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First Dwarf

First Dwarf Steam news

Star Drifters | Jun 19, 2024 | game

Released

2players observed · 6 October 2026 - 06:21:23 UTC

ActionAdventureIndieRPGEarly AccessSteam Store

  • Latest observed players2 · 6 October 2026 - 06:21:23 UTC
  • SteamPulse tracked peak246
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score78% positive

First Dwarf news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players2 · 6 October 2026 - 06:21:23 UTC
  • SteamPulse tracked peak246
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score78% positive
  • Total reviews374
  • Release dateJun 19, 2024
  • DeveloperStar Drifters
  • PublisherStar Drifters, 4Divinity

Genres: Action, Adventure, Indie, RPG, Early Access

Company pages: Developer: Star DriftersPublisher: Star Drifters, 4Divinity

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First Dwarf Steam news

First Dwarf news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Autumn Winds - Community Update #49 - 2 October 2026

    Hello adventurers! As we continue working on new content, we’re excited to present a new update packed with lots of improvements to combat, as well as various changes aimed at improving the overall game experience. :) We hope you’ll enjoy the changes❗ In terms of combat, we focused on improving the overall feel of fighting with the Mech. Landed hits should now feel more powerful, blocking more impactful, enemy reactions more dynamic, and sounds and visual effects much more satisfying. We've also added a new guard break mechanic. If you block an enemy attack without having enough stamina, your guard will now be broken. We hope combat feels much cooler now! ⚔️ Let us know what you think! Among other changes, we've also improved quest progression to help prevent players from getting stuck, especially on the first and second islands. Quests blocked by other quests will now remain greyed out…

  • UPDATE #48: Achievement Unlocked! Production Expanded - 4 September 2026

    Hello again! Time for Update #48! Achievement unlocked: Achievements! :) Tru is already making room for the first ones, and we didn’t stop there. Settlers can now work for you in the Workshop and Alchemy Station, bringing them to new islands is more flexible, and we’ve added a bunch of balance changes, fixes, and quality-of-life improvements on top. Achievements... oh boy! This one has been sitting on our to-do list for quite a while, and we can finally cross it off! You can check them out here: https://steamcommunity.com/stats/1714900/achievements And yes, we've already got ideas for more. :) Production is expanding! In the last update, we introduced production in the Kitchen. Now we're expanding the system even further! Settlers can now produce items for you in the Workshop and Alchemy Station. When you're near a Workshop or Alchemy Station, you'll now see a second interaction option…

  • Update #47: Cook, Craft, Defend! - 22 August 2026

    Hello, adventurers! Well... this one got pretty big! What started as another content update somehow turned into new systems, new structures, new upgrades, new things to cook, craft and discover... and a banner problem. We genuinely didn't know what to put on it. As you can see, Tru took it well :) So, let's see what caused all the trouble. Let's start with a new set of turret upgrades. Each guild's technology tree now includes a new turret upgrade, giving you five different upgrades in total. You can mix and match them across the three available upgrade slots and tune your defenses the way you want. Once you've crafted an upgrade, you can install it through the Build menu under the Add-ons category, or directly from the turret management window while standing near a turret. Each turret has three upgrade slots. And yes, you can stack upgrades and fill all three with the same one if you c…

  • Update #46: All Aboard! Or Not. - 22 July 2026

    Good Day, Lads! ⛏️ New update is up! This time, we’re bringing a batch of improvements and fixes that should make your journey through the world of the Shattered Isles even better. All Aboard! Or Not - the choice is finally yours. For those who play with a friend, we’ve improved travelling by airship. From now on, players will no longer be automatically teleported aboard when the other player enters the airship. Instead, the player who stays behind will receive a notification with an option to quickly join their buddy. This way, you can continue minding your own business while the other player freely flies around the island. We’ve also added proper notifications for both players when the airship begins leaving the island area. This gives the captain a chance to turn back. If the airship continues beyond the island area, the second player will be teleported aboard after a short countdown…

