Funded! This project was successfully funded on August 23, 2013.

Photo-main
Play
00:00
00:00

A lighthearted simulation game in which you manage a colony of ruthless capitalist Dwarves. Explore, exploit, and profit!

As Karl Marx once said, "Hi Ho, Hi Ho, it's off to toiling for the Bourgeoisie we go!" DwarfCorp is a comedic fantasy real-time strategy game in which you lead a colony of ruthless capitalist Dwarves to discover new lands, and exploit them for profit! 

What's the matter? Still want to donate, but the Kickstarter is closed? Try our PayPal!

Before you Read

Our game has been delayed! See update #8. 

Please look at our FAQ (at the bottom of this page) regarding questions with the rewards! Make sure you know what "Pre-Alpha Prototype", "Alpha", and "Beta" mean. Kickstarter is NOT a game store. It is a funding platform. We are NOT selling a finished game in any of the tiers. Rewards are NOT available until our project is successfully completed! Some tiers refer to "immediate access" to the "current build" of the game. Backers in these tiers will not get their rewards until the project is successfully completed on August 23rd, 2013. Sorry for the confusion!

You can get more information at the following sites:

[ Site ] [Greenlight][ Twitter ] [ Forum ] [ IndieDB ] [Facebook]

A colony deep within a mountain!
A colony deep within a mountain!

Dig deep into the earth to discover rare gems and ores, and send them back to the motherland in a balloon or ship. Defend your colony with walls, traps, and mercenaries. Promote your employees for their good work, or give them a slap if they get sloppy. Meet Elves, Goblins, Mole Men, Demons and more!. Design your company logo and color scheme, and watch your company stock rise and fall against your competitors! 

I put our stretch goals here for easy viewing. A more detailed description can be found here.
I put our stretch goals here for easy viewing. A more detailed description can be found here.

We are a two-man team of amateurs making the game of our dreams in our spare time. After developing this game for almost a year, we are looking for backers to help us make releasing this a reality. We are also looking for feedback and potential collaborators. We'd love to hear from you!

Back in the Dwarven Motherland across the great sea, the Dwarven King, Dunold the Wise, has chartered a number of Dwarf Companies to explore and colonize strange new lands beyond the sea. As a Regional Manager in one of these companies, it is your duty to scout out one such island and make a foothold for Dwarven civilization there.

As regional manager, your duty is to oversee a colony of worker Dwarves for the motherland.
As regional manager, your duty is to oversee a colony of worker Dwarves for the motherland.
The King of the Dwarves commissioning the company's Royal Charter.
The King of the Dwarves commissioning the company's Royal Charter.

Back home, the Dwarves are at the beginning of an industrial revolution. With newly invented gunpowder weapons and steam engines, the Dwarves have quickly overcome their ancestral enemies in the motherland, and have spread across the earth in search of profits and expanded market opportunities.

The Dwarves are a hardy race, and with access to gold, a warm hearth, and ale, can overcome any challenge -- and this colonization business is going to be a major challenge. The strange lands beyond the sea are uncivilized wilds, and full of unknown dangers. Competing companies see profit in these lands as well, and they don't take kindly to other firms edging in on their territory. Dwarven companies are ruthless competitors, demanding profits for their shareholders at all costs. If that means sacrificing a few measly workers for that extra ton of gold ore, so be it!

A balloon arriving in the strange lands across the sea.
A balloon arriving in the strange lands across the sea.

These are trying times for the Dwarves. Will you manage your company well and gain profit and glory? Or will you be driven back to the motherland by the hordes of savage Goblins, Elves and Mole Men, and thrown to the dustbin of history?

Dwarfcorp is played from a free-floating overhead perspective. The game takes place both above and below ground, and so is a truly 3D real-time strategy game. You can go up and down slices of the terrain, all the way from the fiery underdark to the snowy mountain tops.

You can go up and down horizontal slices to view different parts of the terrain. You then build underground by constructing tunnels.
You can go up and down horizontal slices to view different parts of the terrain. You then build underground by constructing tunnels.

