First Dwarf cover
First Dwarf screenshot
Genre: Role-playing (RPG), Adventure, Indie

First Dwarf

1st Anniversary Update (#25)

🎉Wow, it’s already been a year!

[p]Huge thanks to everyone who played, supported us, shared feedback, or just had fun in First Dwarf. [/p][p]This journey has been wild, unpredictable, and incredibly rewarding. Your ideas and reports have shaped the game in ways we never imagined. You’re not just the community. [/p]

You’re part of the dev team!

[p][/p]

🚀How Far We’ve Come

[p]Over the past year, the game has grown massively. The world is now four times bigger. We’ve added new islands, weapons, technologies, character progression, and entire clans arriving with fresh challenges. You asked for more freedom in building, so we made it possible for the mech, Tru, and Ragna to all build. You asked for better UI, stamina balance, clearer notifications, easier wall and mana-pipe placement, and we delivered. We added a flying ship, full Steam Deck support, and cloud saves. That’s 25 updates so far, and honestly, we’re just getting started.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42893252/0f920deba9162aa7e33e5fe3465db35a5ed481f8.gif"][/p]

🛠️Update #25 (build ver. 0.8)

[p]To celebrate the 1st Anniversary Update (#25), we’re unlocking something special: early access to the fifth island. It’s still under development, but to celebrate the first anniversary of Early Access, we’re letting you explore it now and get a sneak peek at what’s coming. [/p][p]And for those who want to jump straight into testing new features, we’re also including a special savegame with everything unlocked in the technology tab and ready to play around with. This is just for those who want to experiment quickly and freely. [/p][p][/p]

🌟HIGHLIGHTS

[p]🔷 New 5th island unlocked (Work in Progress)[/p][p]🔷 Settlers can now repair damaged structures[/p][p]🔷 New Berserkers guild introduced[/p][p]🔷 New monster: Flufgig[img src="https://clan.akamai.steamstatic.com/images/42893252/c9e1d5ad4cc3102afe876534534a52d97fc26122.gif"][/p][p]🔷 Crafting stations now support item queueing[/p][p]🔷 Ragna can now fly much closer to the ground[/p][p]🔷 New pickup: Crystallised Mana[/p][p]🔷 New technologies:[/p][p]⠀⠀💠Rippergun[/p][p]⠀⠀💠Mana Infusion[/p][p]⠀⠀💠Spiked Wall[/p][p]⠀⠀💠Whetstone[/p][p]⠀⠀💠Blast Trap[/p][p]⠀⠀💠Explosive Cartridges[/p][p][img src="https://clan.akamai.steamstatic.com/images/42893252/1c90b0a24f2456f3deaf17b1f398e2147a357560.gif"][TAG-102][/p]

⚙️Features

[p]🔷 New skills added:[/p][p]⠀⠀💠 Ragna The Engineer[/p][p]⠀⠀💠 Tru The Alchemist[/p][p]⠀⠀💠 Firebreath Mastering[/p][p]⠀⠀💠 Fireball Mastering[/p][p]⠀⠀💠 Frostbreath[/p][p]⠀⠀💠 Frostbreath Mastering[/p][p]🔷 The main base flag now reflects your Dwarven Guild[/p][p]🔷 Destroyed structures now appear scorched and no longer show HP bars or prompts unnecessarily[/p][p][/p]

🧩User Experience

[p]🔷 New, clearer pop-up window in the skills menu[/p][p]🔷 Adjusted drop rates for monster pickups[/p][p]🔷 All characters can now pick up equipment, even if they can't equip it[/p][p][/p]

🐞Fixes

[p]🔷 You can now pick up duplicate equipment[/p][p]🔷 Settlers no longer get stuck between defensive walls[/p][p]🔷 Fixed settlers wandering off while talking to the player[/p][p]🔷 Several skills now have improved descriptions[/p][p][/p]

🔮So, what’s next?