  • Update #45: Let the Mana Flow - 7 July 2026

    Hello, First Dwarves, Mech Pilots, Dragon Friends, Co-op Tinkerers, Survival Strategists, and wonderfully creative Colony Builders! Update #45 is here, and this time we’re giving your mana network a new toy to play with: Mana Transmitters. Mana Transmitter It’s a new building that expands how mana pipelines work. Mana Transmitters can pass energy between each other and power nearby buildings within their range. This means you can now arrange your mana pipelines in a cleaner, more intentional way and reduce the number of pipes running through the middle of your colony like someone dropped a bowl of glowing spaghetti. Of course, mana pipelines are not going anywhere. You still need to power the Mana Transmitter somehow. And mana pipeline nodes remain very useful as mana charging stations for Mechs. So knowing you, we fully expect to see some very creative uses of both systems together. We…

  • UPDATE #44: Two Mechs & New Ways to Play - 25 June 2026

    UPDATE #44: Two Mechs & New Ways to Play Hey, everyone! Buckle up, because this is a big one. Update #44 is now live, bringing new gameplay improvements to First Dwarf for both solo and co-op players. The headline co-op feature is one of the loudest requests from our community: Player 2 now gets their own Mech! Each player now has their own machine to develop and customize, so you can build different setups, experiment with equipment, and shape your own combat style. Co-op players who wanted more Mech action no longer have to share one machine. Now each player can bring their own idea of what a proper mana-powered walking machine should be. And this update is not only about co-op. Ragna gets more useful in moment-to-moment gameplay, fireballs are easier to aim thanks to visible trajectories, colony management is clearer, and settlers are easier to track and recall when needed. Why we we…

  • UPDATE #43: Everything Is Fine - 19 May 2026

    Everything is fine. Really. Well... mostly 😄 One thing we've been wanting to improve for a while has been Addons. The old system made sense logically - since Addons are attached directly to buildings, you placed them in a more contextual way. The problem? For some players, it was just plain confusing: "Where’s the Workshop?" "How do I build this thing?" Fair questions. Now that First Dwarf has grown and there are more Addons to play with, it was time to clean this up properly. UPDATE #43 introduces a much clearer and more intuitive Addon building flow, with a dedicated category, smarter placement behavior, clearer previews, and much better guidance overall. Less guessing, less confusion, more building cool stuff. Also, Tritris are no longer just those suspicious little owl-creatures lurking around the islands. You can now tame them, give them a proper nest, and let them roam your settl…

  • UPDATE #42: Horn Of Taint - 28 April 2026

    Sometimes a feature just clicks... and suddenly the game opens up in a completely new way. UPDATE #42 is one of those moments. With the Horn of Taint, you're no longer just reacting to danger. You can call it. Shape it. Push it as far as you dare - and see if your defenses can actually handle what you've unleashed. And while you're experimenting with the Horn, we've been tightening the world around you - from smarter spawning systems to settlers who finally show how they actually feel about life on these islands. Changelog UPDATE #42 NEW STRUCTURE: Horn Of Taint 😈 Horn of Taint lets you summon a monster wave on demand: Provide an offering - up to 3 crafting items. Different combinations influence the wave’s monster roster. Fuel it with additional items - the more you use, the stronger the wave. Choose which wave type to summon (Infestation or Raid). Set the monster tier of the wave. Ho…

  • UPDATE #41 Now We’re Talking! 💪 - 10 April 2026

    Hello Adventurers! We’re back from the holidays and bringing a new update! 😈 We hope you enjoyed our little April Fools’ mischief in Update #40. This update includes a bunch of improvements and fixes, as well as the long-awaited ability to build on mana pipelines! You can now place buildings directly on top of mana pipelines. Not only is it possible, but buildings will no longer cut the pipeline and will instantly connect to the mana grid. We’ve also improved settlers’ overall immersion. They will now move out of your way when you run past them, react when you aim at them, and use different walking animations depending on their happiness level. We also refined their animations and added visual effects to their idle behaviors. More improvements for settlers are on the way :) Here is full Changelog for Update #41: 👤 Settlers Improvements Settlers will now try to move out of your way if…

  • Update #40 THIS IS NOT THE END - 31 March 2026

    Good Day In the life of every game studio, there comes a time for important changes and farewells. Today is one of those days. We’ve grown very attached to our game, we’re just a small team, and we’ve always given it our all. This time is no different! We’d like to officially say goodbye… ...to many bugs and welcome new improvements! You can read about all the changes in the changelog below. 🧌Building Improvements: The grid will now be displayed when building extraction structures around the places where you can build them. Added an extra text hint when placing extraction buildings. An additional visual cue has been added to forests where a sawmill can be built. Clearer names for Iron, Stone, and Wood deposits. When switching building categories, the first building in the category will now be selected instead of the mana pipeline. This should improve the base-building flow. Fixed a bug…

