starting to spawn
    • Changed the pet charming interface to help clarify the pet's level and difficulty
    • Increased the number of bunnies (lvl 1) and reduced the number of jack rabbits (lvl 4) in Duskenvale
    • Added tooltips to the menu tabs
    • Configured Cloud Saves for Linux and Mac (limited testing)
    • Changed the main menu UIs around for better consistency between them
    • Changed the Journal and Mayor Notifications to show the key to press to open the appropriate menu (or the overview menu when using a gamepad)
    • Rebalanced all Farm and Workshop structure benefits
    • Farms have been balanced around size-efficiency, resulting in increasing worker efficiency with each tier.
    • Grocers haven't changed storage or productivity, but they have lost the visitors and visitor stats.
    • Workshops have been retooled around size efficiency, but with tweaks - the Deluxe Workshop and Factory had their worker counts swapped, and they've been boosted a bit more than size efficiency would need. To prevent being overpowered, there's a limit on how many workshops of each type can be built.

      [h2]SMALL THINGS[/h2]
    • Slightly increased item pickup volume
    • Fixed a Foreman typo in the word chitchat
    • Fixed a traveller typo in the word crabapples
    • Fixed a treasure chest opening through a wall in puzzle 005
    • Fixed a few flickering items in puzzle 019
    • Improved collision on Community Fountain
    • Materials on outdoor stage, community fountain, and mayor desk now sound like the appropriate material when walking on them


    [ 2020-01-20 05:46:57 CET ] [ Original post ]

    Dwarrows Update - Release Candidate 1

    Hello everyone!

    This is another major update for Dwarrows and it is expected to be the last major update before release. Don't worry, there will be more after release :P

    There are a lot of changes since the last version and the full list of changes is below if you'd like to know the details.

    To summarise the list, this version includes the usual bug fixes, balance changes, and performance improvements. We've also made many gameplay changes (based on your very helpful feedback!), added many new pets (25+), new stat badges (15+), Steam Achievements (70ish) and a bunch of other things to help us call the game ready for release.



    Unfortunately, this version of the game is NOT compatible with beta versions of Dwarrows (and this is the last time this will happen). If you would like to continue playing your old save game, a new product beta branch has been created on steam with the BETA 25 version of the game.



    Complete list of changes:


      [h2]FIXES[/h2]
    • Fixed the cursor appearing briefly and dialogue sound playing when the town rating fluctuates between stars
    • Fixed a game stopping bug when town rating reaches 5 stars
    • Fixed a bug where Haywire Maintenance Automaton couldn't target characters if they had been saved/loaded inside a Safe Zone.
    • Fixed resources getting stuck hovering near the character
    • Fixed a bug causing the Journal and Mayor reminder popups to never show up again
    • Fixed Gamepad interactions with the Map
    • Fixed townsfolk complaining about environment before environment structures are unlocked
    • Fixed several crashes throughout the game
    • Fixed the rafter supports not hiding when loading a game
    • Fixed Choppable trees and Townsfolk camps to fade in and out instead of popping
    • Fixed Dwarf face now fading during teleportation
    • Fixed Townsfolk hair fading out differently (and eerily) than the rest of the character
    • Fixed Pet Training music not looping cleanly
    • Fixed a bug causing the pet training music would get stuck playing forever
    • Fixed the pet training interest multiplier never actually being used
    • Fixed a bug where music would stop completely until re-entering an area if the area music was fading out while a new one started
    • Fixed missing Sacred Garden zone
    • Fixed Surveyor Runip asking for more Spirit Sprites than exists in the game