You command a company of Dwarves by assigning them tasks such as Building, Mining, Gathering, or Attacking. Dwarves are pretty smart. Using symbolic planning-based AI, the Dwarves seek out unique ways to meet their own goals. Tell a dwarf to build a wood wall, and he will determine the best way to do that might be to chop down a tree, or else to grab the wood from a stockpile.

Dwarves take great pride in hoarding resources.
Dwarves take great pride in hoarding resources.

The goal is to gather resources and send them back to the Dwarven Motherland for profits, and grow your colony from a tiny enclave to a huge fortress. Generally, the more valuable the ore, the deeper it is in the earth.  

Send your resources back to motherland for great profit!
Send your resources back to motherland for great profit!

Using the money from gathering resources, you can promote your Dwarves, or make them happier by paying them more. You can also hire more Dwarves with special skills such as Craftsdwarves, Soldiers, Wizards, and Musketeers to join your colony.

A small one-level fortress is shown with some of the starting rooms. Each room allows Dwarves to engage in different industries or build weapons and spells.
A small one-level fortress is shown with some of the starting rooms. Each room allows Dwarves to engage in different industries or build weapons and spells.

With your profits, you can upgrade your colony by constructing rooms. Training Rooms can give your Dwarves the edge in combat -- The Forge can be used to construct a wide variety of mechanisms and weapons to make your operation more efficient, The Laboratory allows your magical Dwarves to research powerful spells -- and of course Drinking Halls and Bedrooms allow your Dwarves to rest and relax (like they'll be doing any of that!)

Dwarves need ale and song at the end of every hard day!
Dwarves need ale and song at the end of every hard day!

You can choose to pay whatever you want to your Dwarves, but if you pay them too little, or treat them too poorly (say, by not giving them enough ale), they may go on strike! Unhappy Dwarves may choose to stay in bed rather than go to work, and will write you a bad manager's report to the corporate higher-ups. Happy Dwarves will be more efficient, and will even sing while working!

A horde of Goblins.
A horde of Goblins.

Beware! The surface is full of dangers. Hostile Elves and Goblins aren't too keen on the Dwarves coming and stealing all their stuff. Underground, it isn't much safer, as Mole Men and Demons dwell there.

Mole men are sort of anti-Dwarves. They live miserable lives of savagery digging tunnels beneath the earth. They will hoard resources you need for Dwarven industry. Demons, on the other hand, are rare, devious, and should be avoided at all costs!
Mole men are sort of anti-Dwarves. They live miserable lives of savagery digging tunnels beneath the earth. They will hoard resources you need for Dwarven industry. Demons, on the other hand, are rare, devious, and should be avoided at all costs!
Defend your colony with the most humane deterrents: deadly spike traps!
Defend your colony with the most humane deterrents: deadly spike traps!

Leverage your technical superiority over the local savages! Defend your fortress by constructing traps, hiring mercenaries and building a dazzling array of walls and channels. 

Dwarves use their superior technology and crafting skills to their advantage!
Dwarves use their superior technology and crafting skills to their advantage!
A randomly generated mountain.
A randomly generated mountain.

Before starting play, you may generate an island on which to build your colony.

Many aspects of the world are simulated.
Many aspects of the world are simulated.

The islands in DwarfCorp are procedurally generated and fully simulated.They are different every time you start playing. Fault lines, air currents, moisture, temperature, rainfall, rivers, lakes and oceans are all simulated through the passage of time -- which gives rise to forests, deserts, snowy tundra, jungles and grasslands. Additionally, civilizations of Goblins, Elves, Humans and Demons are randomly generated and given time to "fight it out," so to speak, on the island. So you, as the Dwarven outsider, will make quite a splash as you arrive.

Different terrain types arise from the simulation.
Different terrain types arise from the simulation.

And speaking of splashing, DwarfCorp features a finite liquid simulation system. Drain entire lakes for Dwarven industry! Power water wheels with the flow of rivers! Direct channels of lava from volcanoes! Just take care that none of your employees drown.

