
Dwarf Eats Mountain
Dwarf Eats Mountain is a simple strategic incremental game about mining mountains with dwarves and their war machines. Harvest gold and artifacts, then use those riches to upgrade and grow your dwarven empire — so you can devour even bigger mountains!
WISHLIST ON STEAM - Steam Demo coming soon! - : https://store.steampowered.com/app/4078200/Dwarf_Eats_Mountain/
DISCORD: https://discord.gg/EvBJn9sdhm
Note: Game can slow down on browsers when there are a lot of physics objects on screen in the late game. You can disable shine shader and particles in the options, which should help. But sadly there's only so much that can be done for browsers. Game runs way better on desktop.
Note: Game auto-pausing when the tab loses focus is a really annoying "feature" of GM GX WebAssembly that I cannot disable. Which is a real shame for a game like this. You can try tricking it, or playing on the desktop version where there is no pausing and the performance is also a lot better.
Note: If you see weird aspect ratio, resolution or pixel artifacts/glitches, toggle HD mode ON/OFF (F4) and it should fix them. I suggest doing this every time you start playing on a browser.
Note: This is a demo in development. I am posting updates frequently, based on your feedback, as the game is being built, polished, optimized and getting ready for the Steam Demo!
Master the dwarven ways of treasure extraction! This game is about making numbers go up, but the way you do that is open to your interpretation and ingenuity. At your fingertips:
- Many different buildings and dwarves, each with various strengths and weaknesses
- Abundance of upgrades and active rituals to enhance and buff dwarves and their machines
- 50+ ancient Artifacts to collect and display in your gallery, each with special effects which complement and adapt your build - Can you collect them all?
- Rare resources such as the coveted Mithril and the mountain's Soul, presenting decisions whether to spend them on weapon upgrades, forging artifacts, or casting powerful enchantments and rituals
- Prestige to replay the game while progressing faster, with new synergistic build-defining effects (65+ prestige upgrades)
- Discover what the gods have hidden in the world spire, and what happened to the previous civilizations when they dug too deep
Regarding demo content:
- This demo shows a lot of the core game content. The end goal is mountain level 50 which is achievable in the demo and can take up to 2-4 hours. The full game will add a true ending at level 100, as well as support endless mode (which already exists to unfinished degree). However, to try all the demo content, buy all the prestige upgrades and collect all the artifacts, it can easily take you dozens of hours.
- Demo has 8 types of buildings which produce 10 types of dwarves. Each building has on average around 14 upgrades. The full game will have at least 4 more buildings and 6 more types of dwarves with upgrades. As well as more upgrade tiers. (Some of these are already visible in the demo but aren't purchasable.)
- Demo has 51 artifacts and 40 tiered prestige upgrades. The full game will have many more (not just those currently visible).
- Demo has around 22 calamities and 5 monster dens. The full game will have many more, including bosses.
- The full game will have steam achievements and as much language localization as possible.
| Updated | 1 day ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 4.7 out of 5 stars (167 total ratings) |
| Author | GreenWizardGames |
| Genre | Strategy |
| Made with | GameMaker, Aseprite, Box2D |
| Tags | Arcade, Casual, Clicker, Fantasy, Idle, Incremental, Indie, Management, Pixel Art, Retro |
| Average session | A few seconds |
| Languages | English |
| Inputs | Mouse |
| Links | Steam, Discord |
Download
Click download now to get access to the following files:
Development log
- (v0.4.4.1) - Dwarf Stats, Improved Panels/GUI, Dynamic Particle Throttling, and...2 days ago
- (v0.4.3.2) - Stuff and fixes.12 days ago
- (v0.4.3.1) - Big Optimization Patch! +enchanting/flamers/demodorfs/runes/GUI/etc...17 days ago
- Manufactorum Bulldozer update!23 days ago
- Export Browser Saves & Unlock Conditions Patch27 days ago
- (2nd) Another try at fixing the smoke addicted dwarves28 days ago
- Hotfix for the hotfix for the smoking runners29 days ago
- Hotfix for silly runners getting stuck again, plus new text outline system29 days ago









Comments
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How do you import the game? I see the export botton but not the import
Sadly you can't import into browsers atm because of some JS and GX WebAssembly issues I wasn't yet able to solve. But you can import into desktop version which runs significantly better.
I believe this should now be fixed in the new patch. Thanks for reporting!
The game DID start, but the Great Maw was gone. It started working again after prestige, though. And I love the new UI!
If i buy this game here, will i be getting it on steam as well?