[p]✨First, we’re diving deep into NPC and wildlife AI. In this update, settlers can already repair damaged buildings on their own, and they’ll gain more autonomous roles in future updates. We’re also bringing life to wild, untainted animals. [/p][p]✨Next up is combat variety. Enemies will get new attack behaviors, new abilities, and entirely new types. You’ll see the first hints of this already, with a brand new enemy and upgraded combat for Ragna. [/p][p]✨Village infrastructure is another big focus. Expect new structures, expanded building features, and more depth to how your settlements evolve. After improving wall placement, the next step is adding new wall types. [/p][p]✨And speaking of heroes, this update boosts Ragna. Next in line is Tru. We’re also working on key new NPCs like Val and Lyra, and eventually, you’ll meet our future arch-nemesis, Astramos.[/p][p][/p][p]Huge thanks for all the great feedback and bug reports![/p][p]Come hang out with us on Discord 🧝‍♂️🧙‍♀️🛡️🧑‍🔧🤖🐗🪄⛏️[/p][p].misha. + Damian[/p]

Multiplayer HOTFIX!

Update #24: Locked & Loaded!

It took some time, but we certainly didn't just sit around all day!

[p]Some time ago, we introduced the Crossbow to the mech arsenal. Drawing from that experience and your feedback, we designed new weapons.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42893252/4adc4b39272feb23469a3b76967db08183067874.png"][/p][p]We made significant improvements to the overall "gun feel". Alongside the guns, we added a new plant called Boomboo that produces the fruit necessary to craft cartridges (bullets) for them.[/p][p]We also brought the intro to life with full narration and voice-over. Tru finally found his voice (and he’s not shy about using it). Just take a look:[/p][p][/p][p]With every patch, we improve the user experience and clarity of the game. In this update, we continue this tradition. There is now an XP bar, and your current level is visible on the HUD, along with a notification and shortcut when you have unspent skill points.[/p][p]We have also upgraded the Characters menu tab, making it much easier to access a specific character's equipment.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42893252/43f6c493e4c08cebb99e079d7e241d638cf603cc.gif"][/p][p]Here’s the full changelog for Update #23 (ver. 0.734):[/p][p][/p]

🌟HIGHLIGHTS🌟

[p]💠Added LVL and Experience bar to the interface[/p][p]💠New weapon - Shattergun[/p][p]💠New weapon - Beamgun[/p][p]💠New weapon - Burstgun[/p][p]💠New Plant - Boomboo - beware, it can protect itself  [/p][p]💠 New Ammo type Cartridge[/p][p]💠Animated Intro is now narrated with a voice-over and subtitles[/p][p]💠New dialogues in the first cutscene[/p][p]💠 New hit reaction animations for enemies & physics-based ragdolls[/p][p]💠Added separate slots for Ragna attacks, it is easier to use Fireball now[/p][p]💠Improved “gun play” for Ragna fireball[/p][p]💠UI new crosshair for Ragna Fireball[/p][p]💠UI Ragna attacks and Ranged weapons for the Mech have better hints when charging and on cooldown[/p][p]💠Added Skills [/p][p]🔸"Impact Converter" for the Mech[/p][p]🔸“Battle Breath” for the Tru[/p][p]💠Added option to equip items from the inventory tab (besides the Character's Equipment tab)[/p][p]💠added buttons for skills and equipment in the Characters tab for easier navigation[/p][p]💠Shortcut on the HUD to the Equipment of the currently used character [/p][p][/p]

🛠️Other Changes & Fixes🛠️

[p]💠Now you can exit the Technology tab by clicking RMB[/p][p]💠 Stronger enemies can destroy trees[/p][p]💠Added notification for skill, character, and tech points (in the menu)[/p][p]💠Switching structures and categories in building a menu won't cancel the wall that is currently under construction[/p][p]💠 Optimization work (added LODs for some mobs)[/p][p]💠Scrolling through technology, inventory, and descriptions is now done by holding the LMB and dragging the mouse[/p][p]💠Added SFX when trying to attack with 0 stamina[/p][p]💠Fix to a building grid on 4th island (Balista Floating Ruins)[/p][p]💠Fix for properly counting walls to build in the tutorial quest on the 1st island[/p][p]💠Fix for cutscene glitches on the second island[/p][p]💠Added new graphics for wip/locked technology and skills (padlock)[/p][p][/p]

⚽GAMEPLAY BALANCE⚽

[p]💠Added more enemies on the Raptured Canyon island[/p][p]💠Added new tech waves for unlocking weapons[/p][p]💠 A perfect block that regenerates stamina is now in the skill tree[/p][p]💠Mortar Turret can bump lighter enemies into the air a bit [/p][p]💠Fix - attacking stone deposits with a crossbow doesn't give exp anymore[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42893252/100df8716d14b0483ab1f4da29eb4f254abad9d4.gif"][/p][p]Thank you all for the great feedback and bug reports![/p][p]As always, I encourage you to join our Discord :)[/p][p][/p][p]Over & out![/p][p]Damian[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42893252/cd1192fdcd174c07d8a36dfc873f469a08c59405.png"][/p][p][/p]

UPDATE #23: SNAP! New Update is UP!