Mining too deep can get your Dwarves into some deep trouble!
Mining too deep can get your Dwarves into some deep trouble!

Day and night are simulated in the game, with the sun, moon, stars, and clouds dynamically moving across the sky. During the day, your employees may want to forage for food, but at night they had best stay underground -- where they can find caves, ores, dungeons, and other treasures.

A full moon rising over the Dwarves.
A full moon rising over the Dwarves.
Volcanoes!
Volcanoes!
Islands!
Islands!

We are Completely Fair Games Ltd : a newly formed game company from Pittsburgh, PA. We are just two guys coding and pixeling for fun. In the past, we've made many smaller games with groups of friends from Carnegie Mellon University and elsewhere. We've been associated variously with the Carnegie Mellon Game Creation Society, Dr. Fishbowl, and "Team Danger". We also participate in game jams from time to time. We both have day jobs in academia.

  • Matthew Klingensmith - Programmer. Day job: PhD candidate at the Robotics Institute at Carnegie Mellon.


  • Wilson Pei - Artist. Day job: Master's student in Electrical Engineering at Carnegie Mellon. 

Here are some obscure games we've been involved with in the past:

Get Pumped! (Winner of the 2013 Pittsburgh Global Game Jam!)

Redux (Winner of the 2012 Microsoft Imagine Cup!)

Hydraman (2011 Global Game Jam!)

Beestruction (Carnegie Mellon Game Creation Society Gold Winner!)

A Day in the Life of Danger (Carnegie Mellon Game Creation Society Gold Winner)

Moonwalk (Carnegie Mellon Game Creation Society)


What are we Delivering?

If we get this project funded, we hope to have a playable beta available by this time next year. The beta will have the basic parts of the "sandbox" version of the game fully implemented: colony-building, combat, traps, Dwarf classes, world generation, and an economic system. The beta will be Windows only (7 / XP), and will be available for less than $20. Purchasing the beta of the game entitles you to free updates for life. 

From there, we hope to have the game grow organically over time through numerous updates and community involvement. Depending on the level of initial funding we are able to acquire, we may opt to add more features or gameplay modes (i.e. stretch goals). 

One of our main stretch goals is to port the game to other platforms like Linux, Mac and mobile via MonoGame or Unity. Another stretch goal we have in mind is to expand the game with a singleplayer campaign, complete with a storyline, cutscenes, and more. Should we meet our funding goal, more details on the stretch goals will be revealed.

What do we Have So Far?

Right now, we have what amounts to a small toy with basic implementations of some of the parts of the game. You can see screenshots of this toy on this page. Basic world generation, AI, building, mining, and economy exist, but they are in an extremely incomplete and early state. 

We have released a simple pre-alpha prototype for you to play with to get a feel for the game. You can find it here.

We have a video of the prototype in action:

Fully developing the game from here will take quite a bit more work.

What do we Need the Money for?

Though we've been developing the game for free over the past year or so, we've been doing so purely as a hobby. Any time we spend on the game is currently time taken away from friends, family, work, and graduate school. We have considered working on this game at least part-time, but without any income, that is hard to justify. We want to make this game the best that we can possibly make it, and as quickly as possible.

Our estimate of how the money will be distributed.
Our estimate of how the money will be distributed.

Additionally, development of the game would go much smoother if we could purchase licences to better tools (particularly to content creation tools and professional code profiling and analysis tools), better content (by commissioning professional artists and designers), and better equipment. 

Finally, the cost of actually publishing a game, even with self publishing methods, can be prohibitively expensive. 

When we worked out how much of an investment this would be on our part, it broke the bank! That's why we need you! If you want to see this project get off the ground and onto your laptops, become a backer! 

Check out some of the rewards we're offering for becoming a backer! Our rewards fall into four basic categories, "Fluff", "Digital", "Physical", and "Creative". 

Fluff rewards give credit to backers in the game. All backers can have their names or nicknames put into the credits. If you're extraordinarily wealthy, and have a few thousand dollars to blow on this venture, you can be named as a "producer", have your name appear in a subtitle on the game's main screen, or even be named as the deity of the dwarves! They will sing songs in your honor!