Or wait until this is released on steam. Allready favourited it there ;)
No you can't buy the game yet, you can only donate when you download it for free. Thank you for the steam wishlist! :)
THX
genuinely fantastic incremental game, honestly one of the best i've seen. it is incredibly clever in design in both upgrade dynamics as well as for player enjoyment managing to both last several hours and be engaging all throughout.
if i had to give a list of things id want added:
- a way to check all stat modifiers being applied to a tower. eg, ballista accuracy + damage + fire rate from upgrades, other buildings, relics, and temp modifiers to direct which way you should upgrade. Maybe wizard tower upgrade to observe how well you're doing.
- A way to intensify the mountain's drawing of ores to increase performance but also increase wealth given per ore. Honestly maybe even a slider here?
- I noticed that dens said they protect the mountain from damage but I'm pretty certain both the mountain and den got damaged at the same time
- Maybe a way to delete units (and get back dawi) and/or a one tile extension to the right at some point? I suspect something like this is planned with brief mentions of getting a greater Khazak Dwarfhold???
genuinely a fantastic game though, i absolutely adore it. expect me to buy it on steam when it comes out. im surprised it doesn't cost money here tbh.
btw i literally made an itch.io account to comment this
Lol thanks, that's kinda a high honor, since I hate making random new accounts. XD
Awesome, thanks!
-Yup, way to check dwarf stats is on the TODO list.
-A slider in player's hands would be a bit weird, but I am constantly improving performance and tuning the mountain reclaiming, so that it feels good and not like it takes too many ores too fast, so that beautiful gem piles can stil form, but at the same time keeping in mind performance impact, which is a hard thing to get right. However I will be adding higher value ores, so that instead of dropping 2-3 small ones, you drop 1 high-value one, especially in the late game, helping reduce overall count.
-Dens should protect mountains from normal hits, but a lot of hits like dynamite and laser deal damage to both at once.
-I probably won't add dwarf selling since there's not much reason for it (btw you won't be forced to buy 7 miners in full release), but I might have to increase max building height to 5. Though atm even with 4, you can build all current buildings + all future ones, with potentially only missing one slot, which could be a fine strategical decision, though I assume most players wouldn't be happy with that so I'll prob need more slots lol.
Thank you for feedback. Glad to hear your kind words! :)
I am currently mountain 105 and i've noticed 2 things on browser (chrome). 1. all of my ores are currently moving in slow motion as I easily average over 1K current ores which honestly not much I could see happen as 90% of the time they are still in the air but definitely slows down gold production. The second thing I noticed is that souls take FOREVER! I am only waiting on soul upgrades and upgrades that require over 10 mithril. Yet again I understand this is an incremental game but it seems like it takes forever just for 1 soul, and I need up to 3 souls just for 1 upgrade. thank you for understanding and very great game overall. <3
When FPS drops below 60, since ore physics are tied to it, they start moving in slow motion. I suggest playing on desktop where performance is a lot better.
Additionally yeah, in the late game due to various factors such as high force scaling, the ores can spend more time in the air than on the ground, which I don't like since I prefer seeing big beautiful gem piles. This will be improved by diminishingly scaling and capping force, as well as slightly increasing gravity, and hopefully making mountain reclaiming less aggressive as I continue to improve performance. But I'm open to other ideas how to make this better.
As for the souls, well, it's suppose to be a rare resource that you might not necessarily get to always use on every single upgrade, however I will be certainly adding more ways to obtain mithril and souls, through artifacts, prestige, boss kills and rituals.
Thanks for feedback!
Rapid Repair Servitors!? Blessed be the Omnissiah!
PRAISE THE MACHINE GOD!
Loving the game so far and already wishlisted it on steam. Sadly I am playing on the browser so the lag is really bad but bearable. Great game keep it up. <3
So far, I am absolutely loving the demo! it's a great little Idler for whilst I'm working!!!
Really looking forward to the full release!!!!
Can you add an option to tint/make the bg color solid for the panels? When theres a lot of objects/ores it makes it really hard to read even with the black outline text
Yup I agree, I will be improving the look of the panels in the next patch.
you should have it so that if they get hit *if this is already not in the game* that it has a small chance to play goofys falling scream
Heh, I could definitely add more super rare sounds like the current "itai". Would have to found a free fan version that's not copyrighted by Disney though lol. And what are some other iconic screams I could use I wonder?
like the Minecraft OOF or lego Yoda's death sound WAIT the metal pipe one
I'm so glad I found this game! I love playing incrementals and this has easily become a favorite in the last few weeks. There's something about the style and physics that makes it feel so rewarding and engaging. The fantasy flavor is really fun! It sets me up to daydream a bit while I play.
I'm so excited to keep up with this project :) Looking forward to adding this to my Steam library!
Glad to hear that, thank you! :)
trust me you'll LOVE it
just had a dwarf forget to throw stuff into the maw?? they just went up to it and rested still with all the stuff on their head and then went to gather more (and got stunned i think, it was hard to pay attention). the top item was an artifact, idk what exactly caused that
I think this could happen in the very rare case the runner got stunned during the post-deposit wait timer I recently added, and then when he went to deposit again the timer didn't reset so it made him think it's time to rest. I believe I have now hopefully fixed this and it's not because of another reason. It will be up in the next patch. Thank you for an informative report!