Hello travelers!
Sit down and enjoy new update:)

We have made a lot of improvements to the building, but also added the long awaited (by us at least :D) notification system. It still needs some polishing, but at last you will get info about many important things in the game and finally you will see the names of the monsters when you spot them :)

Combat should now feel more challenging, we have made a lot of balance changes to the way stamina works in the game. I hope you like the changes.

Here’s the full changelog for Update #23 (ver. 0.734):

🏛️BUILDING IMPROVEMENTS🏛️


    💠Added ability to destroy buildings while in building mode (R button) (Dpad Up)
    💠Added ability to jump while in building mode (space) (A)
    💠Added ability to open and close gate while in building mode (space) (A)
    💠From now on the wall does not extend beyond the available grid
    💠Visible grid is now represented on a circular (now square) plan with a gentle fade the further away from the center
    💠Unconnected gates now glow yellow and you can manually open and close them. After connecting them to the mana pipeline they will open and close automatically when the player is nearby.
    💠Building cursor can now come closer to the player

🔔NEW NOTIFICATION SYSTEM🔔

notification list:

    💠New Quest Awaits
    💠Quest Conquered
    💠Enemy Wave Incoming!
    💠Guild overcame the enemy wave!
    💠LEVEL UP
    💠Item Discovered
    💠Enemy Discovered
    💠Animal Discovered
    💠Blueprint Discovered
    💠Structure Destroyed
    💠Item Picked
    💠EXP Gained

🌟HIGHLIGHTS🌟


    💠Added New Weapon: Battleaxe
    💠Ragna crossbar is more slick now
    💠Better camera movement while fire breathing with Ragna
    💠Added visual effects for crow nests
    💠Added Visual effect on the Mech for not enough stamina when trying to use a jump/dash/combo

🛠️GAMEPLAY BALANCE🛠️

We made a couple changes to stamina consumption, to emphasise stamina management in the game:)

    💠Crossbow now is unlocked from the start of the game :) You get 20 bolts and recipe to craft more
    💠Added the ability to use a jump/combo when there is at least 1 stamina point
    💠Added smaller “cooldown” of stamina regeneration when there is less than 0 stamina points, now it is same length as when there is 0 stamina
    💠Cooldown for stamina regeneration added
    💠Added Skill that boost stamina regeneration cooldown
    💠Stamina regeneration speed tweaked (little bit quicker)
    💠Added Skill for boosting stamina regeneration speed
    💠Dash consumes more stamina now (15 points)
    💠Jump consumes less stamina now (15 points)
    💠Stamina gain from leveling up tweaked (from +15 to +5 points per level)
    💠Stamina during a combo is drawn only when the attack animation plays and not immediately when it is clicked
    💠Changed Recipes for Mech parts (they require monster parts now)

🐞BUG FIXES🐞


    💠Tru on Cutscene on II island when settlers arrive
    💠Orb enviro puzzle fixes
    💠Fix with non-interruption of gliding action
    💠Fix with resetting Ragna's fire and flight up/down inputs when Ragna dies
    💠Fix for Ragna sight not always immediately disappearing when entering Scout mode
    💠Fix for UI combo bar sometimes not showing up when stamina is low
    💠Fix for settlers sometimes sticking out of the house when in it

I'd love to read what you guys think of the new stuff!
As always i encourage to join our Discord :)


Cya!
Damian


Update #22: Build Tight, Shoot Right!

Hello there!


It's high time for a fresh update 😎 And as every proper Dwarf knows - nothing beats tighter walls and a well-oiled crossbow 💪
This time, we’ve focused on improving the building system. Most importantly, the grid is now 2x denser, making creative building easier and helping structures fit more snugly into the environment. On top of that, gate placement has been improved - you can now place them at more varied angles and in different lengths 😊

But if you're more of a warrior Dwarf, we hope you'll enjoy the shooting improvements we've added to the game :)

Here’s the full changelog for Update #22 (ver. 0.724):

🌟Highlights🌟



    💠 Smaller, more precise grid
    💠 New gate-building system - more gate angles and lengths
    💠 Crossbow and gunfeel overhaul