  • Update #39: Infestation Incoming - 20 March 2026

    So soon? Yup! Hello adventurers, welcome to a brand-new update🎉 In recent updates, we’ve aimed to balance adding new content with improving existing features. This build was created with that same vision :) Today, we bring improvements to the hotbar and also introduce a new enemy wave type. Infestation waves target natural points on the islands, such as berry bushes or beehives, sending enemies to taint them. When roaming animals eat from tainted sources, they become sick and eventually turn into tainted monsters. Their behavior changes while they are sick and varies depending on the animal. There is a 30% chance that a wave will be of the Infestation type. These waves will be balanced and expanded in the future, so we highly encourage you to give us your feedback to help shape their future:) ⭐Highlights Infestation Waves - New enemy wave type that targets animal food sources on the is…

  • Update #38: Better Building Interface & Fixes - 13 March 2026

    Hey everyone! Outside our window, winter suddenly decided to turn into spring. Birds are going wild, the snow is long gone, and the sun☀️ has finally remembered about us. Not sure how it looks where you live, but here the sudden change gave us a serious boost of positive energy. We pushed one update on Tuesday, and now it’s Friday, and here comes another one. It really feels like the game is moving in the right direction. Your positive reviews and thumbs up 👍 really give us wings, but we’re definitely not slowing down. We keep writing down your cool😎 ideas and adding them one by one. Besides what we already have planned, you keep throwing in really good and inspiring suggestions. We’d love to implement everything in real time, but game dev always takes a bit longer than we’d like 😅 At the same time, we’re working on the island of our arch-enemy, and we honestly can’t wait until the m…

  • Update #37: Essence Collector - 10 March 2026

    Hello Legends, I'm reporting back with another update, bringing us closer to the gameplay loop we envisioned :) This time, we introduce you to a new building called Essence Collector. It collects essence from defeated monsters within its radius and turns it into Knowledge Essence. Knowledge Essence can be consumed to give you instant EXP, but it is also used to craft a newly added Technology Points** Techspark crafting recipe. So now you can farm EXP from waves even if you haven't killed any of the monsters attacking and left all the fighting to the defensive towers! And now, Techsparks are craftable, though not easy to craft; they are now renewable. **You may also notice that Technology Points are being replaced with Techsparks. Until now, Technology Points existed both as an item and as points in the UI, which wasn't very clear and didn't really serve much purpose. With Techsparks, we…

  • Update #36: Inventory Overhaul & Scared Settlers - 20 February 2026

    Hello Explorers!We’re back with another update - and pretty quickly this time!But first, I want to inform all of you that we are finally 100% Steam Deck and SteamOS verified! It took some tweaking and testing, but we finally made it 😊In this update, we used the experience gained from the recent settlers management windows and overhauled the inventory tab, merging it with the equipment tab. Equipping and using items should now feel faster and more intuitive.We added hints for the settlers' management options, so it’s now clearer how settlers behave under specific configurations.Settlers have gained the ability to get scared. This status is triggered when enemies or a monster nest are nearby. When scared, they slowly lose Morale, so keeping them safe really matters.We’ve also adjusted mana costs for several buildings. Setting up a basic base should now be noticeably easier.We also tried…

  • Update #35: Morale Shroom Update - 6 February 2026

    Hello, Legends!The new update is live! It brings new features, bug fixes, balance changes, quests, and quality-of-life improvements. Most importantly, it introduces new mechanics for settler management. Disclaimer: Your feedback on the new morale system and settler settings really matters to us. Maybe morale drops too quickly while working, or maybe settlers work too slowly on Hard intensity. If so, let us know, and we will balance the system. What feels right? What feels off? We hope this sounds good 🙂Settler Morale SystemSettlers now have their own morale value, which consists of two parts:Maximum achievable moraleCurrent moraleCurrent morale rises or falls depending on work intensity and, in future updates, other factors. Current morale can never exceed the maximum achievable morale.Maximum achievable morale is affected by structures:House (unpowered): +10 maximum morale to its resi…