This is a god tier game and I've finished it countless times in almost every patch. Is there any chance you could add an additional difficulty mode where prestige points aren't gained for mountains where you've already gained them? So you would need to make more progress to get more PPs. The mountains would have to be buffed as well.
Another thing that I would love to have in the future is a way to lose. Perhaps the mountain and its denizens could start fighting back against the buildings or something.
Again, insanely good game. I hope you can add more challenges so I can keep playing it over and over again.
I was thinking that after level 50 you'd start getting PP only every 4-5th mountain kill and then after level 100 you'd stop getting them entirely (except maybe for boss kills). Because atm it's easy without prestiging to just start melting mountains after certain point and rank up so much PP that you quickly run out of PP upgrades to buy. But this kinda goes against the flavor of prestige, as well as what you've been saying of wanting to be rewarded for more progress. The outlook might of course be completely different when more upgrades and mountain levels/bosses are added and health is probably buffed.
Your difficulty mode sounds kinda cool, but even with just current 108 PP max, you'd need like 200-300 mountain kills to get that much PP, which seems impossible to do if the mountains already killed don't yield PP, because of how exponentially ridiculous health scales.
But I was thinking of having some kind of "Ascensions" system, where maybe after you unlocked all PP upgrades, you can infinitely keep buying certain upgrades, or maybe reset the entire PP tree but get a powerful permanent buff, and you can do this infinitely. This way you could keep playing and get really far, or even maybe each ascension the game also gets harder (though what would this entail, just more HP and more dens/calamity spawning?).
As far as losing goes, initially the idea was that calamities/dens could also destroy buildings, or at least slow them down, as well as actually kill dwarves/runners, but that wasn't very fun and didn't add much but frustration. However I will be adding a few ways to lose / be forced to prestige, such as a DPS/PP-check at say mountain level 75, probably in the form of a boss. Plus probably another key-like gate at lvl 100 or so, where you need unique artifacts obtained from forging/alchemy/spelunkers to progress.
As for challenges, there will be steam achievements, plus maybe if the game's scope doesn't get too big, a late game prestige building that gives players hard quests/challenges that they need to complete either in a single run or through multiple runs.
Thank you for the feedback and encouraging words! :)
IMO a better solution would be making the prestige upgrades cost more. Tier 1 = 1 PP, Tier 2 = 2 PP, Tier 3 = 3 PP, etc.
Indeed, I was also considering this. Would slow the game down considerably though, and most upgrades that make early game faster would have to be in T1-2. Plus most later upgrades that have multiple tiers would need to have only 1 rank, maybe two, otherwise it would be very costly. But yeah I could see this being the way.
The sheer madness of my current run
Rest time upgrade for bulldozers seems to get worse going from 5 to 6?
You're right, it's a bug, it will be fixed next patch, thanks!
Hello GreenWizard, I would like to write a small review of your game.
After playing it at browser, I downloaded and stress-tested the game using Cheat Engine, a good PC and a Potato PC.
There is no performance difference in a good PC or Potato PC. The game sustains lots of sprites and movement without slowing down. The visual options, however, need to be better addressed before a final release.
Text outline is totally necessary during moments where there are lots of things in the screen at the same time. I suggest it comes enabled by default.
It was not totally clear to me at first gameplay that you could prestige. The acronym PP made no sense until I understood it was Prestige Points. However the amount of Gold retrieved stays the same. One *can* reach endgame without ever needing to prestige.
Disabling screen shake sometimes re-enable itself. Prestige is one of the causes of it. Calamities and New Mountain also keep screen shake even with the option disabled. I need to remove screen shake because I have vertigo. Excess screen shake may cause accessibility problems for your players.
Disabling particles remove also the particles that visually inform the player a new mountain appeared, remaining only the mountain movement itself. The result is a dull animation. I suggest to split the option into ''mountain particles'' and ''projectile particles''.
The artefact's acquisition pop-up is useful for new players at the beginning of the game, but at end-game, when 2 or more artefacts come, it becomes annoying, because you cannot access other options until click/dismiss the artefact pop up. There is no visual indicator of precedence of pop-ups. Text is just rendered one over the other, making it difficult to know where to click. I usually just click outside all until only the main one is active.
There is no practical limit of how many dwarves can be at screen. Turrets, for example, can be placed even beyond screen size. They fire, but don't hit rocks. Miners can become a meat tower until the upper part of the screen. In this case, they tend to launch their pickaxes/dynamites all at the same time without delay.