      [h2]CHANGES AND IMPROVEMENTS[/h2]
    • Significantly reduced the tutorial dialogue
    • Significantly reduced the difficulty of accessing Banks and Mushroom Grove
    • Significantly reduced the difficulty of leveling up
    • Adjusted the camera to be less jolting when going through doorways
    • Added feedback when getting Ok, Good, or Perfect during pet training
    • Improved pet training UI to show what each action does to trust and interest, now with Tooltips
    • Improved the balance of pet actions to speed up pet training when at or near the same level as the pet
    • Pet Trainer Alice is now clearer on how to execute Timed Hits during pet training
    • Renamed Nature Level to Trainer Level
    • Many small performance improvements
    • Race attendants will now tell you where the Champ can be found
    • Improved some of the puzzles and visual cues in the Ancient Water Treatment Plant
    • Added tutorial tracker to indicate when the tutorial is over
    • Added Credits
    • Added Hall of Heroes interactive book (Backer Reward)
    • Added an announcement when leveling up
    • Replaced the Gravestone quest icon
    • Gravestone dialogue boxes are now sized by the content
    • Improved saving performance and added new 'saving' indicator on the screen
    • HUD now fades away during cinematics
    • Added skippable game intros
    • Changed Soul Quartz pickup prompt to only appear once per session instead of every time
    • Drafting table can now be exited with Escape (like other menus)
    • Changed townsfolk to be more attentive to their needs instead of waiting until it is too late to take care of them, and then complain about them.
    • Increased the Pet Storage from 4 to 10 on Pet Shelters
    • Reduced the Fun had at market structures to 0.5. Shopping can be fun, but it's not THAT fun.
    • Hygiene is no longer a primary stat on Houses. This stat removed need for bathouses very early on in the game.
    • Road pieces now give townsfolk a speed boost. Dirt Paths: 25%; Stone Paths: 50%
    • Reduced the QoL given per stone path tile from 5 to 1. The primary benefit to stone paths is now the speed boost.
    • The entrance to the final dungeon now warns you that you won't be able to come back until you complete it.
    • Improved the quality of the ending sequence of the Final Dungeon
    • Changed the Treasure Diviner to spray out smaller and fewer particles when facing the wrong way
    • Added a new toll guard on break to hint at how to get into Mushroom Grove
    • Travellers will now give quest hints and zone specific dialogue
    • Added new icons for all inventory items
    • Added new crab apple mesh
    • Removed all BETA labels
    • New Inventory slot background
    • New dynamic New Game biography and Dusken Keep history
    • New character biographies and Dusken Keep history on new game
    • New story book introduction
    • New Breakable Pots
    • New Steam Achievements (65+)
    • New Kegnade dispensers
    • New Ancient puzzle doors
    • New Dungeon decor
    • New active paintings for Vigil Pines dungeons
    • New informational conversations with The Mayor, Foreman Ike, and Professor Moony
    • New Townsfolk dialogues: They talk about thoughts and they'll sometimes give hints for town structure recipes
    • New prompts for items picked up
    • New summary above the characters head of picked up items
    • New game icon
    • New teleport stone icons on the map

    • [h3]New stat badges (15+)[/h3] - examples:

      • New badge "Pack Leader" - This badge increases the number of pets that can follow you at the same time!
      • New badges Gold, Stone, Wood, and Currency production
      • New special quest specific badge (no spoilers!)

    • [h3]New Pets (26):[/h3]

      • Green Dragon
      • Blue Dragon
      • Red Dragon
      • Beaver Kit
      • Robin
      • White Rabbit
      • Wasps
      • Wolf Pup
      • Alpha Wolf
      • Black Bear Cub
      • Black Bear
      • Brown Bear Cub
      • Sparrow
      • Monarch Butterflies
      • Bunny
      • Jackalope
      • Chicken
      • Duckling
      • White Goose
      • Marsh Beaver Kit
      • Marsh Beaver
      • Blackflies
      • Blackbird
      • Black Kitten
      • Blue Butterflies
      • Dire Wolf


    [ 2020-01-10 01:44:40 CET ] [ Original post ]

    Beta 25 Patch notes | Mac Linux Support added

    Hey everyone,

    A new patch beta 25 is now available on Steam for Backers, with more fixes and improvements. Additionally, this update is the first available for Linux and Mac! We've tested it to the best of our abilities, but please be on the lookout for any issues and let us know about it!

    Complete list of changes:

  • Added support for Mac (OsX Sierra and up)
  • Added support for Linux (Ubuntu - OpenGL 4 and Vulkan [untested])
  • Fixed a bug that would cause the kegnade quest to lock up
  • Fixed broken gamepad r-analogue scrolling
  • Fixed broken key rebinding menu; It should now be possible to re-bind inputs
  • Fixed characters getting stuck in a loop climbing at the top of ladders
  • Slightly adjusted some cameras in the pet charming mini-game, to avoid being too close to the animals and clipping through the ground
  • Fixed a bug where multiple pet charming sessions could be active at a time
  • Fixed characters being stuck in a slanted position after interacting with an animal
  • Fixed pet charming cameras being slanted if the pet and character were at different angles
  • Fixed characters being able to use tools while on ladders; This also fixes a bug that could cause the character to fall through the world
  • Added a missing bombable rock near Old Quartz road. A treasure chamber was accessible too early in the game.
  • Improved some visual effects in a Forest Trials sequence
  • Some dialogue fixes and minor changes
  • Added several sound effects throughout the game
  • Fixed some floating foliage, characters, and levers
  • New visuals for the final crystal in the last dungeon
  • Changed "New Game" to "New Save" to avoid confusion of what is meant
  • Fixed a bug that would lock up the haywire automaton boss if the hint dialogue was on screen as the gnome repaired it
  • Added some light camera work when speaking to wood-elf campers
  • Disabled the structure outlines when behind objects
  • Blocked off some puzzles that shouldn't be accessible without a specific tool
  • Added some game settings for controlling the visibility of some game items (Character Indicators, HUD, and Notifications)
  • Added names to all outdoor puzzles (this will appear on your map when hovering on the icons)
  • Fixed the Fava puzzle not being tracked as completed
  • Fixed several puzzle exploits
  • New Fuse and Ball puzzle assets


