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Undholm

Undholm Steam news

Pixelmeal Games, LLC | Jan 6, 2019 | game

Released

0players observed · 25 September 2026 - 10:12:12 UTC

IndieSimulationEarly AccessDwarfColony SimSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score64% positive

Undholm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score64% positive
  • Total reviews86
  • Release dateJan 6, 2019
  • DeveloperPixelmeal Games, LLC
  • PublisherPixelmeal Games, LLC

Genres: Indie, Simulation, Early Access

Company pages: Developer: Pixelmeal Games, LLCPublisher: Pixelmeal Games, LLC

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Undholm Steam news

Undholm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Patch: Fix for all entities freezing - 24 February 2019

    This patch should fix a couple of bugs that were introduced by the last update. One issue was related to blacksmiths attempting to craft bows, which would cause all dwarves to stop moving. Another issue was related to pathfinding and caused dwarves to move more slowly than expected. Thanks to everyone who sent in reports and save files! This made it much easier to diagnose and fix these issues.

  • Price increase and Update 5: Zones, Magma Forges, and balance changes - 22 February 2019

    In a couple of days I plan to increase the price of the game slightly -- just a heads-up in case anyone wanted to pick the game up at the current price. Here's the changelog for update 5 (Feb 22, 2019): Zones: Added zones, a way to organize your base as you expand underground. Zones can be placed by clicking the "Zones" button on the HUD, and click-dragging to draw out the limits of a zone. There is no limit to how big a zone can be or what shape it can be. Dwarves that have been assigned to a zone will only do jobs within that zone, with a few exceptions. Dwarves can still do the following jobs even if it's not within their assigned zone: - Mining - Hauling (this includes hauling items to stockpiles, and hauling construction materials to building sites). - Idling (when dwarves are idling, they pick a random nearby spot; this can cause them to wander outside of their zones). By default…

  • Hotfix: Missing population bug - 3 February 2019

    I've added a quick fix for a bug that was causing some old saves to not restore correctly (dwarves and animals were not loading). Although this is an early access project, it is my intention to never break save games unless absolutely necessary. If there's ever a time when I need to make a change that breaks existing saves, I'll post a warning announcement. Feel free to reach out if you experience difficulty loading old files!

  • Update 4: Altars, item limits, and blue grass - 2 February 2019

    Changelog for the latest update (February 1, 2019): Gameplay: Altars should now be fully functional. To link an altar to a deity, you must tribute a specific set of 3 items. Ancient stone tablets with tribute hints can be found underground. If you have a priest, they should automatically pray at a linked altar. Over time this will generate faith orbs, which can be traded for divine favors to help your colony. There are currently three deities, which each offer different favors. Added item limits for crafting stations. Instead of a simple checkbox for enabling/disabling recipes, you can now set limits for how many of each item should be stockpiled. Added ability to delete save files. Added new crop: bluegrass. Requires seeds, which can be found underground or by trading with other settlements. The temperature system should now work a little bit better. Still tinkering with it, and it's s…

  • Update 3: Trading improvements and assorted fixes - 19 January 2019

    Changes in this update: Gameplay: Cows and chickens now use the same taming system as other animals. After an animal trainer has tamed an animal (or after you have purchased an animal from a trader), you can tell it where to go by selecting it and right-clicking on the ground, same as dwarves. Note that many animals (like cows and deer) cannot climb ladders. Added "Mark as Enemy" action. This will manually mark a creature as an enemy of your colony -- soldiers will automatically attack if they're near enough, and all other dwarves will flee from them. Added "Ask to leave" action for NPC traders. Added Trader profession. Added ability to send your own traders to other colonies. This should make it easier to sell/purchase items instead of waiting for traders to come to you. To send one, select a settlement in the world map and use the "Send trader" option. This will immediately open the t…

  • Update 2: Bugfixes and mole scouts - 11 January 2019

    Wanted to get another quick update out before the weekend. Here's what's changed in the latest patch: Bugfixes: Kitchens/Blacksmiths/Tinkerer workbenches should now keep track of what products you've checked/unchecked when saving/loading. Fixed bug where any dwarf could be assigned a weapon. Currently, only soldiers are allowed to equip weapons. Fixed bug where soldiers would not equip weapons from stockpile. Fixed issue related to miners equipping pickaxes and clarified tooltip. Fixed bug where stuff would not get hauled to stockpiles after canceling a stockpile that was under construction. Temperature and weather tilemaps should now restore correctly on load. Fixed UI bug where action button container would display even if nothing was selected. Portal linking works now. To link portals, select one, click "link", and then click another portal. Fixed fireplace saving/loading. Fixed bug…

  • Update 1: Bugfixes and minor improvements - 9 January 2019

    Thank you so much to everyone who has played the game! There's been a ton of useful feedback. I've been working on fixing some of the high-priority bugs that popped up; here's what has changed in the latest update: Bugfixes: Fixed a crash on startup that was affecting laptops with integrated graphics cards. Added rolling autosaves and save naming option. This should hopefully make it easier to store incremental progress and avoid data loss. Previously, all saves (including autosaves) would overwrite your colony save file, meaning there was no way to have multiple saves for the same colony. As a result, if something went wrong with this single file, there was no way to recover the colony. Now, there are 3 rolling autosave slots. When a new day autosave happens, it should overwrite the oldest autosave slot. If your game crashes and reloading the latest autosave doesn't work, try the other…

Patch notes and updates

S.noRelease datePatch nameGID number
124 February 2019Patch: Fix for all entities freezing2480825216201307730
23 February 2019Hotfix: Missing population bug2461683368368852233
32 February 2019Update 4: Altars, item limits, and blue grass2462808987396739765
419 January 2019Update 3: Trading improvements and assorted fixes2426778849021168205
511 January 2019Update 2: Bugfixes and mole scouts2711631078218559019
69 January 2019Update 1: Bugfixes and minor improvements2417771014044518498

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