Digital rewards include the alpha, the beta,  and the sound track, which you can download DRM-freeThe alphais the "feature complete," "playable" version of the game which has most of the promised game features. The alpha will be out much sooner than the beta, (probably by Christmas 2013) but will be much less fleshed out, and will be quite buggy. The beta is "feature complete", "playable", and has most of the content of the game already created. Only minor bug-fixes and tweaks remain. The beta will not be released for some time. The sound track of the game is being created in-house. You can hear a sample of one of our tracks on the video. Digital downloads of the sound track will contain 12-18 high quality, uncompressed audio tracks, and/or high quality MP3 versions.

Physical rewards are custom items which we will ship directly to your door over the next few months. First, you can get a glossy 7 x 5 inch postcard featuring one of five randomly generated terrains on the front, and a message from the developers on the back. We're also offering an 11 x 17 inch poster featuring artwork from the game, as well as two T-Shirt designs. Finally, we will be offering a physical CD of the game in a jewel case with custom-printed artwork on the case and CD face itself. (art by Emily So: http://emilyso.com/)

Creative rewards allow you, as a backer, to design elements which will appear in the game. DwarfCorp allows players to customize the logo, motto, and name of their Dwarf Company. We will have several pre-set companies that players can choose from. Non-player companies will be randomly generated from these pre-sets. Taking one of the creative tiers will allow you to create one of these pre-set companies. If it's within taste, we'll include it as a pre-set! The higher creative tiers allow you to name physical features in the randomly generated world (such as oceans, lakes, rivers, mountains or volcanoes), and even design monsters and/or Dwarf classes!

A table of rewards. Here's how to read it: each column is a donation tier. Every row with an 'x' in it is a reward you can get for that tier. If the 'x' is inside a "pick one" box, you may choose only ONE reward from that box.
A table of rewards. Here's how to read it: each column is a donation tier. Every row with an 'x' in it is a reward you can get for that tier. If the 'x' is inside a "pick one" box, you may choose only ONE reward from that box.
T-shirt, 8 color print!
T-shirt, 8 color print!
Premium T-Shirt, full color!
Premium T-Shirt, full color!
Make a 32 x 32 corporate logo!
Make a 32 x 32 corporate logo!
A glossy postcard!
A glossy postcard!
This 17 x 11 inch poster on your wall!
This 17 x 11 inch poster on your wall!
Some of the Creative Tiers allow you to put a name of a company or its motto into a random pool.
Some of the Creative Tiers allow you to put a name of a company or its motto into a random pool.

As more people back the project, the little Dwarf will climb a ladder from the depths of the earth to the top of the mountain. He's very tired, and would desperately like to get to the top of the mountain to meet his friends! He needs your help!

As the Dwarf goes higher, stretch goals  may be revealed. When the Dwarf reaches a stretch goal, we will be obligated to add that (awesome) feature to the game. These will include technical features (like a larger number of available platforms) as well as gameplay features.

Risks and challenges Learn about accountability on Kickstarter

DwarfCorp is unfortunately nowhere near finished! We are nothing but two starving grad students working on this game as a hobby. We are NOT professional game developers. We have full time jobs, research, conferences, and all the miscellaneous bits of life to deal with in addition to making this game. And a game of this ambition and magnitude is not easy for just two people to make in their spare time.

We plan on dealing with these issues in several ways:

Firstly, at the end of this project, we plan on only having a limited playable alpha available, which will be updated (slowly) over time with new features. This is the kind of game which can never be said to be "fully finished," but is a kind of game which organically grows.

Secondly, depending on how much funding we get through the kickstarter and other sources, we will be able to commission artists, programmers and design people to help us build the game. In addition to the general population of independent game developers we could call on to help us, we also have many talented friends and acquaintances who would love to help -- with a little funding.

