Dwarves: Glory, Death and Loot – An Unexpected Success

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Dwarves: Glory, Death and Loot is a game you’ve very likely heard of or stumbled upon. It stands out for its interesting blend: auto-combat combines RPG progression with the unpredictability of expeditions featuring roguelike elements, all while you gather your clan of dwarves to fight hordes of orcs.

It was developed by solo developer ichbinhamma, who published the game on Steam last year, specifically on August 17th. Since then, it has attracted a considerable number of players, and the developer himself has shared a wealth of information about the game on various platforms, so we decided to talk to him about how the game became successful.

Your dwarves initially start with basic gear and limited combat skills. Each time you defeat enemies, you gain experience, earn gold, and improve their equipment, thus developing their combat abilities. Through further training and by recruiting new warriors to your ranks, you can achieve victory.

If you’re interested in playing this game, you can find it on Steam, and be sure to follow this brilliant developer on X and YouTube.

I’ll start with your recent post on X where you mentioned that the game garnered 65,000 wishlists and sold 50,000 copies. Did you predict this, or was it unexpected? How do you view these statistics as a developer?

That was highly unexpected. I never even thought I could put a game on Steam when I came up with the concept for it. Up until then, I had only made mobile games as a hobby, starting in 2016/2017, which had maybe 100 downloads. When some of my concept art posts got popular on Reddit, I decided to give Steam a shot. Now, looking back, it feels completely surreal to write about such large numbers when discussing these statistics.

Your game has a publisher; how did you find each other, and how much have they helped? What is your experience working with a publisher?

A content creator on Bilibili (the Chinese version of YouTube) somehow found my game’s demo on Steam and posted a video. In a very short time, that video received over 500,000 views. After that, several Chinese publishers got in touch with me. It was extremely helpful to see the publisher’s marketing efforts pay off in such a way. I think this is a special case for China, as access to different channels like X, Discord, Reddit, etc., is limited. So, they helped create content to promote my game on Bilibili and also handled ad creation and Steam store presence.

What makes your game stand out from others in the same genre?

I suppose it’s mainly because there isn’t/wasn’t anything quite comparable. My idea was to transform the mechanics of 3D auto-chess (Dota Auto-Chess, Teamfight Tactics) and apply it to a 2D/sidescrolling environment.

What marketing strategies were most effective in promoting the game?

Things I could actively influence: Reddit. The biggest traction, though, was gained through streamers. SplatterCat found my game early via Reddit and made a video, and later the video from the Bilibili creator came along.

What do you think contributed most to the game’s popularity and success?

I think it’s that “just one more turn” feeling that players get in the game. As some streamers have said: “This is doing something to my brain and I just want to continue.”

Have you noticed any specific trends or patterns among your player base? What do they like most about the game?

They really love finding and exploiting bugs!

Looking back, what key lessons have you learned from the experience of developing and launching the game?

That for your game to become popular, Steam is 1000 times better than mobile stores. It’s crucial to share your game early and get feedback from players. I released a web version of the game that was playable after about 4 months of development.

The game is still in Early Access; how far along is it, meaning, is the game nearly finished, and when can we expect the full release?

I usually update the game every 2–4 weeks. A lot of things have been changed and refined, although the core gameplay loop has remained the same. I hope for a full release later this year or early next year.

Have player feedback or community suggestions influenced any significant changes or updates to the game after launch?

Yes! The community has had a big impact on many changes. I would highlight a complete UI overhaul and separating the single deck of cards I originally had into 3 different ones. Also, players pointed out many minor Quality of Life improvements, and after implementing them, I could clearly see and feel how the game improved! As a developer, it’s often hard to notice how a small change can significantly enhance the game’s quality.

Could you elaborate on any collaborations or partnerships that contributed to the game’s success (Streamers, YouTubers, anything else)?

I’ve already revealed the biggest contributor to my success: SplatterCat. However, all the major streamers who covered the game with a video (i.e., 10k+ views) found the game on their own, without my reaching out or any partnership.

Looking back, is there anything you would have done differently in development or marketing?

When I look back, the game development mostly went quite smoothly. The only minor regret I have is the timing of the Steam Next Fest. I should have moved it closer to the game’s release to have more time to publish and refine the demo version of the game.

What advice would you give to aspiring game developers based on your experiences?

My main piece of advice would be to test your game ideas early and show them to an audience. Ideally, you have a playable prototype (even better if it’s browser-based) ready after a short development time so you can start gathering feedback early on.

What can we expect from you in the future? Will you continue making games in the same genre or try something new?

I will try to explore different things, but I already have a clearer idea for a new game that would be in the same genre with a different twist.

What is it like being a solo developer?

I still have my 40-hour job, so solo development for me is like watching TV after work. For now, I’m happy solo; I don’t have to wait for or rely on anyone else but myself.

Have you ever considered becoming a full-time developer?

So, the plan is to work full-time as a developer after writing my doctoral thesis (which is related to my current job). I taught myself gamedev, but I do have 15 years of programming and an academic background.

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