comments for Dwarf Eats Mountain
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Magicalus • 2025/11/08 November 8, 2025 developer response: There are many more prestige upgrades coming. But I agree that early tiers do not speed up the early game enough. So I'll be tweaking them and adding bunch of new ones, such as granting free runners and making them faster early.
Thanks everyone for playing and feedback!
developer response: And that's offensive? Ah, it seems like schizoid would be more what I meant.
developer response: Yeah that was an annoying bug, but I believe it's now been finally fixed!
What made fixing this even harder is that somehow I cannot replicate the bug in my games, and I had many different game states running at once trying to replicate it to no success, and since reloading fixes the issue that made it even worse.
developer response: This crash has now hopefully been hotfixed. Thanks for reporting
developer response: Are your perhaps playing on mobile/tablet? Game is not designed for that and runs poorly. But if this is also happening to you on a computer browser, then I suggest playing the game on desktop by downloading from itch.io, as it runs way better there.
developer response: Sadly I haven't yet figured out how to cleanly allow importing saves into browser, due to some GM's GX and javascript nonsense. But you can import your saves into the desktop version by placing them into C:\Users\USER\AppData\Local\Mountain_Eaters folder. (You can download it on itch.io.)
I'm curious where this game will go. No idea what those three key artifacts are for as of yet.
developer response: Yeah due to GM GX nonsense I can't get it running in background in browsers. You can try tricking it though, or just play on desktop where it anyway runs way better.
And yup, there will be steam achievements.
developer response: You're right, I myself am quite sensitive to mismatching things like that haha. Thanks for the feedback and wishlist!
Maybe different focused builds, and stats? Something to improve user feedback or interactivity? Not just oh, let's make more dwarves or give you free ones. Raising numbers and such is fine but like-why should I invest in flamers over laser cannons? Or why not both? Are there building synergies? What's the incentive?
Maybe that's making it beyond the scope of the game and if so-no worries. But I'd like to see some build variety, maybe combinations of abilities-for example, wooden pickaxes that seemingly do nothing, but with flamers you can set up a burn build. Demo dwarf builds that maybe focus on explosions and calamities. Maybe combining or stacking buildings next to each other have different abilities, and that can be good or bad.
Overall though it's a really fun game but I don't see the incentive to keep playing beyond the first few hours, but it is just a demo and in development. Keep up the good work and I will definitely be checking in, and possibly purchasing depending on how the path goes.
developer response: "Numbers go up faster" is kinda the genre haha. And fundamentally there's a lot of reskinned extractors/things for purpose of flavor, like in all genres. But I believe there's decent amount more synergy and build options than in other similar games. It's about discovery and finding optimal builds that beat the game fastest, or seeing how far you can get in endless mode, or eventually hunting steam achievements/ascensions, and yeah just enjoying the atmosphere. You say why invest into flamers? Well because they have good spread and because they support/amplify other units. Why laser cannons? Because they create a lot of gems for runner gem buffs and because they provide the best defense against rocks in the game with their shielder aura. Why not both? Maybe both are good, maybe you won't have the resources for both this run outside endless mode, that's for you to discover. And demodwarfs do trigger calamities faster and can also help move gems closer or shield dwarves with prestige upg. Etc. But I do agree there could be more cross-unit synergies and just more interesting build defining prestige upgrades. And better tuning (which is the harder part) so it feels there is significant meaning to choices, which I feel is often not the case in incrementals, especially new age kind like Nodebuster clones where it all just kinda blends in together and it quickly doesn't really matter what you are doing. Thanks for your feedback!

