Thirdly, if there is enough interest, we might be able to work part-time or completely quit our jobs over a couple of summers to finish this game. Trust me, I would like nothing more than to spend all day creating the game of my dreams!

Finally, we hope to generate a vibrant community alongside this game and develop easy-to-use modding tools to help with content creation. After the first alpha is released, we will provide an easy way for the community to create and distribute content.

FAQ

  • This is a very good question. The text is kind of confusing. There are three things: the pre-alpha prototype, the alpha, and the beta. The pre-alpha prototype + updates forever is what is available for $20. This will eventually *become* an alpha build of the game. Backers with access to the prototype will be able to upgrade to alpha/beta for free. For $8/$10, backers will have to wait until the alpha version to get access. There seems to have been an oversight on my part in the date listed in the $20 tier.

    Here are the dates:
    October 2013 - Pre-Alpha Builds available for $20 plus
    June 2014 - Alpha Builds available for $8 plus
    TBD 2014 - Beta Builds available for everyone.

    Also, all people (backers, non backers alike) will soon be able to play our prototype (but will not get free updates for life).

    Last updated:
  • If our game is a clone, I think you will find it difficult to pin down exactly what it is a "clone" of. We're a mixture of elements from other games. We are of course HEAVILY inspired by Dwarf Fortress and Minecraft. When this project began, it was a learning experience for my own amusement that I called "DF Minecraft Viewer". It was going to be like Stonesense and sort of interface with Dwarf Fortress. When that turned out to be a bit too challenging, I just started making my own game.

    As for the other games that are inspired by Dwarf Fortress, they're great! Go play them! You can decide for yourself whether our game adds anything new to the genre. We personally feel it has its own unique style, flavor, and design elements. For one, we are dedicated to the whole satirical fanatical capitalism thing. This significantly influences the design.

    Last updated:
  • Good question. Generally Dwarves will be paid based on their class. They will have a little bar which says how much they want to be paid. You drag a slider above or below this bar. As for what dwarves do with the money, why they buy Ale and other manufactured goods from your company store! I am not sure what to do yet about "non consumable goods".

    Last updated:
  • Right now I envision it as other corps existing outside "the game" and only interacting with you via trade messages. You will see all the other corporations on the stock ticker. If your stock rises far above another company, you may choose to buy out the company and get access to the special goods they manufacture.

    Last updated:
  • Yes and yes. Losing Dwarves will severely affect your stocks as well.

    Last updated:
  • Yes. I implemented barrels a while back, but took them out due to changes in the AI.

    Last updated:
  • You decide exactly which items to take form the motherland. The balloon comes with those items (and Dwarves). The money for the order is taken away immediately. Your buying price will be related to a simulated "global market" which will basically just be random walks for each of the commodities with some occasional scripted bubbles and crashes.

    Last updated:
  • Any dwarf may be upgraded to another class when he reaches the required XP. Dwarves get XP by doing things like breaking blocks and killing enemies. Upgrading a dwarf will require the requisite room (training rooms for military dwarves, libraries for wizards). You can also outright buy dwarves of specific classes from the motherland, but this is extremely expensive.

    Last updated:
  • It's hard to make a class tree when you have so few classes! It's just a mockup and is subject to change!

    Last updated:
  • They are custom. There is not yet a minimum size, but there should be though. Rooms must be all on the same Z level and must be continuously connected. You create them by dragging out rectangles.

    Last updated:
  • I am trying to decide the best way to implement this, but it is definitely planned!

    Last updated:
  • This is a parameter the user can change when creating a map. The default is 20,000 x 20,000 meters (voxels). Chunk loading and unloading has unfortunately not been implemented yet, so in practice the play size is limited to something like 2,000 x 2,000 meters.

    Last updated:
  • I imagine that "Crafting" will be something along the lines of Dungeon Keeper 2. There are selectable items. Dwarves build them at crafting workshops and then put them in place. I hope we can implement a wide variety of such items. One example is a water-wheel which can be used to make a crafting workshop much faster. You will also be able to craft and sell goods.