  • [ 2019-08-30 06:04:26 CET ] [ Original post ]

    New update Beta 24 - Release Notes

    Hey everyone!

    This new update is a patch that addresses some small bugs and a few improvements.

    We're keeping an eye on your responses to the survey to see where we should focus our attention next. Thank you to those of you who have filled out the survey so far and please keep them coming!

    Patch Notes:

  • Fixed a crash when gathering resources (I think. It is a difficult one to reproduce, so please let us know if you are still crashing in beta 24!)
  • Fixed some misplaced foliage that would block parts of some outdoor puzzles
  • Disabled camera collision on invisible blocking volume on undiscovered friendship stones
  • Moved some rocks slightly at the entrance of the first trial dungeon to make it easier to exit
  • Music during the Queen's introduction is now controllable by the music volume slider
  • Fixed some dialogue typos
  • Fixed Foreman Ike not speaking to Horbir
  • Changed the jarring Foreman Ike intro camera
  • Fixed a bug that would allow an indefinite amount of travellers to exist at once. This may have been a cause for slow-downs when the game was running for a long time
  • Fixed a portal that was available before it should have been, breaking the race quest line
  • Fixed valid notifications being blocked by currently invalid notifications (eg. journal entries given inside of Hall of Heroes sometimes did not appear until exiting the area)


  • [ 2019-08-16 23:33:00 CET ] [ Original post ]

    BETA Update is live!

    Hi everyone!

    As some of you might have seen on Kickstarter, we've updated Dwarrows to a very new version and we have entered into a "Beta" stage.

    If you are a backer, your game will be updated on Steam and you'll have access to all of the new areas and content in Dwarrows!

    Since the number of changes are in the thousands since our last Steam build, we're not going to attach traditional release notes for this build.

    For more info on this update, check out the Kickstarter update: https://www.kickstarter.com/projects/lithicentertainment/dwarrows-an-adventure-and-town-builder-game/posts/2591356


    [ 2019-08-11 22:15:31 CET ] [ Original post ]

    A Progress Update in March

    Heya folks! lunar2019wavingpig

    We have another quick progress update on our recent activities, have a read at the link below!

    https://www.kickstarter.com/projects/lithicentertainment/dwarrows-an-adventure-and-town-builder-game/posts/2430282


    [ 2019-03-01 23:18:51 CET ] [ Original post ]

    An End of the Year Update

    Hi Everyone!

    We haven't been posting Kickstarter updates on Steam, but since we're not making public updates to the build, we thought we should let you all know what we've been up to!

    Looking at the last update on steam it's not evident that Dwarrows is still in active development, but here's the good news: It is! The 3 of us are deep in development, creating and filling out the rest of the world with new pets, puzzles, and characters!

    Here are the most recent updates we've communicated with our Kickstarter backers:

    Update #20

    Update #21

    See you in 2019 steamhappy
    Happy New Year!


    [ 2018-12-30 23:41:07 CET ] [ Original post ]

    Fresh Update 0.4!

    Hello everyone!

    This update is centred around the town portion of the game. A couple of new structures, performance improvements, new citizen thoughts, and new townsfolk behaviour are among the changes!

    The new Outhouse structure is a 1x1 tile item that fits only 1 person at a time. It aims to help with your citizens' Restroom need. When a citizens' house is too far or doesn't have a built in washroom, this little cabin will really help your citizens stay happy!

    The new Bathhouse structure doubles as a Social activity and the place for your citizens to manage their Hygiene. While some more expensive homes have built in showers and Wood Elves will use these while at home, the Bathhouse is still an experience your townsfolk will enjoy.

