Average Playtime: 1 hour

Dwelvers

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--------------------------- EARLY ACCESS WARNING: THIS GAME IS STILL IN ALPHA, EARLY ACCESS STATE. YOU MIGHT ENCOUNTER BUGS. YOU MIGHT ENCOUNTER CTD'S AND YOU MIGHT GET FRUSTRATED. BUT, IF YOU BUY THIS GAME, YOU WILL ALSO HAVE THE CHANCE TO CONTRIBUTE TO THE SHAPING OF A GREAT GAME --------------------------

Dwelvers is a real time strategy game where The player takes the role of an evil Dungeon Lord who guide its minions through building their own dungeon, below and above the surface. Manage elaborate production chains, cater to the needs and quirks of each monster and lead them to battles against other monsters and pathetic humans.

The most challenging part for the player will be creating an advanced production system so as to have enough food to keep the 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. A happy minion is a useful minion!

Features:
  • Multi Layered dungeon: The dungeons are not only scary, they are also deep!
  • Free form room building: Set the size and shape of your rooms and build the inside of them. no run-of-the-mill pre designed rooms, your dungeons is uniquely yours!
  • Monsters equipment: Craft and equip different weapons and armours for your creatures. some of those weapons can only be found through looting enemy rooms.
  • Below and Above surface: In Dwelvers, you will have the option of raiding above surface human settlements and seamlessly transit between the surface and below.
  • Extended production system will see you managing the production of several resources in evil efficiency
  • Hydraulics system that allows players to build elaborated traps and dynamically changing walls that are triggered by pressure plates.
  • Trade with off map settlements by capturing portals.
Platforms
Release date
Developer
Rasmus Ljunggren
Publisher
Dancing Devils
Age rating
Not rated
Website
http://www.dwelvers.com

System requirements for PC

Minimum:
  • OS: Windows Vista SP2
  • Processor: 1.2 GHz Processor
  • Memory: 2 GB RAM
  • Graphics: 512 MB of Video Memory
  • DirectX: Version 10
  • Storage: 200 MB available space
  • Sound Card: DirectX compatible Sound Card
Recommended:
  • OS: Windows 7
  • Processor: 2.0 GHz Processor
  • Memory: 4 GB RAM
  • Graphics: 1 GB of Video Memory
  • DirectX: Version 10
  • Storage: 200 MB available space
  • Sound Card: DirectX compatible Sound Card
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Last Modified: Aug 28, 2019

Where to buy

Steam

Top contributors

Sinkler

1 edit
121
100.00%
Let slip the bulls of war
Spawn at least five Cyclotaur creatures.
100.00%
To the overworld!
Conquer at least five human-spawning portals in the dungeon.
100.00%
Bait!
Catch a fish by building a bridge out to a school of fish.Catch a fish by building a bridge out to a school of fish.
100.00%
We have a deal
Make a trade with another colony
100.00%
Head First
Level up an cyclotaur to learn the creature skill bull rush.
view all achievements
14 items

Dwelvers reviews and comments

Translated by
Microsoft from Deutsch
Early Access Review That could have been Dungeon Keeper 3! Or even better? The Title conceals it, but the Images say it more than clearly. -This is a Game à la Dungeon Keeper from the Basic Idea. You are Lord, or Lady, about a Dungeon and all its Creatures cavorting there. So far, so well known by Bullfrog's celebrated and beloved Dungeon Keeper series. The Graphics are contemporary pretty and sufficient for a Game of this Kind, the Designers have Humor and the Atmosphere is coherent. But What's really new or great about this Game now, except that it just comes over 15 Years after Dungeon Keeper 2? The Wheel doesn't have to be reinvented! -The actual Game concept has remained the same in the Basic Features. You start with a Main Room where your Crowns are created, and you create more and more underground Spaces as the Game progresses. Even the Controls are old. But! From there, the Programmers and Game Designers have done a proper job and seem to have read my innermost Thoughts. What do I pay for all this with? -The Very fact that there is not only the one Resource Gold, with which everything and everyone has to be paid, is already a big Step out of the RTS Corner towards the CONSTRUCTION Simulations. So You actually have to manage a Dungeon and not just build up and attack with your Creatures. The Programmers even make use of Simple Product Chains to give the Game some Depth. Resources such as Wood and Stone Can be used directly at "construction Sites" for Rooms and Objects (Doors, bridges, statues, Etc.), whereas Iron Ore has to be refined at a Blast furnace first with The Help of coal. In addition, Food and Beer for the Creatures is made over several Steps and then issued in a specially designated Tavern. So Here it is a bit more elaborate To ensure a round resource Management. Down please. -A really nice Point for me is the Benefit of 3 Dimensions. Not only do you build on a Level in the Dark, but you can dig down. But Beware, somewhere there is Lava and to top it all off also tunnel Drops, which lead to your whole dungeon planning being thrown over the Heap with one time. Individual Level Changes can be easily overcome by all Creatures, but once 2 or more need to be overcome, you can only help with Stairs or Ladders. In the End, you can also make strategic use of this. Each individual Räum can, of course, lie within itself only on a Level, but there are no Limits to how to arrange the Rooms and on what different Evils. Just look beyond the dungeon edge! -Of course, there is also the Counterpart with sunshine for Every Underworld. The Upper World is one Click away, but everything separates you at the Beginning. Only when you find an Ascent to the Upper World can you visit them with your Creatures and Tyrannize the Villagers and people up there;)-But Be careful, even those have strong Guys who would like to visit you. By the Way, killing opponents usually brings Resources and Items. It can also be a little Micromanagement. -And if you ever question everything Old, why not incorporate a crafting system? In Principle, you have the Opportunity to equip each of your Creatures. Guns (one & two hands), Shields, Armor, Helmets, Shoes and what else is incurred. Anything with different Status Values and you can improve the Creatures in addition to the Exp.-character levels. Your Guys are looking for their Own items, but if you have Preferences here, then you can completely leave yourself out and customize each Creature there. You can also see the Changes in the Euzip to the Creatures as a candy. Looks different when an Orc carries only a Body, a small Bread knife and a Wooden Board as a Shield, or if it goes into battle with giant battle Axe, Iron Armor and Barbarian Shield. The Items can be found or manufactured, which then happens in the Workshop quite easily and clearly. Alpha is called "not finished"-The Game is still in the Alpha at the time of The Review and is not yet at the End Of its path in this Regard. The Programmers still have one or the other before, of course I find the desired Multiplayer most interesting. We'll see what the Zunkunft brings ...
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