About this project
Thanks so much everyone! We're humbled and thrilled.
We still have a day to go to try and get the first stretch goal:
Here's how you can help if you've already backed:
Click below to play an alpha build of Dwarven Delve!
Please message us if you have any issues with the demo and we'll get them fixed asap.
Dwarven Delve is a game where killing the monsters with the dungeon is as much fun as pummeling them with the heroes.
It lets you cleverly route enemies into even fouler enemies (and watch them fight it out) while chasing other enemies into deadly traps and lava pits.
Which will hurt them. A lot.
Dwarven Delve challenges you to race through a dungeon layout that you're constantly changing on the fly. And when that layout changes, the way monsters and traps behave change with it.
Dwarven Delve pairs these puzzle mechanics with action gameplay, set against a deep story.
Dwarven Delve sits somewhere between an action dungeon crawl and a light puzzle game. That’s why we’re calling it an action puzzle crawl. The players control the moment-to-moment actions of the party while also managing the level layout and a variety of combo abilities and dungeon features for satisfying monster destruction and loot acquisition.
Players rotate dungeon corridors in real-time to create entirely new layouts on the fly. Every level consists of individually rotatable sections which can be linked together to create a myriad of potential dungeon configurations.
By rotating the corridors, players try to connect the dwarves to treasure while actively disconnecting them from harmful traps and enemies.
Traps can also harm enemies, and smart players quickly learn to use the dungeon against the monsters.
In fact, changing the layout as you go is the only way to successfully navigate the dungeon and get the best rewards.
At its most basic level, Dwarven Delve is about configuring a dungeon layout to minimize risk and maximize reward while relying on quick wits to overcome obstacles and get the dwarves out alive.
There are six main characters in the game, each with his or her own backstory, special ability, and signature gear.
The Warbeard’s War Wind ability gives the entire party a temporary buff to damage.
A craftsman more than eager to test her latest inventions on the front lines of battle. Equally at home hammering red-hot steel or gloamling heads. Sometimes she’s even been known to do both at once.
The Tinkersmith’s Hovermine ability sets a charge to explode in her current hex the next time an enemy enters it.
The master of dwarven spirits, both imbibed and eternal. The Godbinder is a gregarious soul who mixes ales and religions with equal abandon.
The Godbinder’s Soul Kindle ability heals the entire party back to full health.
An acquisitive mind always searching for lost truths and hidden portents in the ruins of his forebears. The Spellforger sees the wisdom in traveling with companions, although that doesn’t mean he always trusts them.
The Spellforger’s Stonespike ability deals damage to all enemies in a targeted hex.
All Stonebreakers know this truth: with every blow of the pick, you dice with fate. You may strike it rich or unseal your doom. The Stonebreaker plays the odds with a jocular bravado too crazy to be anything but sincere.
The Stonebreaker’s Sunder ability destroys walls to create new passages and stuns all enemies in the adjoining hex.
The Wayfinder is the party scout. While she may not always seem firmly rooted in the present, she listens to the stillness of the deep and hears in it the surest path to safety.
The Wayfinder’s Echo Lure ability draws nearby monsters into the targeted hex.
At first, our heroes appear to be nothing more than a veteran band of delvers doing what they do best: trudging through long-forgotten chambers, pummeling monstrous inhabitants and plundering ancient treasures. They have no ambition for larger pursuits. They are treasure-hunters and monster-slayers by birthright. This is simply what they do, and they do it well.
But then the chance discovery of a lost clan Warbeard tomb sets them down a path stretching back into their history, into the very heart of their subterranean world.
This delve will lead them to the very beginning of the curse which dooms their people—and the means to end it.
Note: Here's how add-ons work. When you pledge an amount, or anytime after, you can assign additional dollars to your pledge total. Any money that's not applied to an actual backer level prompts us to ask, "Where do you want that money to go?" Right now, you're two options would be to apply the money to an extra copy of the game or one or more of the relic packs listed below. The extra game copy and relic packs are considered add-ons.
TinkerHouse Games is comprised of long-time professionals from both the tabletop and videogame industries. In the two years since its founding, the studio has shipped 5 titles:
Current — An original iOS title that blends elements of rhythm and match games to create an enjoyable, fast-paced arcade experience.
The Airhornsman — A video-editing app for iOS that lets users interject PVP Online's popular Airhornsman character into their personal videos.
War Room — A game aid for the popular Warmachine and Hordes tabletop miniatures games, available for both iOs and Android.
Cthulhu Saves the World — A port of the popular Zeboyd Games RPG launched previously on XBLA and Steam for iOS, Android, and Mac.
Penny Arcade's: On the Rainslick Precipice of Darkness 3 — A port of the popular XBLA and Steam title also recently launched for iOS, Android, and Mac.
Where will the money go?
Holy PAX, PAXMAN!
We had a blast at PAX PRIME this year in the INDIE MEGABOOTH. Sean, Lane, Wendy, Mark, and Peter were all on hand (along with our families at various times) to meet with players, demo Dwarven Delve, and show our game off to the press. All in all, it was a great experience for us and very encouraging. We made a lot of new friends, not only in the player community, but among our fellow indie devs shacking up in the Megabooth with us. We can't wait for next year!
Track Our Progress
Risks and challenges
Video game production is always fraught with peril. Features can balloon, contractors can fail to deliver and scope can creep.
However, we are long time video game production professionals and have experience working diligently to mitigate the aforementioned issues along with the myriad other things that can go wrong with a creative entertainment product. We're confident in our ability to do so and our track record of shipping products speaks for itself.
And finally, if challenges do rear their ugly heads that require communication with our supporters we'll dutifully do that as well.Learn about accountability on Kickstarter
Why, the engine choice of all discerning small indie developers these days, Unity, of course. The toolset and multiple supported platforms make it a very attractive development option. If you're doing what we do, and you're not using Unity, you should strongly consider it.
We're shooting for a first quarter of 2014 release. If we make some exceptional funding goals we'll decide whether to include them as updates or extend the ship date and communicate that information to our fans asap.
We consider ourselves in early alpha stage. We have functioning versions of almost all of our game systems and now we're polishing the visuals and user experience while we create and tune our shipping game levels.
We’re doing environmental concepting to make sure the final dungeon levels have more visual diversity and color to them and don’t look so brown and purple. We’re adding new enemies to the mix—art, animation, and AI—and playtesting them for balance. We’re adding several new terrain features also: things like sigil puzzles, spawn pits, acid pools, and teleporter hexes, among others. And then we’re playtesting all of that new stuff to make sure it plays nicely together. We’ll be showing some of this progress as it comes in over the course of the Kick.
We will for sure be doing iPad 2 and higher but aren't sure at this point in development if we can guarantee that it will be available on iPad 1 yet. Stay tuned for development updates! As we get further in the project we will have more information available for you.
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