    We've also spent some time balancing the citizen's needs, how quickly they are used up, and how much structures provide. We feel it's at a fairly good point now, but please give us feedback if you have it! Let us know how you feel about these changes.

    Now that the needs are balanced, we've finally added consequences to neglecting your citizens. The little elves will now protest (with cute little signs), they'll refuse to pay taxes, and if the situation doesn't improve, they'll leave!

    This update comes with some notable performance improvements too! If your computer was struggling a bit, this update might help.

    For more details, check out the full list of changes below.

    Complete list of changes:

  • New citizen behaviour - Protesting!: Townsfolk will now hold up little protest signs when they are unhappy, and they might even crowd the mayors office when it gets really bad
  • New citizen behaviour - Leaving: If a citizen has been unhappy for too long, they will now leave your town. Note: Backer generated names are recycled when they leave
  • New structure - Outhouse: For the Restroom need of course! citizens will need to use these often, don't be afraid to build more if you need them
  • New structure - Bathhouse: This is for the Hygiene need, for when the citizens feel icky
  • New visuals for safe zones in janitor battle

  • Adjusted the balance for citizen needs and structure benefits
  • Added new citizen thoughts and adjusted when some thoughts are displayed
  • Renamed Bladder need to Restroom
  • Changed hunger meter to recover much faster (~40x). This also helps fix citizens complaining about being hungry while they're being fed.
  • Citizens will now know how to open the castle gates if they are closed. This fixes Townsfolk being stuck inside the courtyard.
  • Tents no longer provide hygiene or restroom benefits (Outhouses and Bathhouses are used instead)
  • Changed citizen emotional states: Happy, Neutral, Unhappy, Angry
  • Townsfolk that join your town will now join with 50% happiness
  • Angry townsfolk not pay taxes
  • Changed Pet and citizen navigation AI to better avoid other AI
  • Improved performance with Townsfolk and Pet AI and stats. This includes fixing a noticeable 'hitch' in the frame-rate once a second
      NOTE:These changes were significant in some cases, so if you were having trouble running the game before, this update might help

  • Improved performance when placing large structures over invalid areas
  • Townsfolk will now dissolve in/out when leaving/entering structures
  • Dungeon door use arrow lowered so it can't be missed
  • Added chimney smoke to some structures (it's more fun this way)

  • Fixed a bug that would cause elevators to be stuck after loading a game
  • Fixed "Give Food" in the pet mini game when using a gamepad
  • Fixed an issue that would allow key fragments to be lost in the trials

    • Keys will now always find the player when they're spawned
    • Missing key fragments are restored on game load, fixing older save games that couldn't progress past the key door

  • Fixed a bug where happiness did not update
  • Fixed an issue that would hide the structure details panel when placing a town structure
  • Fixed badges not properly re-applying after loading a save game and re-equipping a pet

    • Corrupted badges caused by the badge loading issue are now detected and stats are re-rolled

  • Fixed citizens getting stuck when failing to handle their home or work place no longer having room for them
  • Fixed an issue that would cause invisible Mineral Veins to be collectable and collide-able after loading
  • Fixed non-interactive choppable trees from loading. These would also sometimes appear in town structures when loading save games.
  • Fixed an issue that would cause townsfolk to remain trapped in a structure when that structure is demolished
  • Fixed structure stats staying applied to the town once demolished
  • Fixed townsfolk getting stuck when walking through Workshop structures


  • [ 2018-01-20 06:10:21 CET ] [ Original post ]

    Fresh Update 0.4!

    Hello everyone!

    This update is centred around the town portion of the game. A couple of new structures, performance improvements, new citizen thoughts, and new townsfolk behaviour are among the changes!

    The new Outhouse structure is a 1x1 tile item that fits only 1 person at a time. It aims to help with your citizens' Restroom need. When a citizens' house is too far or doesn't have a built in washroom, this little cabin will really help your citizens stay happy!

    The new Bathhouse structure doubles as a Social activity and the place for your citizens to manage their Hygiene. While some more expensive homes have built in showers and Wood Elves will use these while at home, the Bathhouse is still an experience your townsfolk will enjoy.

    We've also spent some time balancing the citizen's needs, how quickly they are used up, and how much structures provide. We feel it's at a fairly good point now, but please give us feedback if you have it! Let us know how you feel about these changes.

    Now that the needs are balanced, we've finally added consequences to neglecting your citizens. The little elves will now protest (with cute little signs), they'll refuse to pay taxes, and if the situation doesn't improve, they'll leave!

