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Steam News11 September 20259mo ago

Dwelvers Dev Update — Creatures Get Crowded!

Hey Dungeoneers! It’s time for another Dwelvers progress update, and this one brings a massive change to how your creatures behave — your dungeon will never feel the same again.

Full notes

Full Dwelvers update

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Repeated intro

Hey Dungeoneers!

What changed

0 fixes5 additions4 changes0 removals
  • Gameplay
  • Maps
addedIntroducing CrowdingWith the new Crowding system:
addedIntroducing CrowdingCreatures can now block each other’s paths.
changedSmarter Pathfinding & Traffic ControlCreate multiple pathways to avoid dungeon gridlocks
changedSmarter Pathfinding & Traffic ControlSquare rooms are better for movement than long corridors
addedFocus & ProductivityI am also working on a new creature focus system. I want the workers (like Cooks) to get distracted when other creatures run through their rooms — slowing production.
addedCreature Physics — Battle Gets BrutalWe’ve added force attributes to creatures, meaning collisions actually push them back.

It’s time for another Dwelvers progress update, and this one brings a massive change to how your creatures behave — your dungeon will never feel the same again.

Introducing Crowding

Until now, creatures could casually walk through each other like friendly dungeon ghosts. Well… not anymore.

With the new Crowding system:

  • Creatures can now block each other’s paths.

  • Narrow corridors can cause traffic jams.

Smarter Pathfinding & Traffic Control

You’ll now need to think strategically about how you build:

  • Create multiple pathways to avoid dungeon gridlocks

  • Square rooms are better for movement than long corridors

  • Build rooms so they aren’t pass-through areas for other creatures

And if creatures do get stuck, they’ll find their way out… eventually. But some might get angry if traffic jams last too long.

Focus & Productivity

I am also working on a new creature focus system. I want the workers (like Cooks) to get distracted when other creatures run through their rooms — slowing production.

Soon, creatures will have a focus level:

  • High focus → faster, better crafting

  • Low focus → sloppy mistakes (they might burn the bread)

This means dungeon layout directly affects efficiency. Smarter designs = more resources.

Creature Physics — Battle Gets Brutal

We’ve added force attributes to creatures, meaning collisions actually push them back.

Why this is awesome:

  • Spells like Gravity Blast now slam enemies into walls

  • Creatures will push each other during combat

  • Special attacks like Bull Rush will launch enemies across the map

Battles are about to get way more intense.

Coming Soon…

We’re just getting started:

  • Idle creatures will wander naturally

  • Fishmen will learn to swim

  • Bugs will traverse lava fields

  • Creatures will fall off cliffs (yes, you can weaponize gravity)

This new crowding system is the foundation for everything that’s coming next.

Join the Conversation!

That’s it for this update — but I’d love to hear what you think about the changes. Drop your thoughts in the comments and let us know what you want to see next!

And don’t forget to like, subscribe, and wishlist Dwelvers on Steam — your support keeps the dungeon growing! ❤️

See you in the next update,

Rasmus

Lead Developer (the only developer) — Dwelvers

Source

Steam News / 11 September 2025

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