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Full Dwelvers update
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What changed
- Gameplay
Dwelvers changes
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 Behavior
Take 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 navigate crowded areas.
How This Improves Gameplay
Room layouts will naturally impact productivity.
Battle positioning will matter — some locations will offer strategic advantages.
Dungeon design will affect travel speed — what works early may need rethinking later.
Explorers will spot and engage intruders more effectively.
Overall, the dungeon will feel more alive and immersive.
What do you think about these upcoming changes?
Do you feel this will make Dwelvers more interesting and strategic?
Have a great day, and I’ll be back with more news soon!
/Rasmus
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