Some units are way more efficient than others. Stacked Lasers make Ballistas obsoleted. Fire causes almost neglectible damage to the mountain. A player can focus solely in stacking more Lasers and it will be enough.
The faster the Runners go and come back, the better the Gold acquisition. Therefore, a player can just avoid increasing the carrying capacity altogether, focusing on speed.
The discovering of the tech tree is well done. The indicators in the menus reminding of what is necessary to unlock certain feature are good. I would like to suggest the inclusion of a discoverable tech tree image, as a better visual indicator.
Sound settings are perfect.
How about an option to increase the mouse performance in manually moving gold?
A couple months from now, the game will be ready to proper release. Keep the good working, we are waiting for it!
There isn't necessarily any difference between good PC and a potato, because the GPU doesn't really matter. The game is CPU intensive because the most performance costly thing are all the many physics-simulated ores. What do you mean by visual options needing to be better addressed? I am planning to sort them better, group them in terms of purpose/fps-impact.
It's true that outline is necessary late game, plus it has better readability, but I do kinda like no-outline for the style. It's sad it's difficult to make it more readable without increasing panel opacity.
Well if you hover over Prestige resource and then open it, it's explained. And the prestige mechanic is well known in incremental genre. The tutorial also mentions it. Could be more clear I suppose. But yeah you don't need to prestige at all to beat the game currently. In the full game there will be DPS/PP-check walls/bosses though.
I think you're mistaken because the way the system works, the mountain and calamities can't keep the screenshake even if it's disabled. But you're right that the screenshake option didn't persist between prestiging. I fixed it for the next patch.
Yup I plan to add options to disable different particle types, not just all at once. Plus a dynamic particles culling system, so it's hopefully not necessary to disable them at all.
Artifact reveal panels have already been improved in the latest patch I released. They now always appear at the left side, don't close other panels, don't overlap for the most part and don't dim the screen and block other clicking.
Yeah sure with cheats you can make turrets go offscreen since there's no limit, but in real game the exponential scaling is such that can't really happen. Still, since players will play endless mode for long time, I will make them start stacking from left to right again. The bigger problem is being able to stack dwarves off the top of the screen. It will be a difficult task to solve this. It's not an easy fix, because what would you do? I can make them start stacking/overlapping over each other from the bottom up again (which will likely be the solution), but what determines when they start doing that and to what height? The ratios/distribution between different dwarves? And how is it all recalculated when player uses Swap Buildings? Very annoying, especially if you don't want to have any kind of extra GUI or player input for it.
Sure, player can focus only on one unit, but only up to a point, and they won't be as efficient. For example, ballistas are great and killing dens, while flamers amplify all other damage.
I am doubtful that ignoring capacity and increasing only speed will make runners more efficient, since obviously if they can carry more rocks, it's like they made multiple routes in one go. Plus obviously you can upgrade both. Unless you mean a specific build in a certain point in the game.
What do you mean by "a discoverable tech tree image"? Like next to the text of the name of the upgrade needed to unlock?
And yup, there will be prestige upgrades for ore clicking, such as +power and +AoE, and possibly chance of big explosion/YEET.
Thank you for testing and the comprehensive feedback!
What do you mean by visual options needing to be better addressed? I am planning to sort them better, group them in terms of purpose/fps-impact.
You answered yourself! :-)
And how is it all recalculated when player uses Swap Buildings?
Interesting enough, you cannot move a building from a place to a vacant spot, only swap between already constructed structures. Eg. If I build the Lab over the Miner's Guild and decide to put it on the vacant ground, I cannot do...
I am doubtful that ignoring capacity and increasing only speed will make runners more efficient,
A steady influx of fast income seems better than waiting for large inputs. The time they stay put collecting resources, they are a sitting duck waiting to get stunned. Also, the faster they collect, the less minerals in the screen, so, the Mountain will not retrieve anything.
What do you mean by "a discoverable tech tree image"?
The idea of a tech tree as image is to help see things unlocked in other parts of the game without the need to browse among all menus.
Yup, allowing swapping buildings into an empty space is on the TODO list.
Well I suppose if ignoring carry capacity is a viable strat initially, then more power to the players figuring it out. :)
Ah I see, you actually meant an extra window showing a tree, kinda like Age of Empires 2 tech tree. That seems unnecessary for this game, especially when a lot of unlock conditions are just requiring units like scientists.
Awesome, thank you, glad to hear that! :)
playing on browser since I don't have pc and accidentally erased my browser data. how to import a save file on browser?
I only saw export and save data.
Sadly I haven't yet figured out how to easily import it into browsers since of some annoying GX WebAssembly/JS issues. :/
another question. would this will be available for android at some point?
