2025-09-22 03:36 UTC · Community Announcements · Holey Donut Games
...Open your steam library folder (for me that's C:/program files (x86)/Steam/Steamapps/common/ ) and find the DwarfCorp folder. Inside it, you want DCMono.exeI have changed the settings in steam but - yeah, I have no idea how long it takes for them to kick in!This is NOT a game update. This is the June 2021 version of the game ported to monogame, which allows it to run on a lot of hardware that the previous XNA version did not.
2021-06-05 22:01 UTC · Community Announcements · Holey Donut Games
Been a while, hasn't it? Well, after months of work, the game finally runs on Monogame. And it's only kinda broken. Porting to Monogame has been mostly seamless except where it turns out we were using XNA wrong. Porting to Monogame also allowed me to (finally!) switch to 64 bit. What does that mean? Well, now I can release a 64 bit version, obviously, which while being somewhat faster, also means the game isn't bound to the 2gig memory limit of a 32 bit process. This means that the largest world sizes work as-is without having to hope they fit in memory. Unfortunately, a few things are still m
2021-04-03 23:22 UTC · Community Announcements · Holey Donut Games
Small bug fix got pushed today. Special thanks to the fellow that provided the save with broken trade envoys. There is a bug where trade envoys sometimes do not serialize properly. I was able to stop this from breaking your save, but haven't found the original issue yet.
2021-01-26 17:22 UTC · Community Announcements · Holey Donut Games
Small patch on stable that does not break your saves. Fixed the cancel task tool. Fixed the wrangle popup. Proper icon for the pathing tool. Fixed a couple of minor crash bugs that came through the error reporting system.
2020-12-28 02:09 UTC · Community Announcements · Holey Donut Games
The stable, default branch is now in line with unstable. This will break your saves. The previous stable is available as legacy_august_2020 in the beta builds if you want to keep an existing save.
2020-12-09 20:10 UTC · Community Announcements · Holey Donut Games
Unstable release has been updated again. The sole thing you'll notice here is an addition to the 'advanced' options during world generation - a world height scale value. This will determine how high your hills are. By default it will be set to high. You can turn it all the way from very low, which will get you a flat plain, to very high which is honestly a bit ridiculous. Been taking a bit of a break from DwarfCorp to work on a gameplay prototype / vertical slice for a very different project - a platformer metroidvania with (and this is key here) absolutely no complex AI or procedurally genera
2020-11-22 23:53 UTC · Community Announcements · Holey Donut Games
Unstable branch has been updated to what I am calling the first RC for the next stable update. In this update: Restructured the world generation on the front end to give you more control over your generated world. Most of the little popups in the menu are now windows that you can drag around wherever you want. {STEAM_CLAN_IMAGE}/6437882/d0ce41a7de53ec27ca79e69ce046a29b4bb389b6.png While making this change I accidentally screwed up the scale of the overworld during generation - but, I'm keeping it. So the world is now far more hilly.
2020-10-31 19:28 UTC · Community Announcements · Holey Donut Games
Pushed a couple of bug fixes.
2020-10-29 17:40 UTC · Community Announcements · Holey Donut Games
October time. And it actually still is October. I've just pushed an Unstable Update. In this one, we've got - That new command bar. It's much nicer. Less clicking I hope. A lot more control over world generation. I did away with that whole 'tiled' thing, now you're just creating the chunk of land you'll load into. Plus, your balloon port will drop right where you set the balloon on the map. During generation, you can pick which biomes you want. {STEAM_CLAN_IMAGE}/6437882/4b3c4b983c53e1f73c443a5a95f500855fcfc7f0.png Which allows for some nice single-biome worlds. {STEAM_CLAN_IMAGE}/6437882/b99f
2020-10-03 17:03 UTC · Community Announcements · Holey Donut Games
Wait it's October. Lame. Here's what's on deck - obviously the stuff currently in the unstable release, which I've learned doesn't work on Mac or Linux - Crossed a threshold finally and was able to break out some of the entity updating in threads. Only been working toward that for almost two years... Working now on the reworked menu. The current one will continue to exist but you also get a 'favorites' bar where you can stick whatever commands you want. This is in the unstable - there's a tool to lay down pathing hints. It essentially marks voxels that dwarves should not cross. Way back in the
2020-09-12 02:46 UTC · Community Announcements · Holey Donut Games
Pushed an unstable release today. This is very unstable; lots of random things broken. However this is mostly because of a big change to the way dwarves are rendered and to how AI is processed. Together, these two things mean Performance was greatly improved. Shit broke. This update also has the new dwarf leveling system and a bunch of other things I've been talking about.
2020-08-25 03:15 UTC · Community Announcements · Holey Donut Games
Pushed an update that fixes an issue that could corrupt save files.
2020-08-15 21:31 UTC · Community Announcements · Holey Donut Games
Here comes the August update - and soon it will be September - and oh god, I'm getting old. So lately I've been working on how dwarves level. Certain stats already make them better at certain things, but the only thing controlling their stats is their class (Wizards get smarter, Miners get stronger, etc). I'm working on taking classes away entirely. Instead you'll spend XP to level up specific stats. This also means that any dwarf will be able to undertake any activity. The plan is to let you choose a loadout when you hire them - they'll come with some task types disabled and with a set of equ
2020-07-26 18:59 UTC · Community Announcements · Holey Donut Games
Here's the monthly update for July. There's no unstable release at the moment but it should be ready soon. Here's what I'm working on: A Dwarf's attacks are determined by the weapon they have in their hand, not their class. This means musketeers holding an axe won't mysteriously shoot things. It also means you shouldn't expect dwarves with no tools to be effective in combat. This is really opening the door to a pretty big change - I'm working on getting rid of classes entirely. Instead, you'll level up individual stats, and any dwarf will be able to fill any role. Haven't quite figured out how
2020-06-30 11:29 UTC · Community Announcements · Holey Donut Games
Not much I can say about this one except that I'm dumb, and grab it ASAP.
Full appinfo as delivered by Steam PICS, changenumber 37191225. Also at /api/app/252390/raw.
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