- Development Update: Crowding, Pathfinding & UI Improvements - 23 February 2026
Hi everyone,I wanted to share a quick update on the latest development progress. I don’t have screenshots or videos to show just yet, but there have been some major changes to the game that I think you’ll appreciate.What has been done so far?CrowdingCreatures can no longer occupy the same space. Each tile is divided into a 3×3 grid, meaning a maximum of 9 creatures per tile.Creatures now pathfind and move in relation to each other — they can’t pass through one another, so when things get crowded they’ll find alternative routes or ask others to move out of the way.Creatures will never get stuck due to a bad dungeon layout. They will always find a way out (though it may take some time).Slower creatures can force faster creatures to walk behind them during the same phase (if there are no alternative routes).Ghosts and living creatures are allowed to occupy the same space.PathfindingFishmen…
- Hotfix v1.2.4.3 and Development Report - 20 October 2025
Hello Dwelvers people,I just released hotfix v1.2.4.3, addressing the issue where the camera could freeze when zooming in on the Dark Mother.Aside from that, I’ve been continuing work on the new crowding system—though not quite at the pace I had hoped. It’s been a busy month in my personal life, so progress has slowed a little. But no worries! Development on Dwelvers continues as expected — sometimes fast, sometimes slower, but always moving forward.I mainly wanted to check in, say hello, and let you all know that I’m alive and well 😊Thank you so much for your continued support! If you have any questions, feel free to drop them in the comments.Have a great day,/ Rasmus
- Dwelvers Dev Update — Creatures Get Crowded! - 11 September 2025
Hey Dungeoneers!It’s time for another Dwelvers progress update, and this one brings a massive change to how your creatures behave — your dungeon will never feel the same again.Introducing CrowdingUntil now, creatures could casually walk through each other like friendly dungeon ghosts. Well… not anymore.With the new Crowding system:Creatures can now block each other’s paths.Narrow corridors can cause traffic jams.Smarter Pathfinding & Traffic ControlYou’ll now need to think strategically about how you build:Create multiple pathways to avoid dungeon gridlocksSquare rooms are better for movement than long corridorsBuild rooms so they aren’t pass-through areas for other creaturesAnd if creatures do get stuck, they’ll find their way out… eventually. But some might get angry if traffic jams last too long.Focus & ProductivityI am also working on a new creature focus system. I want the workers…
- Upcoming Creature AI Revamp: Diagonals, Crowding & Realistic Battles! - 25 August 2025
Hello Dungeon Diggers,I’m back from a couple of weeks of vacation and fully diving into development again! Right now, I’m working on a big refactor of how creatures move around in Dwelvers.For a while, we’ve seen some odd behaviors — creatures forming unnatural groups, ignoring diagonal shortcuts, and generally feeling less alive than they should. After 10+ years of development, it’s time to tackle this properly to make creature movement smoother, smarter, and more natural.While doing this refactor, I’m also adding several new features that will make the dungeon feel more dynamic:Smarter Creature BehaviorTake diagonal shortcuts where possible.Show more curiosity and explore the dungeon more actively.Avoid walking through each other.Be disturbed when non-workers pass through their workspace.Fight more realistically, without stacking into a single spot.Use more advanced pathfinding to nav…
- Dwelvers Workshop is now Available – Create, Share, and Play Realms! - 6 August 2025
Dwelvers Workshop is now Available – Create, Share, and Play Realms!Hello Dungeon Lords!We’re excited to announce that the Steam Workshop is now fully integrated into Dwelvers! This means you can now create, customize, share, and play custom Realms directly inside the game — no external tools needed!Create Your Own RealmsHead into the Realm Editor from the main menu and click "Create New Realm" to start building your own unique dungeon experience. Use the editor to:Shape the landscapePlace minerals, enemies, and moreSet the difficulty and layoutSave your Realm with just a clickBy default, victory is achieved by defeating all enemies — but that’s just the beginning...Customize Victory Conditions with XMLWant to go deeper? Dwelvers is a moddable game by nature, and you can tweak your Realm even further by editing its XML script.Examples of what you can set:Defeat a number of enemiesSurviv…
- Workshop Progress Report and More - 23 July 2025