    This update comes with some notable performance improvements too! If your computer was struggling a bit, this update might help.

    For more details, check out the full list of changes below.

    Complete list of changes:

  • New citizen behaviour - Protesting!: Townsfolk will now hold up little protest signs when they are unhappy, and they might even crowd the mayors office when it gets really bad
  • New citizen behaviour - Leaving: If a citizen has been unhappy for too long, they will now leave your town. Note: Backer generated names are recycled when they leave
  • New structure - Outhouse: For the Restroom need of course! citizens will need to use these often, don't be afraid to build more if you need them
  • New structure - Bathhouse: This is for the Hygiene need, for when the citizens feel icky
  • New visuals for safe zones in janitor battle

  • Adjusted the balance for citizen needs and structure benefits
  • Added new citizen thoughts and adjusted when some thoughts are displayed
  • Renamed Bladder need to Restroom
  • Changed hunger meter to recover much faster (~40x). This also helps fix citizens complaining about being hungry while they're being fed.
  • Citizens will now know how to open the castle gates if they are closed. This fixes Townsfolk being stuck inside the courtyard.
  • Tents no longer provide hygiene or restroom benefits (Outhouses and Bathhouses are used instead)
  • Changed citizen emotional states: Happy, Neutral, Unhappy, Angry
  • Townsfolk that join your town will now join with 50% happiness
  • Angry townsfolk not pay taxes
  • Changed Pet and citizen navigation AI to better avoid other AI
  • Improved performance with Townsfolk and Pet AI and stats. This includes fixing a noticeable 'hitch' in the frame-rate once a second
      NOTE:These changes were significant in some cases, so if you were having trouble running the game before, this update might help

  • Improved performance when placing large structures over invalid areas
  • Townsfolk will now dissolve in/out when leaving/entering structures
  • Dungeon door use arrow lowered so it can't be missed
  • Added chimney smoke to some structures (it's more fun this way)

  • Fixed a bug that would cause elevators to be stuck after loading a game
  • Fixed "Give Food" in the pet mini game when using a gamepad
  • Fixed an issue that would allow key fragments to be lost in the trials

    • Keys will now always find the player when they're spawned
    • Missing key fragments are restored on game load, fixing older save games that couldn't progress past the key door

  • Fixed a bug where happiness did not update
  • Fixed an issue that would hide the structure details panel when placing a town structure
  • Fixed badges not properly re-applying after loading a save game and re-equipping a pet

    • Corrupted badges caused by the badge loading issue are now detected and stats are re-rolled

  • Fixed citizens getting stuck when failing to handle their home or work place no longer having room for them
  • Fixed an issue that would cause invisible Mineral Veins to be collectable and collide-able after loading
  • Fixed non-interactive choppable trees from loading. These would also sometimes appear in town structures when loading save games.
  • Fixed an issue that would cause townsfolk to remain trapped in a structure when that structure is demolished
  • Fixed structure stats staying applied to the town once demolished
  • Fixed townsfolk getting stuck when walking through Workshop structures


  • [ 2018-01-20 06:10:21 CET ] [ Original post ]

    New Update - Alpha v0.3!

    Hi everyone!

    We've been working on this new update for some time and it comes with improvements and fixes that span many areas of the game, as well as some new features that we've been excited to share!



    The focuses of this update were the pet and stat systems: A new Hero menu tab now lists your character's abilities (eg. sprint & foraging) and stats (eg. run speed & agility).
    Pets play into these new abilities and stats too by adding their abilities to the character they are equipped to!




    We've also taken the time to do another pass on the Haywire Maintenance Automaton "boss fight". After reading many of your comments and watching people play this part of the game, we've come up with changes that should help make it much more understandable and enjoyable, and less frustrating.

    More than a few fixes and tweaks found their way into this build as well. A complete list of these changes can be found below.

