A dwarfish colony sim set in a fantasy world. Inspired by Rimworld and Banished. Dig deep to uncover riches and challenges, recruit dwarves to produce goods, and trade with other settlements (or raid them) to help your colony succeed.
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Price history, US store (USD)
Date
Price
Regular
Discount
2026-09-11 22:00 UTC
$1.99
$1.99
DLC
AppID
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Price
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Branches
Branch
Build ID
Description
Updated
Password
public
3597593
2019-02-26 23:03 UTC
Depots
Depot
Name
OS
Size
Download
Public manifest
Notes
982061
windows
61.38 MB
26.68 MB
5624085342878477051
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
Build ID
Branch
Updated
First seen
3597593
public
2019-02-26 23:03 UTC
1 hour ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:00 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2019-02-24 23:25 UTC · Community Announcements · Pixelmeal
This patch should fix a couple of bugs that were introduced by the last update. One issue was related to blacksmiths attempting to craft bows, which would cause all dwarves to stop moving. Another issue was related to pathfinding and caused dwarves to move more slowly than expected. Thanks to everyone who sent in reports and save files! This made it much easier to diagnose and fix these issues.
2019-02-22 18:26 UTC · Community Announcements · Pixelmeal
In a couple of days I plan to increase the price of the game slightly -- just a heads-up in case anyone wanted to pick the game up at the current price. Here's the changelog for update 5 (Feb 22, 2019): Zones: Added zones, a way to organize your base as you expand underground. Zones can be placed by clicking the "Zones" button on the HUD, and click-dragging to draw out the limits of a zone. There is no limit to how big a zone can be or what shape it can be. Dwarves that have been assigned to a zone will only do jobs within that zone, with a few exceptions. Dwarves can still do the following jo
2019-02-03 02:58 UTC · Community Announcements · Pixelmeal
I've added a quick fix for a bug that was causing some old saves to not restore correctly (dwarves and animals were not loading). Although this is an early access project, it is my intention to never break save games unless absolutely necessary. If there's ever a time when I need to make a change that breaks existing saves, I'll post a warning announcement. Feel free to reach out if you experience difficulty loading old files!
2019-02-02 00:59 UTC · Community Announcements · Pixelmeal
Changelog for the latest update (February 1, 2019): Gameplay: Altars should now be fully functional. To link an altar to a deity, you must tribute a specific set of 3 items. Ancient stone tablets with tribute hints can be found underground. If you have a priest, they should automatically pray at a linked altar. Over time this will generate faith orbs, which can be traded for divine favors to help your colony. There are currently three deities, which each offer different favors. Added item limits for crafting stations. Instead of a simple checkbox for enabling/disabling recipes, you can now set
2019-01-19 00:08 UTC · Community Announcements · Pixelmeal
Changes in this update: Gameplay: Cows and chickens now use the same taming system as other animals. After an animal trainer has tamed an animal (or after you have purchased an animal from a trader), you can tell it where to go by selecting it and right-clicking on the ground, same as dwarves. Note that many animals (like cows and deer) cannot climb ladders. Added "Mark as Enemy" action. This will manually mark a creature as an enemy of your colony -- soldiers will automatically attack if they're near enough, and all other dwarves will flee from them. Added "Ask to leave" action for NPC trader
2019-01-11 22:15 UTC · Community Announcements · Pixelmeal
Wanted to get another quick update out before the weekend. Here's what's changed in the latest patch: Bugfixes: Kitchens/Blacksmiths/Tinkerer workbenches should now keep track of what products you've checked/unchecked when saving/loading. Fixed bug where any dwarf could be assigned a weapon. Currently, only soldiers are allowed to equip weapons. Fixed bug where soldiers would not equip weapons from stockpile. Fixed issue related to miners equipping pickaxes and clarified tooltip. Fixed bug where stuff would not get hauled to stockpiles after canceling a stockpile that was under construction. T
2019-01-09 11:27 UTC · Community Announcements · Pixelmeal
Thank you so much to everyone who has played the game! There's been a ton of useful feedback. I've been working on fixing some of the high-priority bugs that popped up; here's what has changed in the latest update: Bugfixes: Fixed a crash on startup that was affecting laptops with integrated graphics cards. Added rolling autosaves and save naming option. This should hopefully make it easier to store incremental progress and avoid data loss. Previously, all saves (including autosaves) would overwrite your colony save file, meaning there was no way to have multiple saves for the same colony. As
Full appinfo as delivered by Steam PICS, changenumber 38718065. Also at /api/app/982060/raw.