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Steam News25 August 202510mo ago

Upcoming Creature AI Revamp: Diagonals, Crowding & Realistic Battles!

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.

In this update3

Full notes

Full Dwelvers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition10 changes0 removals
  • Gameplay
changedHello Dungeon Diggers,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 .
addedHello Dungeon Diggers,While doing this refactor, I’m also adding several new features that will make the dungeon feel more dynamic:
changedHow This Improves GameplayRoom layouts will naturally impact productivity.
changedHow This Improves GameplayBattle positioning will matter — some locations will offer strategic advantages.
changedHow This Improves GameplayDungeon design will affect travel speed — what works early may need rethinking later.
changedHow This Improves GameplayExplorers will spot and engage intruders more effectively.

Dwelvers changes

changedFor 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 .
addedWhile doing this refactor, I’m also adding several new features that will make the dungeon feel more dynamic:
changedRoom layouts will naturally impact productivity.
changedBattle positioning will matter — some locations will offer strategic advantages.
changedDungeon design will affect travel speed — what works early may need rethinking later.

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

Source

Steam News / 25 August 2025

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