(because playing on phone browser can get very laggy at certain point even though I had disabled all the graphic settings)
I'd love to add android support if the game has successful launch on steam, but not before, because that's a big undertaking as the game isn't designed for mobile. Besides having to rework GUI, the performance would be the biggest issue, and since I'm using physics with so many ores it would be very hard to optimize that.
After the Patch i get this Error almost immediately:
"Error occured: Uncaught [object Object]"

Update: I quickly went prestige and got the same error again but after refreshing it seems to run just fine.
I'm getting a similar error and crash. Win11 chrome (latest), midgame save
I just uploaded a hotfix. Still happening?
I was able to quickly prestige and after a refresh everything seems to work fine. That was before your hotfix tho. Thank you for your work btw, this is a great game!
Thanks!
Works again, doesn't crash anymore
Awesome! Thanks!
I just uploaded a hotfix! Is it still happening? But you probably can't say because you said you just prestiged and I think the bug only happened when a runner yeeted.
Thank you so much for quick report!
Been enjoying the game a lot so far. I've read and agree with a lot of the comments on the bulldozers wrt them being slow and expensive. However, I do still like them quite a bit, for three reasons.
Now, despite my appreciation for them, they still need a fair bit of work. Here are some things that frustrate me about them:
I don't know how to fix all of these, but I have some thoughts for some of them
Thank you again for the update.
When bulldozer or runner deposits the ore, it is marked as deposited, so it can no longer be reclaimed by the mountain (even if it somehow happens to get mixed back with others). YEET also marks it as deposited, which actually makes more sense with the latest patch, where YEET is way more successful. However the mountain's reclaiming did still count deposited ores for other purposes, which inflated the count for that short period, but I have now made it ignore deposited ones as well, for the next patch.
Bulldozers have been buffed in the latest patch and will continue to be tweaked. Gold costs are a bit cheaper too, though they still cost 4 mithril which might be a key factor to consider yeah, though in the future there will also be more ways of obtaining mithril. Rune of Speed and Machine now affect them. They now have 7% static dodge, which kinda represents being lucky, tho I'm not sure if I'll make dodge be upgradable since it doesn't make a lot of sense, unless maybe I call the upgrade "Expert Driving/Drifting" or something lol. But they might get a shield that upon consumption implodes in a shockwave that destroys all nearby rocks. And the way bulldozers protect runners is that if the runners are below the bulldozer, the rock will hit the bulldozer and not the runners. It's not major, but it's something. And yeah in the late game rocks rain like crazy, but at that point I assume you also have laser-cannons and other turrets. Though I do agree turrets could in general be better and not have to rely on lasers so much (there will certainly be more upgrades eventually, like chance of rocket salvos and railguns etc). Also I think I like the idea of bulldozers not being able to be damaged whilst resting, probably as part of an upgrade. I think I will also buff base repair to 40% and scaling of servitors by slightly for the next patch. But I must be careful, it feels like turrets and bulldozers are treading the silver line between being too good and too weak, depending on how many rocks rain and how many you buy when, it's a tough thing to balance well.
Thank you for the feedback!
Flamers are too soul intensive, bulls feel useless, Guzzler would be good if it had full height coverage at max level (anything that passes the threshold gets collected), still think Gorilla arms is an actively bad upgrade
Runners have a bad habit at higher levels of collecting and running so fast that they tunnel their way under the pile and return to the stash with only half an inventory to the face of their long resting time - perhaps they could be given extended reach later to collect ores which have at some time been resting still but aren't directly on the floor? - particularly worried about this in terms of mythril if it gets reclaimed too
~6M DPM
perfect explanation
Why do bulls feel useless?
Why would guzzler having full height cover matter? Anything that passes stash threshold gets always collected regardless.
Yeah gorilla arms can still sometimes feel sus. I think I might add a small CD to the YEET and also increase its force and duration of non-collisions a bit.
This runner thing is related to various late game issues such as too much damage-force and aggressive mountain reclaiming, as I explained in below comments, but also their ridiculous speed that I will soon be capping. But yeah true, I should probably extend their gathering height a bit as well. Also mithril can't get reclaimed.
Thanks for feedback!
Oh boy, so..
- Bulls. Slow, expensive, terrible capacity, horrible throughput. They have no dodge that I could easily see, meaning they're hit by so many objects that their health boost is neglected, their anti air is useless by the point you'd have them and that's if they were free. I would rather buy more runners than ever invest in bulls. I suspect half of this is how many less upgrades they have compared to runners (and again, everything about them is very very expensive for bad value). Then we get to their slow unload, not affected by speed rune or boons as far as could tell, no prestige upgrades for the time being. - They're competing for a nieche which is (much) better filled by a different unit. I had expected them to be complimentary such as shielding or pushing a lot of the ore pile, they do not fit as what they are now
- Guzzler. Airtime, it's present with even normal runners, first 2/3 of their stack gets vacuumed down, last bit feels like it's in low gravity, hung in the air a dozen seconds before finally getting pulled in and removed, let alone Gorilla arms. Most of an ore's lifetime, isn't spent on the ground, or being picked up by a runner - it's just spent falling, either from the mountain, or in collection. Possibly more of the latter.