    Complete list of changes:

  • New badge system added to the (H)ero screen
  • New random stats rolled for Pets when befriended (eg. Bunnies give +1-5 to run speed to the character it is following)
  • New Inventory/Drop Items: Fish, Seeds, Thorn Berry, Carrots (Note: Chance to drop is based on the number of Foraging badges acquired. Base chance to find food from geocaches is 0%)
  • New Agility badges were added to the characters (This stat is now used for speeding up the Dwarf and Gnome's swing speed)

  • Reduced the number of spirit sprites needed to upgrade your town from 30 to 20
    (Note: If the town has already been upgraded in a loaded game, 10 spirit sprites will be refunded)
    (Note 2: The (J)ournal will be updated the next time Surveyor Runip is spoken to)
  • Improved Pet charming "Give Item" menu and Merchant inventory visually, and they can now be controlled with a gamepad
  • Changed Pet Charming counter-actions spawning speed to be pet specific instead of relying on Nature Lvl vs Pet Lvl. This fixes the level 3 bear quickly spamming distraction/startle actions.
  • Changed Pet Charming interest and trust calculations to take level differences into account. ie. Actions from a higher level actor will be more impactful, and actions from lower level actors will be less impactful.
  • Added new pet animations during the pet charming mini-game
  • Pets can now be sent to the shelter, released, or equipped to follow one of the three characters using the (P)et management list
  • Added a confirmation prompt when releasing a pet
  • Added tooltips to the Pet equip selector on the (P)et management list
  • Added new items in merchant store: Thorn Berries, Fish, and Grain
  • Animals will now react differently to different food types (Favourite foods add more trust and interest than liked items, and disliked foods will hurt trust and interest)
  • Changed the drafting table UI to prefer less mouse travel and require fewer clicks: The structure details are shown on structure icon hover instead of click, and clicking the same icon starts the build placement instead of needing to find and click on the build icon.
  • Added an Overview hotkey icon to the hud
  • Added a new dust particle and footstep sound to carpets
  • Added visual feedback with a counter when picking up spirit sprites and key fragments
  • Reduced game load time
  • Added a new Sprint icon to the Halfling's HUD
  • Added some visual feedback to the trial's 'janitor bot' boss to be clearer when the character is about to be teleported
  • Added a delay to the janitor bot before teleporting the character. This helps give a last chance to hide and a chance to give visual feedback instead of instantly teleporting the character
  • Added intermittent dialogue to janitor "boss fight"
  • Changed character animations to play faster when moving at a speed beyond the character's default
  • Loading a game will now always re-load the map. This fixes several difficult solve load issues
  • Added a close button on notifications when the cursor is displayed

  • Added an echo to sounds played in the trial dungeon
  • Adjusted timing to some audio cues during the Cleaner Bot boss intro
  • Removed Area discovered audio stinger when entering "Dungeons"
  • Added Trial reward chest audio
  • Added audio for the Key door in the dungeon

  • Fixed Townsfolk thoughts breaking after loading a game
  • Fixed the Use Notification being visible during cutscenes
  • Fixed pet slots not being properly cleared when releasing (this fix has been made backwards compatible - save games from older versions will have this fix)
  • Fixed dungeon floors to sound like stone when walked on
  • Fixed erratic cleaner bot animations during intro and outro
  • Fixed Wat's robe stretching wildly during the cleaner bot intro
  • Fixed a bug that would cause the cleaner bot to sometimes fail to start the "boss fight"
  • Fixed an issue where the indicator lights during the cleaner bot fight would not change colours
  • Fixed a load game issue that would cause levers and buttons in dungeons to be unable to open doors (NOTE: unfortunately, save games with this issue could not be fixed)
  • Fixed an issue with laser projectors that could accidentally solve puzzles prematurely


  • [ 2017-11-19 02:35:41 CET ] [ Original post ]

    New Update - Alpha v0.3!

    Hi everyone!

    We've been working on this new update for some time and it comes with improvements and fixes that span many areas of the game, as well as some new features that we've been excited to share!



    The focuses of this update were the pet and stat systems: A new Hero menu tab now lists your character's abilities (eg. sprint & foraging) and stats (eg. run speed & agility).
    Pets play into these new abilities and stats too by adding their abilities to the character they are equipped to!




    We've also taken the time to do another pass on the Haywire Maintenance Automaton "boss fight". After reading many of your comments and watching people play this part of the game, we've come up with changes that should help make it much more understandable and enjoyable, and less frustrating.

    More than a few fixes and tweaks found their way into this build as well. A complete list of these changes can be found below.

