Happy Birthday to Dwarrows!
February 28th 2021 is the 1 year anniversary since release. We released the game just before the pandemic really hit Canada. While the launch party was the last time we've seen most of our peers, friends, and family in person (and we miss their company terribly), it was also an incredibly memorable day for us.
This huge day when we finally release the game we'd worked so hard on for so many years, and we didn't know if anyone would care. But so many of these lovely people showed up to be more supportive than we had any right to expect, and it meant the world to us.
We've been equally grateful for all of you reading this, all of you who have been such a positive bunch! While it is a small community, you have all been wonderfully kind and helpful to new players trying to learn the game, solve a difficult puzzle, or to find the last Spirit Sprite by creating tutorials, guides, answering questions, and adding entries to the Wiki. You've also been instrumental in helping us solve bugs that were found with thorough bug reports and sending your save games for us to use as a troubleshooting tool. For all of this, we thank you for being the fine and fantastic people you are!
Like many of you, as the pandemic rolled on our priorities shifted and we didn't have as many updates going live as we had planned, but rest assured that Dwarrows is still our baby, and there is still more to come. Thank you for being a part of this journey with us and for joining us in the little world that we handcrafted with love!
As always, if you've enjoyed the game and think others would enjoy it too, please do leave a quick review! We love to hear your thoughts and it really helps in reaching new people.
On to the Update!
This update primarily contains bug and performance fixes, but one larger change is one we've had been planning for a while: Improved Camera Movements!
There have been more than a few complaints about the camera's movement and position being a jarring experience over the year, and I've toyed around with our options to come up with something that's more comfortable to play.
The main goal was to reduce unnecessary camera movements, like when walking a small ledge, or when jumping up slightly. Let us know what you think!