Hi Fellow Dwelvers,I just wanted to pop in and share this week’s events with you. 😊ReviewsWe’ve had 9 positive reviews in the last month, which is really great! Most of them came in just this past week, and it really boosted my motivation even more!If we get 10 positive reviews within a month, Steam will show Dwelvers as “Overwhelmingly Positive” for all visitors. Just one more review and we’re there! 🙌WorkshopThe Workshop is progressing as it should! I had to spend some time enabling asynchronous loading in Dwelvers to ensure smooth communication with the Steam API. Doing this also ended up improving the loading screens even further.Feature DiscussionI really love the feature discussions we’re currently having. Dwelvers has so much potential, and seeing all the possible improvements to make the game even better makes me truly excited. The Steam forum is becoming more and more active,…
- New Graphics and Upcoming Workshop - 17 July 2025
Hi fellow Delvers, or Dwellers, or Dwelvers,Since the last announcement I have made some graphical improvements to the game, I have also been working on getting the Steam Workshop up and running, and doing some marketing. A lot of things is going on right now :)Graphical ImprovementsAll icons in the game have now been updated to a high res consistent art style. This means:New creature icons.New construction icons.New tool icons.New spell icons.I have also added splash screens featuring almost all the creature types in the game, this makes the loading part a little bit more fun.Upcoming Steam WorkshopI have finally started working on adding the Steam workshop to Dwelvers, and I kind of regret not doing this sooner. Currently I am able to upload maps that I have made in the Realm Editor, and the next step is to browse maps in Steam Workshop made by other users and play them.The goal is th…
- Rise of the Dark Sister - 26 June 2025
Welcome Surface Dweller,With this new update, we’re excited to introduce the Dark Sister — and a brand-new campaign dedicated entirely to her.The Dark SisterSo what makes the Dark Sister different from the Dark Mother (besides the blue-tiful paint job)? What can you expect from this campaign?Like her darker sibling, the Dark Sister is driven by ambition — her sights set on nothing less than total domination. But as the story unfolds, priorities shift, alliances falter, and difficult choices must be made. In the final hour... her true self will be revealed.Expect fishy hordes, trogosaur infestations, dwarfish traitors, and elfish curses. Venture through the deep places of the world, cross paths with a vengeful prince, and take part in one last journey — one final act of service.We hope you enjoy the Dark Sister campaign as much as we enjoyed creating it.New CampaignA brand-new campaign w…
- Dwelvers v1.1.9 is now ready for beta testing - 24 June 2025
Hi all,Dwelvers V1.1.9 beta testing version is now released. This update focuses on a lot of campaign fixes, some bug fixes and one crash fix.We are getting really close to the Dark Sister full release on Thursday, so if you have time to check out the beta and give me feedback it would be really helpful.Except for getting the campaign as balanced and stable as possible I will focus on the possession spell, it is really fun to play with, but unfortunately it is currently rather buggy.Scenario 3 fixesEnemy levels has increased.Guards added at choke points.More enemies.Enemies added in the maze.The Prince and his guards will have higher level with higher difficulty.Better camera transitions.Remember to connect room message has been added to one of the objectives."What horrors...." cutscene now have subtitles.General fixesThe option to see the surface is now grayscale until you actually rea…
- Dwelvers v1.1.8 is now ready for beta testing - 23 June 2025
Hi all,Dwelvers V1.1.8 beta testing version is now released. This update zeroes in on squashing those nasty crashes affecting the Dark Sister campaign. The root cause has been identified, and I'm happy to announce these issues have now been resolved. How to Access the BetaTo opt into the beta, use this code:tuK82JR1JgNsK1OCRight-click on Dwelvers in your Steam LibraryChoose Properties → BetasEnter the code and select the beta branchSolved bugsBug 1.1.7.1 - Crash around enemy owned trapsPressing the "Home" key on the keyboard freezes the camera position, preventing it from being moved until the game is reloaded.Crash (1.1.7) - RunTime Error when choosing the realm seedBug (1.1.7) - All the options for Generated - Customized realms have disappearedI saw in option "Toogle game speed", but it is set to no value by default. Bug (1.1.7) - Now that more than one creature can dig through a wall…
- Dwelvers v1.1.7 is now ready for beta testing - 19 June 2025
