First Dwarf News — May 19, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Everything is fine. Really.
Well... mostly 😄
One thing we've been wanting to improve for a while has been Addons. The old system made sense logically - since Addons are attached directly to buildings, you placed them in a more contextual way. The problem? For some players, it was just plain confusing:
"Where’s the Workshop?"
"How do I build this thing?"
Fair questions.

Now that First Dwarf has grown and there are more Addons to play with, it was time to clean this up properly. UPDATE #43 introduces a much clearer and more intuitive Addon building flow, with a dedicated category, smarter placement behavior, clearer previews, and much better guidance overall. Less guessing, less confusion, more building cool stuff.

Also, Tritris are no longer just those suspicious little owl-creatures lurking around the islands. You can now tame them, give them a proper nest, and let them roam your settlement like they own the place. Which... they probably will.
On top of that, settlers keep getting more alive - you'll now spot them directly on the map and minimap, they socialize in the Community Hut for extra happiness, greet you when they're in a good mood, and generally feel a bit more like actual tiny neighbors instead of tiny overworked logistics professionals.
Changelog UPDATE #43:
Highlights
- Addons now have their own dedicated category in the building menu.
- Building Addons is now far more intuitive, with smart contextual placement, clearer previews, and better guidance.
- Addon selection now supports shortcut cycling, just like regular building construction.
- Settlers are now visible on the map and minimap.
- New Structure: Animal Nest (for tamed Tritris).
- You can now tame Tritris with Tritri Treats, and they will roam the islands they inhabit.
- Settlers gain additional happiness points by interacting with the Community Hut or socializing with other villagers inside it.
Other Changes
- Improved monster icon readability in the Horn of Taint window.
- Added nests for Tritris on the islands.
- Settlers now have animations when putting items into chests.
- Settlers have a new greeting animation when they are happy and you are near them.
- Improved AI navigation on the Third and Fifth Islands.
- Improved icons in the technology window.
- Improved icon sharpness throughout the game.
- Repositioned Fluffgigs on the First Island.
Bugfixes
- Fixed a bug where players could not build a stone mine on stone ores on the Fifth Island.
- Fixed a bug where the Workshop window did not show the quantity of items produced when crafting for:
- Cartridges X20
- Explosive Cartridges X20
- Rippergun Rounds X40
- Acidshroom Seed X30
- Barley Seed X30
- Boomboo Seed X20
- Acidshroom Mycelium X15
- Meatshroom Mycelium X15
- Highshroom Mycelium X15
- Flowershroom Mycelium X15
- Cartridges X20
- Fixed terrain issues in the Third Island cave with Eskoim technology.
And since everything is obviously fine 😄 keep the feedback coming. Seriously, your reports, suggestions, frustrations, and "wait... how does this even work?" moments genuinely help shape First Dwarf into a better game with every update.
Thank you for sticking with us, believing in what First Dwarf is becoming, and helping us build something much bigger than what it was on day one.
We're already preparing the next update, while working in parallel on some of the biggest things many of you are waiting for - the final chapter on Astramos Island, and the long-requested co-op mode with two mechs 👀
So yes... everything is fine.
Mostly 😄
Definitely In Control,
Star Drifters Team 🚀