    Last updated:
  • For aboveground races, the map has a layer called "civilization". This is generated at the start of the game (like Dwarf Fortress). There will be goblin and elf towns. Goblins and elves will randomly spawn around those towns. For underground races, they will be spawned randomly at spawn points. Demons will come from "hell portals," and mole men will come out of a "mole man hole".

    Last updated:
  • Currently all texture assets in the game can be modified. Aside from that, currently entities are "data driven" but for my own convienence as a programmer I just hard code all the data. This can easily be converted into a format modders can change. I'm trying to decide between JSON and XML.

    Last updated:
  • C# XNA. Plans to port to Monogame / Unity.

    Last updated:
  • No, that's why we're porting to Monogame / Unity should we reach 25 thousand dollars.

    Last updated:
  • I am still trying to decide this. We could go very deep with dwarves, or just make them corporate drones. I would personally love to make them quite complex and have a lot of stats, but I'm not sure what kind of undertaking that would be.

    Last updated:
  • http://www.dwarfcorp.com/fundraiser

    Last updated:
  • http://steamcommunity.com/sharedfiles/filedetails/…

    Last updated:
  • There is currently no plan for online multiplayer :( However, we do have stretch goals related to multiplayer.

    Last updated:
  • Kickstarter does not allow businesses to connect facebook accounts, only private individuals. Neither of us wanted to breach the privacy of our friends by having them displayed on Kickstarter.

    Last updated:
  • The $25 creative tiers are sort of experimental. Here's the way it works: If you donate between $25 and $250, you get to chose ONE of the creative tiers (Names, Mottos, Logos, and Continents). If you donate $250 or more, you get ALL of the creative tiers. This is in place so that we don't end up too much content for us to import in a reasonable time.

    Last updated:
2,260
Backers
$45,783
pledged of $20,000 goal
0
seconds to go
  • Pledge $1 or more
    You selected

    44 backers

    --- Backer --- Your name or alias will appear in the credits as "backer". All rewards get this.

    Estimated delivery:
  • Pledge $1 or more
    You selected

    1 backer All gone!

    ATTENTION! DwarfCorp's Alpha and Beta builds have been *delayed!* The dates in the rewards below are *inaccurate*. Please read our project description and FAQ!

    Estimated delivery:
  • Pledge $8 or more
    You selected

    1 backer All gone!

    ATTENTION! All backers $8 and up will now receive Alpha (not jut Beta) access in June 2014. All backers will continue to receive updates for life.

    Estimated delivery:
  • Pledge $8 or more
    You selected

    374 backers Limited (1 left of 375)

    --- Early Bird --- Early bird special! You get a digital copy of the game with access to beta builds. This comes with free updates for life!

    Estimated delivery:
  • Pledge $10 or more
    You selected

    924 backers

    --- Gamer --- You get a digital copy of the game with access to beta builds. This comes with free updates for life! All backers who donate $10 or above get a copy of the game with beta access.

    Estimated delivery:
  • Pledge $15 or more
    You selected

    65 backers

    --- Audiophile --- You get a digital copy of the beta! This comes with free updates for life! You also get a digital copy of the original soundtrack (OST)!

    Estimated delivery:
  • Pledge $20 or more
    You selected

    602 backers

    --- Tester --- All backers $20 and above get immediate access to the current build of the game + Original Soundtrack (OST) and do not have to wait for the official alpha or beta builds. All backers above $20 also get free updates for life.

    Estimated delivery:
  • Pledge $20 or more
    You selected

    1 backer All gone!

    ATTENTION! All backers $20 and up will receive access to the pre-alpha test period on October 2013 (not September 2013 or 'immediately'). The old $20 reward is *inaccurate*. All backers at or above $20 continue to receive free updates to the game for life.

    Estimated delivery:
  • Pledge $25 or more
    You selected

    49 backers Limited (201 left of 250)

    --- Motto Maker --- Digital Copy of the game + OST, and you get to CHOOSE A DEFAULT COMPANY MOTTO.

