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The latest patch fixes some serious bugs for a small portion of players.
After over six years in development and just over one year in early access, Lord of Dwarves is releasing its 1.0 version! It has been a long development process. A game I started on a whim, Lord of Dwarves turned into a massive hobbie project and finally into a full game with loads of content.
This patch has been a long time coming. Although I've been continuing to work on Lord of Dwarves on and off I guess the truth is I needed a break. I didn't even realise it at first, I was still working on it here and there, but yea, after 5 years of consistent development I just needed a break. I started working on Lord of Dwarves in 2013 and it does a lot. At 432,099 lines of code it has been a lot of work to get it where it is. I'm happy to say that even at day one Early Access I'm happy with the product I delivered, a full campaign, sandbox, tons of features, and more. So I'm back to finish all the changes I've been making and release them in a final version. Soon I'll be releasing a 1.0 version and with it will come a surprise. There is a game mode that I've always wanted to put into Lord of Dwarves which is now almost complete. I've been having a lot of fun developing and test playing it, so I look forward to finishing it and getting it out to all of you!
This patch has some important fixes to memory issues and even an bug that can freeze up the game. Also a few improvements that came from player suggestions. Thanks everyone for providing feedback. If you have any more thoughts on balance or anything else, let me know.
It's been longer than I wanted since the last patch due to unexpected life events. We came home to find an inch of water in our apartment. We had a whirlwind week moving all our stuff (including my development machines) to a new apartment. The machines are (mostly) back up and there are a number of good improvements in this latest patch so I wanted to finally get it out. I also have a number of changes brewing that change the save file format. Whenever I finish those changes the old save files won't read in the new version. But don't worry, there is an option to run the old version and load old save files if you want to finish a game in progress. I'll post more info when that release comes.
There are two notable changes for this patch. 1) I've received feedback about dwarves getting stuck while building walls. So I added a couple new algorithms in the upper left corner preferences window to help prevent this. Please try them out and let me know what you think! They basically force the dwarves to build from the bottom up - there are tool tips in the game that describe them in more detail if you're interested. Please let me know how you like the new algorithms. 2) A number of players suggested that having a market window for each individual market was time consuming and tedious. I hadn't thought about it before - but they were absolutely right! Now each type of market (human, elf, gnome) has a single market window which aggregates up the goods from all merchants present. It's much nicer. Thanks for the suggestion everyone!
This patch has some minor design changes to farming to reduce some frustrating micromanagement. Additionally, there are some changes with how dwarves engage enemies to make them choose better targets. Also bug fixes. Thanks to everyone who is reporting bugs!
The latest patch is live. Been spending a lot of time looking into bugs. Thanks to everyone who is reporting issues and improvement ideas! Keep them coming.
Here are the notes for the three patches that have been released since early access launch. Thanks to everyone for reporting bugs and providing improvement ideas, keep them coming!
After over 5 years in development I'm happy to announce that Lord of Dwarves is available on Steam!
Lord of Dwarves is a survival-kingdom building game with a focus on grandiose 3D building and leading your dwarves to defend those buildings.
Guide your kingdom to ensure your dwarves survive, build, and prosper. You'll need to gather resources, secure food sources, craft weapons & armor, build structures, and defend those structures against monster raids that include sieging.
If all the content is there, why early access?
Lord of Dwarves contains all the features I set out to build over 5 years ago including a full campaign and sandbox mode. You can buy into early access knowing there there is a full game here with tons of content. But that doesn't mean it's done! I'm releasing in early access so I can improve the game even more based on player feedback. I want to hear what you think will make Lord of Dwarves a better game.
Features
After more than five years of development I'm excited to announce that Lord of Dwarves will release in early access on March 8, 2019.
What is the development status?
Lord of Dwarves is feature complete. The full campaign and sandbox mode are done. The game is very playable and fun.
Then why early access?
If the last five years of development has taught me anything, it's that I want to keep tweaking and balancing the game to make it even better. But I don't want those ongoing tweaks to prevent fans from playing a game which is very content full and fun. Hence early access.
You can buy into early access knowing that there is a whole game here with tons of content. Also know that you can email me with your thoughts for improvements. I want to hear what you think will make Lord of Dwarves an even better game.
I'll leave you with a quote from one of my Alpha testers.
... there's enough playable content and depth that you probably could've gotten away with an Early Access release, but holding back and wanting to put out something of quality is a rare, but good, thing these days."
(Note: this quote references Lord of Dwarves as it was 2 years ago)
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