Dwelvers is a real time strategy game inspired by the old time classics Dungeon Keeper and Settlers. The player needs to guide their minions in digging out paths and rooms, and claiming them for themselves, growing their dungeon. The game will be based on creating your minions and keeping them pleased in various ways. Then you will lead them into battle to defeat your enemy and claim victory! The most challenging part for the player will be creating advanced production chains so as to have enough food to keep their creatures well fed, enough weapons and armour to outfit their army as a force to be reckoned with, and of course enough beer to keep them satisfied with you as their master. A drunk minion is a happy minion! The theme of the game will have a lot of dark humour, and each creature will have its own personality, demands and fighting style; forcing the player to handle all the creatures in different ways in order to max out their potential.
Fixes: - The launcher is no longer complaining about missing "Dwelvers.exe". - Dwelvers will no longer complain about missing "DemoGame.png". Dwelvers is a real time strategy game inspired by the old time classics 'Dungeon Keeper' and 'The Settlers'. The player takes the form of an evil Dungeon Lord who needs to guide their minions in digging out paths and rooms, and claiming them for themselves, growing their dungeon. The game will be based on creating your minions and keeping them pleased in various ways. Then you will lead them into battle to defeat your enemy and claim victory!
this demo 30min?
Yeah, 30 minutes gameplay.
Rasmus your doing a great job im one of your biggest game fans and i was wondering what does the game hold in the future?
Oh, that question requires a big answer :D Not to go into too much details (that is what the forum.dwelvers.com are for).
First of the game needs to be more balanced, more creatures, more rooms and buildings, more spells, more traps, introducing raiding on the surface world, campaigns, multiplayer, being able to make the create squads, less micro management, more auto equipping and more balancing...
This is just off the top of my head. I have a vision on how the game will be like when it is finished, and for each update I get closer to that goal, but I do try to focus at one thing at a time so that I don't get distracted. Also, when I introduce new features they are usually pretty simple, it is not until all the features are introduced in the game and I see that they work well together with each other I start expanding on them.