    Estimated delivery:
  • Pledge $25 or more
    You selected

    28 backers Limited (222 left of 250)

    --- Logo Designer --- Digital Copy of the game + OST, and you get to DESIGN a 32 x 32 Pixel CORPORATE LOGO.

    Estimated delivery:
  • Pledge $25 or more
    You selected

    60 backers Limited (190 left of 250)

    --- Corporate Namer --- Digital Copy of the game + OST, and you get to CHOOSE A DEFAULT COMPANY NAME for the random pool!

    Estimated delivery:
  • Pledge $25 or more
    You selected

    39 backers Limited (211 left of 250)

    --- Explorer --- Digital Copy of the game + OST, and you can choose the name of a physical feature in the world!

    Estimated delivery:
  • Pledge $30 or more
    You selected

    26 backers

    --- Travel Agent --- Digital Copy of the game + OST, and you will be mailed a POSTCARD of a RANDOMLY GENERATED LANDSCAPE! On the back is a message from the devs! Everybody over this price gets the option of getting a postcard.

    Estimated delivery:
    Add $1 USD to ship outside the US
  • Pledge $50 or more
    You selected

    14 backers Limited (86 left of 100)

    -- Home Decorator --- Digital Copy of the game + OST, and you will be mailed this GREAT 11 x 17 POSTER!

    Estimated delivery:
    Add $5 USD to ship outside the US
  • Pledge $75 or more
    You selected

    11 backers Limited (239 left of 250)

    --- Physicalist --- *Physical* copy of the game on a CD + OST (includes digital access to the game and upgrades for life). CD in a jewel case.

    Estimated delivery:
    Add $10 USD to ship outside the US
  • Pledge $100 or more
    You selected

    9 backers Limited (91 left of 100)

    --- Fashionista --- Digital Copy of the game + OST, and you will get this AWESOME T SHIRT!

    Estimated delivery:
    Add $5 USD to ship outside the US
  • Pledge $150 or more
    You selected

    1 backer Limited (99 left of 100)

    --- Fashionista Prima --- Same as Fashonista ($100), but you get this full color PREMIUM shirt instead!

    Estimated delivery:
    Add $5 USD to ship outside the US
  • Pledge $250 or more
    You selected

    3 backers

    --- Keeper of Names --- You get ALL the creative tiers $25 and below!

    Estimated delivery:
  • Pledge $500 or more
    You selected

    1 backer Limited (9 left of 10)

    --- Monster Maker --- Digital Copy of the game + OST, and you will get to DESIGN A MONSTER that will appear as an enemy in the game! (within taste)

    Estimated delivery:
  • Pledge $750 or more
    You selected

    0 backers Limited (4 left of 4)

    --- Classifier --- Digital Copy of the game + OST, and you get to DESIGN A DWARF CLASS that will appear in the game! (within taste)

    Estimated delivery:
  • Pledge $1,000 or more
    You selected

    1 backer Limited (4 left of 5)

    --- Creative --- You get ALL of the creative tiers! (Monsters, classes, corporate namer, logo designer, etc.) You are also listed as "Producer."

    Estimated delivery:
  • Pledge $1,000 or more
    You selected

    0 backers

    --- Producer --- You get a digital copy of the game, the OST and you are listed at the start of the game as a PRODUCER. You will also get a CERTIFICATE from Completely Fair Games Ltd. (not legally binding)

    Estimated delivery:
    Add $10 USD to ship outside the US
  • Pledge $5,000 or more
    You selected

    0 backers Limited (4 left of 4)

    --- Executive --- Dwarfcorp will forever carry the tagline: "DwarfCorp, made possible in part by <YOUR NAME>" You get the game and the OST + all the creative tiers + all physical rewards

    Estimated delivery:
    Add $100 USD to ship outside the US
  • Pledge $10,000 or more
    You selected

    1 backer All gone!

    --- Mysterious Benefactor -- In the game, the Dwarves will refer to you as their deity. They will sing songs in your honor. You get your choice of any (or all) of the other reward tiers.

    Estimated delivery:
Funding period

- (30 days)