      🔸 New functionality: drawing the crossbow increases accuracy and range
      🔸 New animations: Fully Charged, Charging, Reload
      🔸 Unique crossbow-specific aiming reticle
      🔸 New sound effects

    💠 Smooth stamina regeneration (not in chunks)


🛠️Other Changes & Fixes🛠️



    💠 Ravens have a new, more magical nest now
    💠 New enemy animations

      🔸 2 new taunts for each enemy
      🔸 New walking and running for Felf (the first enemy type)

    💠 New visuals for coral pickup
    💠 Reimagined cutscene for Eskoim Port on the first island
    💠 Improved cutscene for Raven sending on Swamp Island
    💠 Bug fixes to the Swamp Island quest “Thunder in Paradise”
    💠 New aiming crosshair for Ragna's flame breath
    💠 Improved visual effects for Ragna's Fireball, both charging and projectile impact
    💠 Fixed: correct health display in the UI for ManaWell, StoneMine, and Sawmill (was showing 0/0)
    💠 Fixed: if a Wall was destroyed while affected by a status effect (e.g. BigFelf’s acid), the Wall would disappear, but the VFX would remain until reloading the save.


Just a humble reminder about our Discord, where I’m always happy to answer any questions 😎

Over and out.
Damian


Update #21: Walls, Pipes & Magic Vibes - Part 2🧙‍♂️

Today, we’re bringing you a bundle of improvements for building (including the recently added Align Mode) and various other parts of First Dwarf. We’ve also removed the need to connect Ancient Ports to mana for them to function. Now, the main challenge for Ancient Ports is to supply them with Blue Stones, and we plan to deepen this part of the game in the future! 🙂

As for the future, next important improvements after this update will introduce a smaller grid, which should greatly enhance the building experience! 🙂 We're also improving the crossbow, making shooting more engaging and just simply cool. 😃This is just a little tease for you! 🙂 There are lots of other things we’ll be adding and improving, but we don’t want to spoil them just yet. However, if you’re curious, feel free to ask me about them on our discord 🙂

Changelog #21 (Ver 0.719)


🛠️Building Improvements🛠️


    💠 Right Mouse Button and B (default controls) now cancel the current wall building but do not exit the building menu
    💠 Mana pipes are now pinned to the far left of every category in the building menu
    💠 The Mana pipes icon blinks when objectives require building it
    💠 Building categories blink when an objective requires building something from a specific category
    💠 The yellow wooden beam is now visible right after switching to Align Mode, giving better communication for the active building mode

🎮Other improvements🎮


    💠 Ancient Ports no longer require a mana connection to function (this also fixes bugs related to bringing colonists to the first island)
    💠 Improved cutscenes related to finding Ravens on islands 1 to 3
    💠 Balance tweaks for the tank enemy (Big Felf - picture below), it is now harder to get him into a tired state. Dodging his attacks tires him significantly less - yes you can tire him by dodging his attacks :O

    💠 Improved visual effects for Ragna’s Fireball
    💠 New animation for despawning enemies from waves, it can occur when an enemy completes its task or gets stuck. Monster will now be summoned back (by who? 🤔)
    💠 If the Research Center is destroyed while upgrading Tech Level, the process will be canceled

📻Audio📻



    💠Mech electric sparks and creaking sounds when damaged are tuned down
    💠Music Default settings are adjusted so it won't be too loud compared to other sounds
    💠Overall default audio settings have been tweaked for a better experience
    💠Added sound effects for tainted Ferin (fox)
      🔸Attacking Sound Effects
      🔸Transforming Sound Effect
      🔸Taking damage Sound Effects

🪲Fixes🪲


    💠 Fixed a bug where quests requiring a specific number of items to be built, crafted, or gathered were not displayed properly in the quest menu
    💠Fixed an issue where the hint describing how to use Dragon Sight was displaying wrong button
    💠Fixed objective names in the “Bees Need Our Help!” quest.
    💠fixes for Airship disappearing when was located in corner of the screen
    💠Fixed instances where Ragna would fly on her own after switching characters
    💠Tainted fog on the map & mini map fixes - there were instances where when picking up Dark Stones fog would glitch out
    💠Now radius on map & minimap correctly displays area of the Technology Improving Wave
    💠Bug fixes & optimisation for mana pipes building


We hope that you like the changes:)

A huge thank you to all of you for playing First Dwarf and for the constructive and awesome feedback you share with us!

