Dwelvers Dev Update — Creatures Get Crowded!
Dwelvers Patch Notes — September 11, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
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.
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