- Gorilla Arms. 'small CD' would not change anything, if anything it might make it actively worse. The only use of that upgrade is being able to have an empty inventory pretty much at all times. I imagine just about any CD would make it so that after their first throw they fill themselves up and return, nullifying the actual boost of the upgrade. Duration of intangibility sounds fine, but I'd actually be against force for the previous point. It would instead be better to change the *angle* they throw things at, getting you more distance for the same force and not just floating in space. (They also don't need any boost when right beside the Maw) - Perhaps non-collision could be gradual? Eg a long time when level with the floor, a short time at the top of the screen, and include a gradual shift for an item depending on height. Makes it so items near the existing pile get the time they need if they stay low, and objects higher up still have the physics and collisions and hectic nature you want, a 50/50 solution
- Runners. I actually wouldn't want to see Runner speed capped, without any singular upgrade such as Pixie crack or Rhino legs, or even their fanatical gem devotion, their speed would be perfectly reasonable for the stage of the game it takes to get there. I mean hell at least one of them is a prestige only resource and the other takes a lot of development in a different building (if not also a prestige upgrade). Their speed is helpful, compensates for other upgrades increasing their rest time etc, mythril armour and such still reduces their speed (excluding Rune of Speed, which is still fine up until level 50).
I read a handful of comments down before initially posting and I didn't see any remarks about aggressive reclaiming or force in this regard. Quite honestly I can't see how force would affect it in this way. Calamities that constantly jostle the ore around, sure, but no Pickaxe or Ballista or Laser force ejecting ores
Hope it answered what you wanted
- Bulls do shield runners from rocks a bit, and they are complimentary, because at some point runners become more expensive and bulls are another collector to buy. They can also be efficient if bought early, even if their cost investment is larger. That being said, they definitely still need more testing and tweaking, and there are also more upgrades coming.
- Yeah the issue is how little ore remains on the ground because of aggressive mountain reclaiming, combined with too much force keeping most of the ores in the air, and tons of collectors blazing through whatever is on the ground. Capping speed a little bit is why it would help runners not tunneling through (or making them gather on the way back too). There are certainly a lot of adjustments to still make to keep the engines running smoothly, especially in the chaos of the late game.
- I assumed you didn't like YEET because runners kept standing on one spot, throwing ore into other airborne ore, which made the ore fall to the ground, instead of being carried back and deposited. This is why YEET can be "actively bad" in the late game. Or why else? That's where short CD could help so they YEET and then do a normal collecting/returning. The plan was always to make it scale with distance from the mountain (or to make Enchant Calamitous Force boost YEET), but guzzler's last tier somewhat patched the situation for now. Anyway, the next patch already has bunch of improvements for YEET.
And yeah thanks, I appreciate people's constructive feedback because it helps me with understanding the picture and different perspectives.
- Better to invest in runners more, such as survivability. 'Cost investment is larger' vs 'runners getting more expensive' directly clash with each other. At the point where I feel I have enough materials to supply them, it would be a better purchase for me to dive into lasers to augment falling debris destruction
I haven't tested but I assume the early buy would be competing for space with Runners+ARLTS? Fairly certain that combo would be cheaper and stronger than bulls still, sadly
- Yeet is messy, that's probably the biggest reason. How much it leaves in the air (adding to aggressive reclaiming issue more), how much less efficient it as at collecting. Runners move faster than ore can be thrown, and they throw it over less distance - the travel time of the (yeeted) ore is longer (it feels) than the 'rest time' of the normal runners. If just running back is better (as you say too) then the 'Yeet' aspect of the upgrade, is a downgrade vs just the more capacity. Guzzler does help even things out (at more cost) but imo it's still behind normal runners
Flamers absolutely deserve the soul cost for Symphony and Salvo because it multiplies all your damage. Maybe not Inferno though.
Gorilla arms is strong. The capacity bonus is huge and every throw practically makes them twice as productive (they throw loot then continue picking up another pile)
Too much air, too many collisions
They pick up twice as much yes.. for the same amount to be collected, meaning it just takes more time. On paper they're better, in practice..
Fully upgraded runners, without Gorilla arms, have in my experience delivered more ore back home faster
Yeah my experience with Gorilla arms is that when runners yeet the ore, the ore does not make it close enough to the maw to be sucked in. Then, the runner returns and sets back out, picks up and yeets the same ore, which does not make it in, repeating the same inefficient cycle eternally.