Hi all,Dwelvers V1.1.7 beta testing version is now released. This release have mostly been about bug splatting and AI optimization. But I have also added some requested features such as having frequent autosaves, and using the numpad * key to toggle between x1 and x8 speed.With the last version I got a crash reported to me, and I take this very seriously. I noticed that the uploaded for crashdumps didn't work - so this is now also fixed.So if you experience any crashes in this version, please press "Yes" to upload the dmp file to our server. This helps me a lot!Oh, and that is right, I almost forgot - You can no longer farm in the last Dark Sister scenario, the elves have put a curse on the farmland! (will only work when playing the scenarion from the beginning) So enjoy living on fish and trading ;)How to Access the BetaTo opt into the beta, use this code:tuK82JR1JgNsK1OCRight-click on…
- Dwelvers v1.1.6 is now ready for beta testing - 16 June 2025
Hi all,Dwelvers V1.1.6 beta testing version is now released. Here I have added the Dark Sister voice lines to the remaining two campaigns. We also have all the Dark Sister voice messages added.We are now getting closer to the release date for the Dark Sister, and we would love to get so much feedback as possible on the campaign levels - this will help us make Dwelvers even better, and when we start the publicity round we want the game to be as enjoyable as possible for new players.How to Access the BetaTo opt into the beta, use this code: tuK82JR1JgNsK1OC Right-click on Dwelvers in your Steam Library Choose Properties → Betas Enter the code and select the beta branch Solved bugsCrash (1.1.4) - DM campaign lvl 2 + bug at the start of the gameBug (1.1.5) - After quitting the game the Closing Dwelvers window stops at Cleaning up game dataThank you all for playing and supporting the game!/…
- Dwelvers v1.1.5 is now ready for beta testing - 13 June 2025
Hi all,Dwelvers V1.1.5 beta testing version is now released. Improved pathfinding, optimization and AI bugfixing have been the goal for this release.I have a date in mind for leaving the Dark Sister beta mode and join the Dark Mother for real: June 26th – just two weeks away. If you have time, please report any bugs you encounter so I can prioritize fixes before the release.How to Access the BetaTo opt into the beta, use this code: tuK82JR1JgNsK1OC Right-click on Dwelvers in your Steam Library Choose Properties → Betas Enter the code and select the beta branch Improved PathfindingI took the time to scrap the old system where the pathfinding relied on rooms and replaced it with a pathfinding system that instantly find the shortest path from any point on the map to any other point on the map. This is an improvement from the old system because it is faster, and that the old system could ta…
- Dwelvers v1.1.4 is now ready for beta testing - 9 June 2025
Hi all,Dwelvers V1.1.4 beta testing version is now released. In this version we have focused on bug fixing, achievements, improving upon features and of course the Dark Sister campaign. We also have a release date for when the Dark Sister leaves the Beta stage and becomes a full worthy member of the Dwelvers family.How to Access the BetaTo opt into the beta, use this code: tuK82JR1JgNsK1OC Right-click on Dwelvers in your Steam Library Choose Properties → Betas Enter the code and select the beta branch Dark Sister CampaignWe thank you for all the feedback we have got about the Dark Sister campaign. All campaign levels have now been balanced with more enemies and cave-ins to make the game play more interesting between all the points of interest.AchievementsWe have now added 14 more achievements connected to the first Dark Mother campaign. These are not added in Steam yet, just locally in…
- Dwelvers v1.1.3 is now ready for beta testing - 3 June 2025
Hi all, V1.1.3 is now out and things are going fast! Our voice actor has given us the Dark Sister voice for the two first scenarios in the Dark Sister Campaign, and our dungeon designer have added 12 new achievements for the Dark Sister campaign. And besides this a lot of bugs have been fixed as well! We would very much appreciate it if you could play the new campaign as our beloved Dungeon Designer need feedback on his work to make it as good as possible. So you're all welcome to check out the latest beta release. How to Access the Beta To opt into the beta, use this code: tuK82JR1JgNsK1OC Right-click on Dwelvers in your Steam Library Choose Properties → Betas Enter the code and select the beta branch Solved bugs Texture glitches when possessing a creature Realm (Map) Editor: Removing a single tile in the Realm Editor deletes the entire column of tiles, down to the bottommost Solid Roc…
