Hammerting is a vertical dwarven mining colony sim with RPG elements.
Manage a clan of colourful Dwarves, establish an epic mining operation, craft legendary swords and delve deep for greater glory, riches... and danger.
With a conflict raging on the surface, the Dwarves pledge to delve d...
Hammerting is a vertical dwarven mining colony sim with RPG elements.
Manage a clan of colourful Dwarves, establish an epic mining operation, craft legendary swords and delve deep for greater glory, riches... and danger.
With a conflict raging on the surface, the Dwarves pledge to delve deep and as master craftspeople, will produce and supply what is needed to support their allies. From humble beginnings, you start with a handful of Dwarves who need to set up their operations quickly. However, as you progress, your small clan will expand and become known throughout the Overworld for their skill and premium craftsmanship.
Crafting for Victory
Allies on the surface will have all manner of requests. Dwarves may find themselves asked to craft a plethora of silver swords against an oncoming vampire army, or alternatively, for an elf princess’ coronation, they’ll be tasked with creating nothing less than a Legendary Diamond-Encrusted Gold Crown of Divine Ruling +3.
With the Overworld in need, every successful delivery takes you one step closer to triumph. As your Dwarves grow in skill and your base expands, build conveyor belts and elevators to free them of manual labour.
Colorful Personalities
Does Åglöf’s fancy ancestry clash with Vargskreva’s humble upbringing? Is your explorer afraid of the dark? Has your master crafter reached their Ballmer Peak? Aim for success and exploit the strengths of your Dwarves, as well as their weaknesses. Each Dwarf is richly and uniquely defined through its stats, Dwarven ancestry, traits, abilities, equipment, move-set and much more, as they are shaped by events occurring in their lives.
Skilled Craftspeople
Anyone can craft an Iron Sword, but only Dwarves can haggle a Crystal Cave Dragon to sell her fiery Plasma Breath, pump it up to an Andthril Forge of Doom and use it to craft the... Iron Sword +2.
With every strike of the hammer on an anvil, a skilled Dwarf has a better chance of achieving a critical result, giving you better gear.
Living Cave
It is as they say – “Fortune favours the bold”, and only in the deepest depths will you find the most powerful materials, the warmest magma, the rarest treasures, but also the most dangerous conditions.
Figuring out the fastest and safest route down - and up again - is a chief concern, but you’ll have plenty of unique Dwarven mechanisms to help you to do so.
Hammerting features liquid and physics mechanics for pumping sizzling lava to your hearths, brewing hoppy beer, tossing burning torches down shafts to light up the unknown and more!
Modding
Want to bring your own spin to Hammerting? The game has been built with modding in mind! A bundled SDK allows you to build pre-packaged mods, adding anything from new names, to plugging in full-blown systems in native C/C++. Documentation, additional hooks, and general support for this is something we plan for after Early Access.
End note
Please wishlist the game, and feel free to come join us on Discord and obviously follow us on Twitter!
been playing this as i tend to like games in this style... sadly this games got critical issues that sadly wont be fixed... shame game actually had potental, the big main issue lack of task proritizing... no im not meaning the tool bar option im meaning lack of telling a dwarf make medicen now, often you will get over 9000 rats later on and this will obviously eat thru your medicen supplys fast and if thats bad lack of the ability to prioritize a task means you get to watch dwarves die as the ones running around with rocks for brains do everything but make medicen to get the others on their feet. the other problem the research tree... i was never a fan of that kinda mechainc so keep that in mind but the way this ones structured it slows things down WAY too much speaking of toolbar its so unfocused evetything is scatterd and sometimes not intuitve lastly the monsters the ai loves to do one of the following surprise pop spawn near a buiding this ones annoying but manageable its the otherone thats just bad where they spam a bunch of mobs often you wont have time to get your dwarves together leading to them slowly chipping your base defenders away if your interested in this game get it on sale.
You start playing, you get some tutorial... and then you can't figure out how to make your dwarves eat. Even though there is a lot of food lying around they won't eat. There is no room which handles food, there is no action you can do with all this meat and cabbages... They just starve.
I found a bug - a dwarf can get stuck floating in midair, neither falling nor able to move.
The only fix is to build a platform under their feet.
Other issues.
- It's boring
- dwarves have a ton on HP, so they're rarely in danger
- killing things is just a chore
- each dwarfs only has 3 tools, and it's a PITA to swap for a different job - like a ladle (cook) to a sword
- dwarfs sometimes just stop what they're doing and stare... at nothing...
- dwarfs sometimes stop what they're doing to talk, but what were they going to do again?
- dwarfs do not economize time at all
ex: mined a ton of stone -> 50 stone chunks but a chest only holds 30...
so ores and stone and all sorts of stuff is littered all over the mountain
So you go to build something and a dwarf is ordered to move the materials to the craftroom...
so the dwarf that just dug a chunk will be done and go back to base to sleep and a dwarf at base will walk all the way out to get the chunk, but not all the chunks - just the one he needs to craft with.
Then another dwarf will decide to craft and they'll have to go out and get another chunk...
This time economy problem gets worse as you explore out farther
So the fix would be an intelligent warehouse and logistics system and the dwarfs should haul anything they leave on the floor into that system...
But admittedly it would effectively be a 'magic' system - to make it lore compatible it would require a huge number of dwarfs. You wouldn't want to manage the talent tree and equipment for all the 'hauling dwarfs'
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