See you soon!
Damian


Update #20: Walls, Pipes & Magic Vibes🧙‍♂️

Greetings!

We’re excited to present the brand-new update for First Dwarf!

In this update, we’ve improved many aspects of the game, with a primary focus on enhancing wall and pipeline construction. Now, when building walls, you can switch between Drawing Mode and Align Mode. Drawing Mode works just like in the previous update, while Align Mode connects your starting point with the spot you're aiming at using the shortest available path — perfect for building quickly and efficiently, even on uneven terrain. We hope this feature makes construction more intuitive and fun!

Additionally, we’ve refined the default gamepad controls for better usability.

Thanks to your feedback, we’ve removed the requirement to destroy all monster nests on the island before bringing in Settlers. This should improve the pacing and give you more freedom in how you expand. In the near future, nests located near buildings will reduce Settlers’ morale, adding more depth to Settlement management. This, along with other upcoming features, will make the experience even more immersive!

Here’s the full changelog for Update #20 (ver. 0.711):

🌟Highlights🌟


    💠New wall building mode – Auto Align
    💠New Pipeline Building System – Now works similarly to the wall-building system.
    💠Improved default key mapping
    💠Removed the requirement to destroy all enemy nests before bringing Settlers in
    💠Enhanced Ravens – New visuals, animations, and sound effects, making them feel more:



🎮Features🎮


    💠Audio polishing – Improved volume balance, proper functionality in audio options, and better ambient sound placement near water
    💠Cutscene improvements:

      🔸Improved the "First Encounter" cutscene on the first island
      🔸Improved the "Settlers' Arrival" cutscene on the first island
      🔸Improved cutscenes for sending the Raven to fetch Settlers
      🔸Improved cutscenes for the Raven’s return from the Settlers

    💠Added plants picked up variants– Every plant that can be picked now leaves behind branches
    💠Better AI pathfinding on Canyon Island
    💠New items picking animations for Tru, Ragna, and the mech
    💠Separate mining animations for walls (e.g., ore mines)
    💠Improved rock and mountain textures for better visual quality
    💠Better animation for item drops from enemies – Items now bounce and rotate along the X-axis

🛠️Fixes🛠️


    💠Fixed Seer Quest not completing
    💠Fixed time lever on swamp island not showing interaction icon
    💠More unified quest icons in the top left
    💠Fixed instances of enemies teleporting with the player after death
    💠Fixed owl AI where some owls would get stuck and stop moving
    💠Fixed gathering ore with Tru would sometimes get interrupted
    💠Fixed tainted fog not disappearing after clearing it
    💠Fixed camera jumps near fallen/broken trees
    💠Fixed save system bugs. Previously, saving right after killing an enemy could cause them to respawn upon loading. The same issue could happen with various pickups
    💠Improved Tru’s animations when he has no weapon (beginning of the game)
    💠Fixes to settler animations and visuals for a more polished look
    💠Fixed the tainted cloud’s rotation when picking up Dark Stone

We’d love to hear your thoughts on the update and the game. We read all your feedback, so don’t be a stranger! 🙂

Cheers!
Damian – Known to Talk to Pipes and Birds 🛠️🐦

Update #19: The Seer Awakens

Hey, Dwarven Explorers!



We know, we know - this update took a little longer to land than our usual rapid-fire January sprint, where we threw out two major updates, a small one, and a hotfix like a dwarven forge on overdrive. But trust us, it was for a good reason! This time, we tackled some serious mechanical changes, and breaking them into smaller bits would have been messier than a goblin’s cooking.

The wait is over, and we’re really happy with what we’ve built! New UI improvements, better quest tracking, a whole village makeover, and a mysterious new enemy—the Seer! We hope you’ll love these changes as much as we do. Let’s dive in!

🌟 Update Highlights



🌀 New Monster – Seer the Awoken


A long-lived, levitating entity with powerful telepathic abilities. Seers act as silent watchers over vast territories, relaying information to their kind through mind-linking. Few have survived an encounter with a Seer—most challengers are driven insane by their whispers. They release a corrupted mist that distorts reality and camouflages their presence, making them even harder to detect.

📜 Better Quest Menu


You can now browse completed quests, a previously missing feature! Additionally, quests can be filtered freely, and we’ve introduced a clear distinction between Main and Side Quests for easier navigation.

🎮 Improved UI for Steam Deck Players


Buildings now have short & long descriptions for better readability.
Enhanced windows & interface adjustments for a smoother experience.