The rocks do float in the air for a while, it would be nice if they had more gravity. Haven't seen too much collisions yet but i'm not very lategame. It doesn't take more time, they collect a pile, throw it to the maw, then collect another pile to throw it again or walk it back. That's a ton of time saved compared to walking there and back.
how did you name 100 mountains ? how long did it take ?
6000 years.
But no, mountain names are randomly generated each time.
wow
Could the mountain reclaiming gems only count gems settled on the ground? Or maybe only gems that are in contact with the mountain or near it, kind of like an anti-great maw guzzler? Late game it feels bad to see gems flying back into the mountain while my runners are coming up empty handed, caused by too many gems in the air from drop-offs/yeets/gem geysers. Also, the bulldozers remove gems from the count when they pick up, but runners don't.
Initially mountain would suck gems only close to it, but that meant that in the late game when gems fly far and stack up near the stash, the mountain wouldn't reach a lot of them and would thus mainly suck up newly spawned gems from the air, which wasn't great. And you're right that gems in runner's hands are counted (unlike with bulldozers), which I plan correcting soon, but it isn't as simple, at least in terms of performance in the current system. But as I optimize the game more, the threshold at which mountain starts sucking rises, making it all feel a bit better.
However the real issue here is the late game scaling of damage force / Rune Of Power+War, which makes ores fly too far out (and gem geyser spam). I will soon be diminishingly capping and adjusting a lot of these systems.
of topic but
<3 :D
“When the area gets crowded with buildings and structures, visibility at the top of the mountain becomes limited. Will there be an option to expand the screen—perhaps by about 25%—so we can view more of the mountain?”
One of the core design goals I had since the start was that I wanted the entire game to be contained within one room/screen, with no external menus or view moving/zooming.
So stacking all these buildings/dwarves on top, so they don't go off the screen, will be a difficult task. It's not an easy fix, because what would you do? I can make them start stacking/overlapping over each other from the bottom up again (which will likely be the solution), but what determines when they start doing that and to what height? The ratios/distribution between different dwarves? And how is it all recalculated when player uses Swap Buildings? Very annoying, especially if you don't want to have any kind of extra GUI or player input for it.
makes sense plus it helps the frame rate to have 1 screen
I really wanted to play that game but the UI was horrible... I couldn't understand what each upgrade does because of: 1. long descriptions that don't provide much value to me as a player 2. Lack of visual elements, most stuff i've seen is text based only, some sort of icons or other cues would have helped tremendously. 3. Locked upgrades visually mix in with the unlocked ones
1. I think the descriptions add a lot of flavor and soul, but you know you can just skip them and read the next paragraph. Though I was thinking of making flavor text a bit grayer/italics.
2. Cues? Putting a sword next to the word Damage in a game like this really does not seem necessary. And there are only a handful of uniform stats where that would make sense. I will probably make numbers of different colors though (not just next tier ones being green).
3. How do locked upgrades visually mix in with the unlocked ones?... They're worlds apart, especially if you use outline.
For me the issue with descriptions is that when you are looking for what an upgrade does, the description gets in the way, it's not that the "flavor" descriptions are redundant but I just wish they have been implemented in a different way that doesn't intrude with me trying to learn the game. Btw, I enabled text outlines and it's much better to tell stuff apart now, though why wouldn't the locked upgrades start appearing as you well... unlock them
YAY NEW UPDATE
it would be nice if I could leave this running in the background cause its an idle game. Why do I need to actively play it? or is that just a itch.io limitation?
Yeah game auto-pausing when the tab loses focus is a really annoying "feature" of GM GX WebAssembly that I cannot disable. Which is a real shame for a game like this. You can try tricking it, or playing on the desktop version where there is no pausing and the performance is also a lot better.
yeah downloading the demo is making it much better. Enjoying it thus far
I feel like the game is a bit too easy, and the miners are overpowered. I am currently at the 100th moutain, most of my DPM comes from miners, and I haven't felt the need to ever prestige.
I think all incrementals are pretty easy, until you try going for optimal builds or speedruns/achievements. But yeah atm you don't need to prestige to beat lvl 50. I never really liked prestige/dps-check walls, but looks like many people expect them. The plan is something like for lvl 50 to be the first "ending", and then have a dps check boss at lvl 75, then lvl 100 will be the real ending, that might also require obtained special artifacts from spelunkers/forging/alchemy, which will require prestiging. But then lvl 150 or 200 will be another secret ending, with some secret bosses sprinkled in as well. You'd still be able to do a lot of the early content without prestiging, but it would be harder/slower.
And yeah Miners are top dps because they have so many on-hit procs alongside pickarang that just goes off, while some others are still unfinished. But currently in the very late game ballistas are top dogs, followed by laser cannons (due to rune of machine). Plus of course different dwarves offer different utilities. Demodwarves are just weak atm though lol.
