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!
The game has real strengths, and one can see where they wanted to make it even more expansive and complex.
However, mirroring those strengths, are some real foundational coding and resource problems.
Each dwarf is using a processor thread continually. over 10 and the speed of the game starts tanking. Get to 40 and even normal speed is having a challenging time.
The entire viewable map is stored and seems to lead to some form of buffer overflows in the graphics card. This allows for the ability to seemlessly zoom out to the whole map. But it becomes an unweildly amount of data.
Waves are allowed to spawn in any darkened area... considering their are multiple lairs scattered throughout the map, this becomes a hassle and irritating.
If someone had a massive processor and grasphics setup, maybe this game would be palyable in the fashion it is designed to be.
I also play oxygen not included, which has better task, resource, and system resource management, but the lack of the fighting elements can lead the game to dragging by comparison. However, it never falls apart and becomes unplayable like Hammerting.
I love playing the game until it becomes unplayable.
The game looks great, and the world is interesting, but the actual things you do in the game are >80% menial tasks with no genuine depth or strategy.
The good parts of the game are:
1. building and mining
2. settlement planning
The bad parts of the game are literally everything else. You want to upgrade your 8 dwarves' equipment? Sure, click on each one.. then select the right item.. for each of the 6 slots. Want to upgrade their living quarters? No problem, just click on each one.. then change tab, click on the upgrade, click on confirm.. for all ~12 upgrades, most of which you can't queue up until the previous upgrades have been built.
This is what you will spend 80% or more of your time doing, and the rest of the time is spent flailing around with the worst combat I have ever seen in any game in my life, where you can't even tell your dwarves to group up before attacking so they all run in one by one and get battered.
I think to summarize, it's as if the developers just kept adding features in an attempt to ignore the glaring flaw that is not actually developing the main game loop. There are tons of features, but no fleshing out of the core attraction of the game. Complexity does not equal content. More tasks to do does not make the game have depth. There is no strategy when there is only one reasonable way to play. Your typical RTS has infinitely more depth, despite having near zero customization and feature complexity. That is because a typical RTS knows what it is, stays in its lane and does one thing well. Hammerting didn't.
People say it's abandoned, but I see the opposite problem: I think they tried way too hard, in the wrong direction. I have immense respect for the skill in implementing all these things, it's just a shame that skill was not adequately directed toward improving the core features of building, combat and civil planning. If that were the focus of development, it would likely have been a 10/10.
This title has come a long way since it's beginning. It has plenty of complexity, some unique features, and looks pretty good, even by today's standards.
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