🏗️ Contextual Hints During Building


On-screen cursor-based tips now appear in real time, making construction more intuitive.

👧 Settlers Rework


The dwarven ladies got a much-needed revamp! 💪 New faces, improved animations, and more variety bring extra life to the settlement. Even in a world of floating islands, mechanical war machines, and dark tainted magic, looking your best still matters! 💅

🌙 Visual Enhancements – Better Post-Processing & Lighting


We’ve added improved post-processing effects, enhanced shadows, and refined ambient occlusion (AO). Night scenes now look better than ever, with richer lighting and a deeper atmosphere!

🔥 Full Changelog (ver 0.701)


🌟HIGHLITS🌟


💠 Quest Menu Extreme Makeover
🔸Added Main Quests, Side Quests, Completed labels
🔸Added Completed Quests Log
🔸Added filtering tabs
🔸Graphical overhaul of Quests tab
💠 Added our first but not last mini boss - Seer the Awoken
💠 Better contextual hints display in building mode
💠 New animations for female Dwarves
💠 Improved models for female Dwarves (Schollars and Hunters guild)
💠 Steamdeck and Coop fixes
💠 Fixes for playing with two gamepads
💠 Tidier building description windows with an option to show/hide more info
💠 Better UI scaling

🎮Features🎮


💠 Improved post-processing, additional shadows, and enhanced lighting (especially at night)
💠 More vibrant mobs - they now emits lights and have more interesting appearance
💠 New breathtaking cutscene on the start of second island
💠 New mini quest on second island - related to first miniboss encounter - Seer
💠 New attribute to the Dwarven Hammer (Thunder elemental that slows down enemies when charged)
💠 New attribute to the Artifact Hammer (Acid elemental that damages enemies when charged)
💠 New stun system for enemies:
💠 New Dialogues on first and second island
💠 Characters now have own icons on minimap instead of just dots
💠 You can enter main menu from rpg menu now
💠 Improved lighting in cutscenes
💠 Improved lighting in selected areas
💠 New stun system for enemies:
🔸Some enemies are now more resistant to stunning. Each enemy has a minimum stun value; if your weapon deals less stun damage than the enemy’s minimum value, it will be too weak to stun that enemy.
💠 Added displaying building stats in their popup windows

🛠️FIXES🛠️


💠 Wrapping objective names in the quests menu
💠 Bug Fixes for wall building
💠 Fixed a bug with showing other consumable items in the bolts equipping menu.
💠 Fixed a bug where arrows did not deal damage to Tainted Owls
💠 Fixed a bug where the body of a dead owl would joyfully bounce after death
💠 Fixed an issue with the circle menu where the animation could get stuck
💠 Steam Deck controls improvements
💠 Archseeker (NPC) now turns his head to the player.
💠 AI improvements – enemies no longer get stuck on open gates.
💠 AI improvements – Ravens lands and fly more realistically
💠 Mobs lights – fading on death and color changes for animals depending on their Tainted state.
💠 Wave – when the meteorite hits a nest, enemies previously spawned from that nest now join the wave.
💠 Enemies – reaction to hits (e.g., from crossbows) from long distances.
💠 Fixed Status Effects – they did not always reset on death.
💠 Better UI scaling.

⚒️ The Journey Continues!


We're not slowing down! 🚀 More exciting updates are already in development, with new features, mechanics, and world expansions coming soon.

Let us know what you think of Seer and the latest improvements! 🛠️

Stay strong, Dwarves!
The Star Drifters Team ⭐🚀

Update #18: 💖Hearts & Hammers

💖 Love, War & Fixes – Update #18!


Hey, Dwarven pioneers! There’s no better time to team up than now. Steam’s Couch Co-Op Event is here, bringing a co-op discount and the perfect excuse to grab a partner and dive into the world of First Dwarf. Whether you're building, fighting, or just making sure the other person doesn’t waste all your resources, Update #18 has a lot to offer.

