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Dwarf Eats Mountain

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developed by

developed by GreenWizard

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completed

121 ratings

rated 4.3 stars, 121 ratings.
gamemakeractiveidlestrategyresource-management

Posted November 4, 2025. Updated November 28, 2025. Played 4482 times for a total of 6557 hours.

description


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: https://store.steampowered.com/app/4078200/Dwarf_Eats_Mountain/

DISCORD: https://discord.gg/SAP2zQvzvv

Itchio where I post devlog patch notes everyday: https://greenwizardgames.itch.io/dwarf-eats-mountain

Note: Game can slow down on browsers when there are too many objects on the screen in the late game. You can disable shaders, damage numbers and HD-mode in the options which should help a bit. But sadly there's only so much that can be done for browsers. Game runs way better on desktop. Steam demo coming soon!

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, especially after fullscreening, toggle HD mode ON/OFF (F4) and it should fix them.

Note: This is a demo in development. I am posting updates every day, based on your feedback, as the game is being built and polished and getting ready for the Steam Demo which is coming soon!

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 goals are mountain level 40 and 50 which are achievable in the demo and can take up to 2-4 hours. The full game will expand the end goal to higher levels, as well as add the ability to keep going endlessly after winning the run. However, to try all the demo content, buy all the prestige upgrades and collect all the artifacts, it can easily take you 20+ 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.

latest update


Big Optimization Patch! +enchanting/flamers/demodorfs/runes/GUI/etc. v0.4.3.1 November 28, 2025

Here comes a big boy.

  • Massively optimized and reworked the loot calculation system (from a DP table to a heuristic flow). This should yield big FPS in the late game when weapons are spamming their hits like mad.

  • Massively optimized GPM tracker computing (ring buffer).

  • Significantly optimized DPM tracker and added number truncating.

  • Significantly optimized ore deposit/collection processing.

  • Optimized resource displays and health bars.

  • Optimized damage dealing/calculating system.

  • Various other optimizations, such as laser cannons, bulldozers, turrets and falling rocks.

  • Laser cannon damage tick has been reduced in frequency by half (from 0.25s to 0.5s) to help with performance. In turn all its damage and upgrade numbers have been more or less doubled.

  • Flamer's fire bolts now deal damage on impact equal to 9x the fire's damage.

  • Demodwarves got a new upgrade "Total Demolition", as well as couple more upgrade tiers, higher default force and few other subtle buffs.

  • Bulldozers now get affected by Rune of Speed and Rune of Machine. They also have static 7% dodge chance. Living Metal is now unlocked by T1 Ritual Power. Plus some cost tweaks.

  • Runesmith Runes have been nerfed a bit for the late game. Mainly Rune of Machine, War and Power. Minimum CD of machine units has also been capped to 20% (was 10% before).

  • Runners have learned to gather ores while returning to stash. Big brain.

  • Enchanting improved. Upon enchanting, you do not exit enchant mode. And entering enchant mode does not close the building panel anymore, so you can see the costs and switch between enchant types. Additionally next to the mouse you can see how many times out of max has the hovered unit been enchanted.

  • Artifact collect/reveal panel is now always positioned at the left side and doesn't close other panels.

  • Bunch of other tweaks, buffs/nerfs and bug fixes.

And as always, thanks for playing and your feedback!

https://greenwizardgames.itch.io/dwarf-eats-mountain/devlog/1126929/v0431-big-optimization-patch-enchantingflamersdemodorfsrunesguietc

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newest comments


logiccube November 28, 2025
+1comment score: 1

are the weapons with (N/A) things that are available in the full version but not the demo?

blaster November 27, 2025
+1comment score: 1

please add a import feature. ive lost my progress with no clear way of implementing my safe data. please help

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.)

JustALittle November 25, 2025
+3comment score: 3

This might be my favourite game I've played on galaxy

ykadahk November 25, 2025
+2comment score: 2

I like my games with Mastodon references.

piescavull November 22, 2025
+2comment score: 2

Scientist dwarves are called "mentally acute schizos." :/

developer response: And that's offensive? Ah, it seems like schizoid would be more what I meant.

top comments


Magicalus November 8, 2025
+13comment score: 13

Very interesting game! Remind me a lot of the Gnorp Apologue, but good in its own ways.

Bingus November 8, 2025
+8comment score: 8

no runners were harmed in the mining of this mountain

ikkonoishi November 11, 2025
+5comment score: 5

Man runners suck. All my homies hate runners. Runners spend half their time carrying things away from the maw and the other half actively diving under projectiles. I once manually carried mitril to the maw, and a runner grabbed it from me and carried it back to the mountain, jumped under a goblin, and buried it under 40 small gold ore.

damny November 7, 2025
+5comment score: 5

This game has amazing potential, however i do wish that the prestige upgrades weren't just more dwarves. 4/5

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!

CaseyJ November 16, 2025
+4comment score: 4

Not entirely sure what''s causing it but my runners seem to get stuck in the resting area, around 3 or 4 of them at a time

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.

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