- Dwelvers v1.1.2 is now ready for beta testing - 29 May 2025
Hi all, A lot is happening right now! We've just reconnected with our voice actor, who has agreed to give the Dark Sister a completely new voice — adding even more personality to the character! This new voice will also be featured in system messages and idle chatter, and I’m really looking forward to hearing the final result. Meanwhile, Marcus — our beloved dungeon designer — has completed level 3 in the second campaign. In this level, you lead a group of scouts searching for a new cave, but without access to the Dark Sister. It’s a real game changer! You're all welcome to check out the latest beta release. How to Access the Beta To opt into the beta, use this code: tuK82JR1JgNsK1OC Right-click on Dwelvers in your Steam Library Choose Properties → Betas Enter the code and select the beta branch Thank you all for playing and supporting the game! / Rasmus
- Dwelvers v1.1.1 is now ready for beta testing - 19 May 2025
Hi all, We’re getting closer to the next major release of Dwelvers! But before that, we need your help to test it and squash any lurking bugs. That’s why we’re launching this beta version, and you're invited to join in. At Divine Robot, the company where I work, and which is supporting Dwelvers, we recently brought on a level designer—who’s built a new campaign introducing the Dark Sister. I asked him to describe her, and he said: "She's blue, she's got evil to do, and enemies to subdue... and in the last hour, her true self will come through" How to Access the Beta To opt into the beta, use this code: tuK82JR1JgNsK1OC Right-click on Dwelvers in your Steam Library Choose Properties → Betas Enter the code and select the beta branch What to Expect This is a work-in-progress build, and we’re eager to hear your feedback. Some things are still incomplete: The Dark Sister voiceover is not imp…
- What's Cooking in Dwelvers? - 29 March 2025
Hi all! As usual, I've been struggling to find time to work on Dwelvers. In my last news post, I talked about introducing an enemy keeper AI. This would, of course, require a lot of work to get right, and once it’s implemented, I’d need to design levels where you face off against this enemy keeper. If I followed that plan, it might be a while before you see the next release. So, I’ve been thinking... Dwelvers already has a lot of game mechanics, and most updates I’ve made have focused on introducing new features or mechanics. Perhaps it’s time to concentrate on adding more content instead. This approach is much quicker for me to implement, and I believe it would significantly enhance the gameplay. For example, we need to get the workshop up and running. The game is highly moddable at the moment, and that potential should be fully utilized. Another example is that the game currently only…
- Spring / Summer Development Report - 24 May 2024
Dear Dwelvers community, Since the last post in March, I was able to put down quite a lot of work on Dwelvers, and my intention was to continue doing so. I was able to continue on the computer AI for the Dark Mother and reached a point where the computer could build rooms in an orderly way, and repair them if they got destroyed. Unfortunately, life got in the way again. My regular job, together with me prioritizing my family first of all, made little time for development. In the past, when this happened, I always hoped to get back to the development as soon as possible, and the longer it took for me to get back, the harder it was. To be honest, I have found out that the time of year I usually have time for development is in the autumn and the winter, so I think this will be the case this year as well. I soon go on vacation, and that will make it impossible for me to find any time as I w…
- February Developer Report - 2 March 2024
Dear Dwelvers community, This month I have been working on something extra. It wasn't my original plan but when it came to me I just had to pursue it. So what is going on here? Do we have more than one Dark Mother in the picture? Yes we do :D Computer Dark Mothers Since the first time I started developing Dwelvers I always had the design in my mind that more than one player should be able to play the game at once, either it be in multiplayer, shared screen or just a computer player. Even if this was a long time ago and nothing I have prioritized during the 10 years of development I've always kept the original design intact. So when I tested to just add another computer player in the world another Dark Mother came forward! Telling them apart Before I even wanted to go into all the bugs the new Dark Mother took with her into the underground, I first needed to be able to seperate the Warde…