🔥 Highlights



  • New Stat Windows for Buildings, Items, and Weapons – highly requested details on costs and effects. No more guesswork!
  • Better Attack Patterns for Enemy Waves – less predictable, more natural. Now they won't just pile on one pre-determined spot.
  • Updated Quests – clearer objectives, polished dialogues and better guidance


⚙️ Additional Features & Fixes



  • Acid damage no longer cancels your combo – keep swinging!
  • Updated quest icons on the UI – check the top-left corner.
  • Environmental polishing – added a new path from Archseeker to the lower segment of Canyon Island.
  • HP, Mana, and Stamina bars cleaned up – clearer, neater, and easier to read.
  • Fixed area-wide quest detection when settling an island – smoother quest progression.
  • Tree chopping FX now appears in the right place, even for oddly shaped trees – realism at its finest.
  • Wild Wave base scoring fixed – no more weird 1/0 Felf waves.
  • Camera adjustments – fewer awkward angles when colliding with trees.
  • Wild Wave egg flight time now scales with difficulty:
    • Easy – 33% more time before enemy wave
    • Hard – 33% less time before enemy wave
  • Fixed visual glitches in forests – no more flickering foliage.

🔮 What’s Next?


We’re far from done. More mechanics and fresh content are on the way, but the biggest change is something that has been missing until now. Characters with real roles in the world.

Speaking of which…

💘 Meet Val and Lyra – A Valentine’s Surprise!



So far, the colonists have been just that. People settling the islands and working in the background. But among them are key figures with their own stories, goals, and conflicts. With upcoming updates, these NPCs will become more than just settlers. You will get to know them, interact with them, and understand their motivations, relationships, and the challenges they face. The first two to step into the spotlight are Val and Lyra. But they won’t be the last.

First up, Val. An aspiring geomancer and healer, scheduled to arrive later with the Survivalist Guild. Due to her beliefs, instincts, and readiness to act, she built her own airship and flew after Tru as soon as she could. She cares deeply for her people, including her childhood friend Tru, with whom she shared many youthful adventures. She will be joining the game soon, though not necessarily in the next update, bringing new interactions, fresh dynamics, and her own unique perspective on the world.

Later, with the arrival of the 5th island, comes Lyra. She is a lone elven figure with a past as mysterious as the Taint she once fought. She carries her burdens in silence, but her story will be one worth uncovering.

So grab your co-op partner, double-check your defenses, and get ready for whatever Driftland throws your way. Just remember, sometimes the biggest battles aren’t fought with hammers and dragonfire, but with trust and partnership.

🚀 See you in Driftland!

Update #17: Walls & Waves

Hey, Dwarven Scouts!



It's time to step up your defenses like never before – because in Update #17: Walls & Waves, we're making big changes to how you build and protect your colony! 🏗️⚔️ Now you can draw defensive walls before placing them, making construction smoother, faster, and way less click-heavy.



And to help you prepare for incoming chaos, we're adding a visible attack radius for enemy waves, so you’ll always know where to reinforce your defenses. This feature will be expanded soon with Raven Watchtowers, making scouting even more effective!
We made missions on the first island much clearer (or at least we hope so!) by improving their descriptions, objectives and titles, ensuring a smoother and more engaging early adventure.

🛠️Changelog (Build Version 0.0.657)🛠️



  • Improvements to the Base Defense and Enemy Waves Systems

    1. Added new wall-building system (multiple wall building)
    2. Now you can place up to 30 walls in a row for faster colony defense.
    3. Added visible enemy wave attack radius and target indicators.
    4. Added a new icon for incoming wave eggs.
  • Added better blueprint frames in Crafting Stations.
  • Added lightning status effect (slowing down the player on git) for the Bear.
  • Added a new iteration of map icons – still a work in progress.
  • Swapped Gamepad buttons – now Right Button opens the in-game menu, and Left Button opens the main menu.
  • Fixed missing quest area visibility for clients in "Colony For The Shipmakers" quest.
  • Fixed Tru's footsteps audio – reduced SFX volume by 40%.
  • Fixed an issue where chopping trees and rocks would sometimes stop when holding the button.
  • Fixed close-range combo hits on trees not registering properly.
  • Fixed Eskoim Turret issues – sound effect was playing too early, and the rotating top part was misaligned by 90°.
  • Fixed Ragna's collision – she now properly interacts with trees.

January has been a massive month for First Dwarf – we’ve crushed bugs, improved enemy AI, polished the environment, and progressed toward a better Steam Deck experience. Cloud Saves? Checked off the list. Better enemy waves? You got it. More fixes and balance tweaks than Tru can count? Absolutely. And we’re just getting started ːsteamhappyː

Now go build, defend, and get ready to face the waves – the Taint won’t stop itself! 🛠️🔥
The Star Drifters Team 🚀