all updates for Dwarf Eats Mountain
back to gameDwarf Eats Mountain is now out on steam! 1.0.0.1 May 19, 2026
By the beard!
I've been working solo on this passion project for over a year!
I'm so happy to be finally letting the dwarves out of their holes!
Thank you everyone for your feedback and support!
https://store.steampowered.com/app/4078200/Dwarf_Eats_Mountain/
STEAM DEMO IS OUT! v0.5.2.2 February 18, 2026
STEAM DEMO IS FINALLY OUT!
https://store.steampowered.com/app/4089360/Dwarf_Eats_Mountain_Demo/
If you enjoy the game it is extremely important that you leave a review for it on steam - this is a major metric for steam whether a demo is successful or not. Doesn't have to be a long entry into the Great Book of Grudges, you can just say hi and that you like it.
And again thank you everyone for your feedback, testing and supporting the game! There's still much more to come!
Major Pre-SteamDemo Patch! v0.5.0.1 February 5, 2026
https://greenwizardgames.itch.io/dwarf-eats-mountain/devlog/1350917/v0501-major-pre-steamdemo-patch
- Reworked buildings progression. And the first few dwarves of each building now cost 0 gold/mithril to buy.
- Added Artillery Hall's Great Duke Cannon as an actual unit with a bunch of upgrades, some of which also help with destroying falling rocks.
- Added Spelunker's Guild, partially. You can hire Spelunkers who are sent on adventures to retrieve valuable resources, whilst mapping the underground network for the future Treasure Hunters. You can upgrade the odds and their return time, and make them deal damage with a new prestige upgrade.
- Spelunker's Guild also has upgrades that increase artifact-den-luck, mithril-luck, den-spawning, and den-luck (moved from ballistics).
- Mithril can now drop from any damage hit to the mountain, but the chance is very tiny and scales with luck and mithril-luck. (Mithril-luck is a new powerful stat that can be obtained from Spelunker's Guild, artifacts and prestige.)
- Max_ores_dropped probability from a single hit (before damage/value calculations) is now interpolated after mountain level 50 up to level 100, from [0, 50, 25, 25]% for [0, 1, 2, 3] drops, to [60, 39, 1, 0]% for [0, 1, 2, 3] drops. Meaning, as the mountain level increases, the odds of dropping multiple ores per hit get lower and the odds of dropping zero ores get higher. This is the mountain's modest fight against the overabundance of ores in the late game.
- Reworked the way Lucky/Jackpot hits work. They now always grant bonus loot on top, but they scale a lot more diminishingly with damage and luck.
- Reworked prestiging. Each upgrade now costs PP equal to its tier. You now get PP every 1-3rd mountain kill. Early prestige upgrades are stronger and have less ranks. There is also more ways of obtaining PP through artifacts, spelunking and bosses. Additionally you can now only spend PP when prestiging, and not anytime afterwards during a run, which prevents all sorts of shenanigans/bugs.
- Added T6 infinitely buyable prestige upgrades.
- Added Ascension system. When you reach T6 prestige, you can ascend which wipes all your prestige upgrades/points, except for T6 upgrades. Your ascension rank buffs T6 upgrades, and will also be required for steam achievements and potentially quests.
- Rebalanced prestige upgrades.
- Added a lot of prestige upgrades, such as: Speleological Domination, Buried Heirlooms Newspaper, Heirloom Inheritance, Shiny Reserves, Greyglitter Leylines, Orequake Finger, Hand of God, Yeeti Arms and 6x upgrades to help with early-game speed that make first few unit buys cost 0 gold/mithril, etc.
- Rebalanced normal upgrades and added more tiers.
- Added Rune of Flame upgrade that buffs flamers and demodwarves.
- Added Mapped Destruction and Stardust Calamity Powder upgrades for demodwarves.
- Added C.L.U.S.T.E.R.P.I.C.K. (prestige) upgrade for miners.
- Added Seismic Revelations upgrade.
- Rebalanced artifacts.
- Added 32~ new artifacts.
- Rebalanced dens, their loot tables and late game health scaling.
- Added more variations of ores and gems.
- Reworked calamityBar to no longer scale separately, but instead its max is set to a random % of max mountain health based on mountain level. This might result in more or less calamity triggers at various points in the game. As always this will continue to be adjusted based on testing and feedback.
- Added "mountain kill time log", which keeps track of how long it took you to kill each mountain and game time at that point. You can toggle it under Stats Panel. The time is also temporarily displayed below mountain health upon killing it.
- Reworked a bit how the mountain level progression works for the demo and in the full game. Added Goblin King 1st boss, which is basically just flavor for the first easy damage check wall, which if killed in time drops treasure and an artifact required to accessing the last boss (not in the demo), but if not you can still keep on playing.
- Improved the way delta time works, which should make things, animations and the GPM panel display more accurately below 60 fps.
- Unit stats now properly update every second without needing to re-hover the button.
- GUI and visual/sprite improvements.
- Countless other tweaks and fixes and stuff I forgot.
Panels, GUI, Dwarf Stats, Stacking, Rockets, Fixes, etc. v0.4.4.2 December 23, 2025
-
Added display of dwarf stats.
-
Improved the way panels look so they are more readable. You can now switch between different skins in the settings. The skins are not finalized and I'll be adding a few more over time.
-
Added dynamic particle throttling. The system will now spawn less particles when FPS gets below 100, increasing in intensity up to 65, and even more so below that. Any hot spots are also prioritized and each particle type has a weight to determine how relevant it is. This system is still work in progress in terms of optimization and making it look the best it can. You can toggle it in the options or with F8 key.
-
Various number and system tweaks, such as increased ore physics gravity, and more aggressive diminishing scaling for damage force, etc.
-
Added Rocket Salvo prestige upgrade for turrets.
-
The dwarves can no longer stack above the top of the screen! Instead, once the tower is too large, they start dynamically compressing and getting closer to each other, physically and emotionally. Turrets now also stack differently after the 8th. (Note: This will likely function weirdly until you prestige, if you already have more than 8 turrets in your existing save.)
-
Added some new stats to the Stats Panel. Are there any other important or fun ones you'd like to see? (Note that some of these stats won't display properly until new run)
-
More GUI and description polish. Eg; All flavour text in upgrade/artifact descriptions is now of different color, and so are all the numbers, for better readability. All text has also been transferred to external files for easier localization! Also added few missing elements and dwarf/artifact stats. Etc.
-
Swap Buildings can now place building into an empty slot.
-
Bug fixes, tweaks and optimizations.
-
And more: https://greenwizardgames.itch.io/dwarf-eats-mountain/devlog/1182769/v0442-fixes-gui-stacking-rockets
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
Big new patch! - Bulldozer, Guzzler, Save Export, Optimizations etc! 0.4.2.2. November 22, 2025
Bunch new changes since last update alert here:
https://greenwizardgames.itch.io/dwarf-eats-mountain/devlog
Stuff like new building/unit Manufactorum/Bulldozer.
New Maw upgrade that makes him suck in ore.
Tons of optimizations, tweaks and fixes.
And bunch more!
Tons of new updates! November 12, 2025
Tons of updates since I first posted: https://greenwizardgames.itch.io/dwarf-eats-mountain/devlog