It's a silly little game. :) (please add ability to sell turrets and an occasional UFO that would distract air defense)
Why would you want to sell turrets?
And I actually have an UFO fly-by planned, but as a "golden cookie" active clicker event lol. Though the idea that it also distracts turrets is funny.
I bought the cannon and didn't like it.
Oh, now I see where the confusion is. Didn't mean turrets but the bloody cannon that keeps dropping balls on my dwarves' heads.
yeaaah yesss new updateee
I got a question, is there a way to just move the buildings without swapping them with another. Swapping buildings is cool and useful for the lasers or wind bomb to make it easier to use. though being able to move buildings without having to swap them would also be really nice, unless it is something I can do and just didn't realize.
No you can't do it yet, but it's on my TODO list.
gg!

bulldozer feedback:
1) cute!!
2) with the amount of mithril (and also souls) they eat up, it'd be nice to have extra sources of those
3) it'd be nice to have some runesmith upgrades for them too
It would make sense for scientists to have an upgrade that makes mithril a more common find, unless luck already does that
It's planned for the Spelunker's Lodge to have upgrades related to artifact, gem and mithril finding. Both from dens and from mountain itself as well as in special ways.
1) CHOO CHOO! :3
2) True, will come eventually, from places such as Spelunker's Lodge. But even before that might make it have chance to drop from mountain from normal attacks if damage and luck are high enough.
3) Agreed, I thought of making Rune of Speed and Rune of Machine also work on Bulldozers, but those runes are already super good, especially late game with so many runesmiths, so I thought it might be better to find new angles, but the problem is there isn't any room left in Forge for new upgrades. So I might just add them to Manufactorum instead. (Unless I have advanced forge building, or have wizard's tower have most of the rituals/enchants which then leaves room in the forge. We'll see.)
I saw you have a shrine building planned? It would make sense, imo, to move rituals to the shrine to free up more forge upgrades. Wizard's tower would be good too, but Shrine feels like it matches the flavor better.
Really enjoyed playing this game, waiting for steam relese!
please tell me how the number of scientists/runesmiths affect this number
Indeed some tooltips need to be updated to show what % increase the modifiers like scientists/runesmiths/luck give.
Maybe to buff/change how the turrets work, at higher burst fire levels or with each burst fire upgrade they fire more at once instead of in a barrage? With high enough cooldown and enough burst fire there are lasers constantly firing but they cant keep up with lategame rockfall/skulls etc. In line with that if keeping the barrrage from the burst fire upgrade, maybe make the cooldown work so they can fire another barrage while the previous one is still going on.
I am not quite sure what you mean in regards to burst/barrage, because yes after a point the burst basically becomes constant automatic fire. No bullets get wasted. But I do agree the turrets can't keep up with late game rocks. You need laser cannon shielder aura to contend with that. In the future I will add more ways to protect runners, as well as turret upgrades. I've been thinking of giving turret a chance of firing rocket salvos, and/or upgrading a turret into a kind of beam-rail-gun that hits/pierces every rock in a straight line.
So like a minus sign - vs an equal sign =
Stack the lasers so that each burst fire level adds another laser on top in a single shot, instead of firing lasers sequentially.
Oh yeah I see what you mean. Could just add more burst fire upgrades tiers regardless and they would be firing out like ropes, but having two together like = would probably look better.
i have the feeling i get to few mithril, i have around 100000 gold but i just dont get all the mithril i need. the mountain sucks up to much of my mithril so i dont get many
Mountain can't suck up mithril. But yeah, in endless mode, especially late endless mode, mithril gets rarer because dens scale off mountain HP so they become exponentially harder to kill, even with maxed ballistae. This will have to be slightly adjusted, or will be naturally improved with new buildings, or ways to attack dens, or get mithril. Late endless mode is kinda a wild west anyway lol.
what is endless mode, and if I select quit will it keep all my progress?
Endless mode is anything after lvl 50. Late endless mode is like around 80-120+.
If you select Quit game? Of course you should Save game before quitting. In browsers the Save on quit option doesn't quite work.
thank you
I did feel that but later on you can get upgrades and items that get you a lot more mithiril
pixel glitches also appear for me if i start the game with non-100% page zoom level btw and in that case they don't get fixed by toggling hd mode. not a big deal but i thought i'd mention it
I assume you're talking for non-fullscreen, right? Because yeah then if zoom isn't a perfect multiplier like 100%, 200%, 300% etc. it's not possible to have perfect pixels.
it also continues if you go into fullscreen, you have to restart the game to fix it, and it's bad at 200% too
not for me but hey at least you can play it right?
it makes the text difficult to read, but restarting the game with 100% zoom fixes it so it's fine yeah
yea chat, I have every pp upgrade😏
Some people just like having so many PPs all around them. And that's okay.
man I just noticed that they are adding things constantly good job!