    Complete list of changes:

  • New badge system added to the (H)ero screen
  • New random stats rolled for Pets when befriended (eg. Bunnies give +1-5 to run speed to the character it is following)
  • New Inventory/Drop Items: Fish, Seeds, Thorn Berry, Carrots (Note: Chance to drop is based on the number of Foraging badges acquired. Base chance to find food from geocaches is 0%)
  • New Agility badges were added to the characters (This stat is now used for speeding up the Dwarf and Gnome's swing speed)

  • Reduced the number of spirit sprites needed to upgrade your town from 30 to 20
    (Note: If the town has already been upgraded in a loaded game, 10 spirit sprites will be refunded)
    (Note 2: The (J)ournal will be updated the next time Surveyor Runip is spoken to)
  • Improved Pet charming "Give Item" menu and Merchant inventory visually, and they can now be controlled with a gamepad
  • Changed Pet Charming counter-actions spawning speed to be pet specific instead of relying on Nature Lvl vs Pet Lvl. This fixes the level 3 bear quickly spamming distraction/startle actions.
  • Changed Pet Charming interest and trust calculations to take level differences into account. ie. Actions from a higher level actor will be more impactful, and actions from lower level actors will be less impactful.
  • Added new pet animations during the pet charming mini-game
  • Pets can now be sent to the shelter, released, or equipped to follow one of the three characters using the (P)et management list
  • Added a confirmation prompt when releasing a pet
  • Added tooltips to the Pet equip selector on the (P)et management list
  • Added new items in merchant store: Thorn Berries, Fish, and Grain
  • Animals will now react differently to different food types (Favourite foods add more trust and interest than liked items, and disliked foods will hurt trust and interest)
  • Changed the drafting table UI to prefer less mouse travel and require fewer clicks: The structure details are shown on structure icon hover instead of click, and clicking the same icon starts the build placement instead of needing to find and click on the build icon.
  • Added an Overview hotkey icon to the hud
  • Added a new dust particle and footstep sound to carpets
  • Added visual feedback with a counter when picking up spirit sprites and key fragments
  • Reduced game load time
  • Added a new Sprint icon to the Halfling's HUD
  • Added some visual feedback to the trial's 'janitor bot' boss to be clearer when the character is about to be teleported
  • Added a delay to the janitor bot before teleporting the character. This helps give a last chance to hide and a chance to give visual feedback instead of instantly teleporting the character
  • Added intermittent dialogue to janitor "boss fight"
  • Changed character animations to play faster when moving at a speed beyond the character's default
  • Loading a game will now always re-load the map. This fixes several difficult solve load issues
  • Added a close button on notifications when the cursor is displayed

  • Added an echo to sounds played in the trial dungeon
  • Adjusted timing to some audio cues during the Cleaner Bot boss intro
  • Removed Area discovered audio stinger when entering "Dungeons"
  • Added Trial reward chest audio
  • Added audio for the Key door in the dungeon

  • Fixed Townsfolk thoughts breaking after loading a game
  • Fixed the Use Notification being visible during cutscenes
  • Fixed pet slots not being properly cleared when releasing (this fix has been made backwards compatible - save games from older versions will have this fix)
  • Fixed dungeon floors to sound like stone when walked on
  • Fixed erratic cleaner bot animations during intro and outro
  • Fixed Wat's robe stretching wildly during the cleaner bot intro
  • Fixed a bug that would cause the cleaner bot to sometimes fail to start the "boss fight"
  • Fixed an issue where the indicator lights during the cleaner bot fight would not change colours
  • Fixed a load game issue that would cause levers and buttons in dungeons to be unable to open doors (NOTE: unfortunately, save games with this issue could not be fixed)
  • Fixed an issue with laser projectors that could accidentally solve puzzles prematurely


  • [ 2017-11-19 02:35:41 CET ] [ Original post ]

    Patch 0.2-1

    This is a quick patch to fix a few issues found in the 0.2:

  • Fixed the design table not being clickable after having used the Map
  • Disabled Mayor saying "Tax time!" when there are no taxes collected


  • [ 2017-09-26 07:01:17 CET ] [ Original post ]

    New Update! - v0.2

    A new build is now available on Steam: Dwarrows v0.2!

    This game version made a significant leap in engine versions which came with many fixes and new features. The most visible differences of these changes are the new filmic tone-mapper and volumetric fog (in dungeons). These new features give the game richer colours and fog interaction with light sources.

    A first implementation of a map and compass system have been added in this version. The map currently displays the three playable characters and a custom marker that you can place anywhere. The compass displays the custom marker and four cardinal points (N,E,S,W).
    NOTE: Key bindings for the map key "M" might conflict with older settings. Key bindings can be changed in the options menu to fix this.

    The Pet charming system is now more exciting! We've added a new interactive music track and sound effects while in the pet charming mini-game.

