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(+1)

Quite cute and I would like for it to be longer.

The way a building move's cost scales means doing many small moves is cheap but doing one big move (to the same final destination) is very expensive. I didn't really like that. Especially with ore being a non-renewable resource, and danger essentially scaling with how much I have mined out, it made me not want to waste any on a large move.

The check whether a building placement is colliding with a dwarf, at least when moving the building, is only performed once per movement of the placement preview. If a dwarf walks into it afterwards, it still lets me place it. Likewise, if the space becomes clear from dwarves walking out of it, it still doesn't let me place it.

I thought the digits were hard to read in the font.

It went fine in my case, but I wonder what would happen if someone breached an encounter before building a barracks? I also did not notice that I had breached an encounter for a while.

Thanks! Nearly every point made it into Demo 0.3.0.

The mountain is now larger, with twice as many encounters. Building relocation now uses a small handling fee plus a fixed cost per tile, so one long move is no longer disproportionately expensive compared with several short moves.

Building placement is now revalidated when confirmed. If a dwarf enters or leaves the preview area, the game checks the current occupancy instead of relying on an outdated result. Critical numbers also use a clearer dedicated font.

Encounters now display a persistent You Are Under Attack warning and an off-screen arrow pointing toward the nearest enemy. Clicking either immediately focuses the camera on the threat, so a breach should be much harder to miss.

Thanks again for your feedback!