  • Update #34: Steam Deck & Fixes - 16 January 2026

    Hey Dwarves! 👋 Update #34 is a smaller one on the surface, but an important step for us. A big part of this update is focused on Steam Deck. Over the last updates, especially since Update #32, the game gained a noticeable boost in smoothness and overall performance. This is true across all platforms, but for Steam Deck, we put in extra work to make sure the experience feels right in handheld play. With this polishing pass, our goal is clear: we want to move toward official Steam Deck certification and earn the green “Playable” badge for full compatibility. That means better controls, better readability, cleaner UI behavior, and fewer rough edges when playing on Deck. Alongside the Steam Deck work, we have also made a wide range of fixes and improvements, listed below. Changelog for Update #34 🎮 Steam Deck compatibility🎮 Improved controller and pad support Text input now automatically…

  • Update #33: Picking Up the Pace - 8 January 2026

    Hi! 👋 Time for the first update of the year, with lots of fixes, quality-of-life improvements, and optimisations 🙂 The last update was huge for a small team like ours, and we want to thank you for spotting bugs and for your feedback ❤️ Thanks to you, we managed to fix a lot of issues. Our plans for 2026? 🔮 More structures, more features, more fixes. We want to improve the UI and item equipping, add more jobs and management features for settlers, and significantly improve flying with the airship. We will add new NPCs and new quests, and implement skill resetting and fast travel. That is just the highlights 🙂 Before the changelog, we have two important things for you. If you have something in the game that prevents you from enjoying it (bugs, crashes, performance issues), please write about it in the comment section or in the bug tab on our Discord! And if you like what we are doing h…

  • 🎄 In-Game Holiday Event – Limited Time!❄️ - 23 December 2025

    •*❆ Hey ❅*• The holidays ☃︎🎅🎄❄️☃️🎁🦌 have returned to First Dwarf, bringing festive vibes, seasonal decorations, and a touch of cheerful chaos. The Holiday In-Game Event is now live, letting you enjoy a bit of winter magic while you continue your adventure and grow your settlement. This is a limited-time event, so make sure to jump in and experience it before it’s gone. Event Features (Limited Time Only!) ❄️ Build Your Own Christmas Tree🎄 Add some holiday magic to your island by placing and decorating your very own Christmas tree. This seasonal decoration is available only during the event, so don’t miss the chance to give your settlement a festive look. ❄️ Monsters in Santa Hats🎅 Some creatures have mysteriously ended up wearing Santa’s hats. Keep an eye on them, they look festive, but they are still trouble. ❄️ New Consumable: Candy Cane🍭 Sweet, crunchy, and surprisingly helpful…

  • UPDATE #32: Plow & Sow 🌱⚒️ - 20 December 2025

    Hey there, Dwarves and Settlers! ⚒️ We finally get to put farming, food, and real colony life into your hands - welcome to Update #32: Plow & Sow! This update shifts the focus from pure survival toward building something that can actually last. Not just walls and defenses, but routines, food production, and a settlement that keeps working while you are out exploring. Along the way, you will meet Val - a new character whose questline opens the door to farming, seeds, and deeper settlement systems. Through her, you will learn how these mechanics work and how they fit into the long-term life of your colony. Plow & Sow lays the groundwork. Some systems start simple, some unlock through quests, and all of them are meant to grow over time. As always, this update also brings performance improvements, visual polish, quality-of-life changes, and fixes. Let’s get our hands dirty. What’s new in Up…

  • 👽❓We Found Mysterious Message❓🛸 - 5 December 2025

    Sorry, guys, this is not a normal update, but we just received a mysterious letter. We spotted a lonely scroll floating among the islands of Driftland. By pure luck, it landed right on the edge of one of them. Our hunch tells us that it's written in the Driftland dwarven alphabet, even if the message itself seems to have been originally written in English 🤔 Does this message hint at changes coming to the world of First Dwarf?

Patch notes and updates

S.noRelease datePatch nameGID number
113 August 2025User Experience Upgrade ⚙️1807966710819122
212 June 2025Multiplayer HOTFIX!1802354289559983
320 January 2025HOTFIX!1789039014473125
410 January 2025Update #15 ✨Happy New Year✨1788311419054799
512 July 2024Update #4: Fixes and Improvements6000566704269934753
620 June 2024Hotfix #1: C++ error fix5759622039976849882

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