    We've also greatly improved controller support: The game can now be played (almost) entirely with a gamepad! There is no 'virtual keyboard' so text fields, like pet names, are still keyboard only fields for now. Keys displayed on screen will now update based on which input device was last used. (ie. if the gamepad is pressed, controller buttons will be displayed until the keyboard is used)
    NOTE: Key bindings might need to be reconfigured (use the button at the end of the line to set defaults)

    Patch notes:

  • New pet-charming music and sound effects
  • New map and compass system
  • New Hardware cursors - The mouse is no longer affected by game slowdowns and should feel more responsive
  • New tone-mapper [Academy Color Encoding System (ACES)]
  • New Volumetric fog in dungeons
  • New overall video quality settings for convenience (Auto, low, medium, high, very high)
  • New Auto video quality detection on first game start
  • New TreasureDiviner tutorial
  • New basic controls tutorials
  • New audio stingers for get item/blueprints dialogues
  • New input keys displayed on many UIs (eg. "Press 'E' to use)

  • Improved controller support
  • Adjusted lighting and bloom to better match the new tone-mapper
  • Improved Dusken Keep's collision to better match the shape of the tower
  • Removed animal collisions with player characters and camera's. This fixes pets from getting in the way when teleporting to the player.

  • Fixed missing Spirit Sprite icon in the main menu
  • Fixed a bug that would cause structures to use the wrong number of workers (eg. Plot should require 4 workers, but would instead need 8)
  • Fixed a bug that would cause Happiness to fail to initialize (this would also break productivity, which relies on happiness)
  • Fixed several dialogues that would display incorrectly during fade out after ending a conversation
  • Fixed some animation bugs during some sequences (known issues: twitchy cleaner bot and facing the wrong directions during cut-scenes)
  • Fixed several issues with the mayor giving the wrong dialogues during and after the tutorial
  • Fixed menus being toggle-able while in the pause or options menus
  • Fixed drafting table to no longer be use-able by Dwilben and Horbir
  • Fixed Blake Smith's dialogue "currency@namePlural" variable
  • Fixed a bug that would sometimes cause townsfolk to stay homeless when there were homes available
  • Fixed friendship stones to no longer be usable before being discovered if the character lands on top of it


  • [ 2017-09-25 02:52:53 CET ] [ Original post ]

    Release Notes 0.1-1

    Hi Everyone, we've just pushed the very first update for Dwarrows - v0.1-1

    This build mainly focuses on addressing major bugs and usability issues found in the first alpha build, based on the feedback we've received.

    The current plan is to continue working out the known bugs and any new issues that you folks might encounter.

    We are very happy with the feedback we've received from you all so far, it has been tremendously helpful! Thank you for your continued support :)


    Patch notes:

  • Added key-bindings for next/previous tool & "Use Equipped Tool"

    • These can now be mapped to a gamepad

  • Changed the Treasure Diviner to change colours more responsively to improve feedback
  • Fixed a bug that would cause Surveyor Runip to not talk if the player had exactly 30 spirit sprites
  • Added re-mappable keys for cycling through characters (default is wheel up/down or left/right gamepad shoulder buttons)

    • [Note: the ui does not yet update when changed]

  • Changed default key mapping for next & previous tool: shift+wheel up/down, and D-Pad left/right
  • Fixed save / load bugs when saving between all Foreman Ike tutorial quests
  • Added a quick tutorial/quest for structure designing once enough tents have been built
  • Worked around townsfolk not reaching their destination - they will now forcefully teleport to the location
  • Moved entrance location for some housing tiers if they were difficult for the AI to reach (especially Tier 3, which has a very high ledge)
  • Fixed loaded games ignoring quest log updates
  • Added a new music track to Dusken Woodlands
  • Added the population's current activity to the Status roll-over in the population list
  • Improved the Wood-Elf ability to navigate to tier 2 markets (small store) and farms (garden)
  • Fixed town structures without work positions not contributing to the town quality
  • Fixed pet centre not contributing to town quality, due to using productivity as a factor in town quality but never having productivity
  • Reduced the amount of energy lost when at activity from -2 or -1 to -0.25 (eg. market structures or entertainment structures) structures. This helps balance the energy stat so that the townsfolk are not perpetually in need of sleep
  • The size of (choppable) Colly Trees will now influence how much wood it will drop and how many strikes it will take to knock it down
  • Wood piles will now only spawn Wood, and stone piles only spawn stone
  • Slightly reduced the number of drops from hidden treasure chests
  • Hidden treasures and leaf piles will now spawn gold more often (wood and stone from these will now spawn at an equal rate)


  • [ 2017-08-13 09:20:04 CET ] [ Original post ]