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Rocket Jump Technology

A member registered Feb 16, 2017 · View creator page →

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With the new settlers its a somewhat random small number, with a potentially sizable bonus if you have a lot of spare food supplies.

I think I'll add something to items so you can see if they're due to be hauled somewhere or not, which should make things a lot clearer.

Yes right now there's no gameplay effect of the lighting, but I'm planning to make it most likely a happiness bonus or malus for working in lit or dark conditions - probably not generally moving about but for any actual work like at a crafting station.

Yep not in the game yet but constructed walls and floors, or else smoothed walls probably.

Sorry about the teething troubles! After going to 1.15, you'll need to remove any water barrels that aren't working correctly, but any new ones should work fine from that point.

When they're "broken" due to unhappiness they don't eat or drink anymore which might be what you're seeing. If they're otherwise sane they should always eat any food available before starving though (well, except that they don't share rations) 

They will produce the same number of new tools regardless of a tools stockpile, but the difference is that if there's space in a tools stockpile, the dwarves will place any tools they're carrying into them after not using them for a while (about a day) though there's not a huge benefit to this behaviour just yet. 

It means dwarves can walk through pillars, so there's some benefit to building them compared to just not mining a tile which would also prevent a cave-in. 

At the moment there's no difference in placing any room areas next to any others, but in the future I'd like to introduce some kind of efficiency bonus or something similar for having a room enclosed by walls, a bit like how it works in Dungeon Keeper. 

All good points! In response:

1. Quite a detailed new game customisation screen is planned, but I think I'll add a simple one in the meantime for options like this, to specify an amount of trees and that kind of thing, hopefully.

2. I'm planning to add a screen for an overview of your dwarves as the next feature, and it'd be good to have something similar for resources too.

3. This'll be open to modding when that comes around - this is due to be the next major release except for the small features missed out of Alpha 1 like the settler management. For now, holding shift will let you pan around faster.

4. It might be a little later on but there'll be a "roofing" view to let you see what is and isn't supported. A highlight when placing pillars is a good idea, I'll see if there's a way to get that in quickly.

5. The job prioritisation is based on professions first, then things like hauling water which don't usually require a profession (moving water into a cauldron for soup might be tied to cooking though). Following that, they'll work on whichever job is nearest based on the profession order. I'll be adding something to let the player manually prioritise certain jobs, and perhaps later a screen to manage the automatic prioritisation of types of jobs over other ones.

If they get cleared *eventually* then its working as intended, but its not great. I'll be adding a work prioritisation option so you can help influence what they choose to work on next (currently it is whatever is nearest that they're able to do).

If its 4 of 4 allocated they should exist somewhere, maybe they're quite far away which is why its taking a long time to be built if theres lots of other work to do thats closer? If it was less than 4 allocated for a long time and you'd run out, it'd be nice if it eventually reallocated the resource requirements, which is a feature request somewhere on the backlog.

Yep that's an issue, I'm undecided whether to leave it as-is to make it more difficult to find spots to build bridges, or auto-remove bushes on placement to make it very easy.

Thanks, yes its far from perfect right now and I can only put very quick fixes in this week, over time I'll be improving it for sure :)

It did get increased to 2 blocks per stone boulder but I know what you mean, it is a big investment

The new build that's out tones down the immigration a bit as well as hopefully helping with drinking when there's a large population - they now share out multiple water barrels rather than all trying to go to the same one and finding it empty. So hopefully that sorts it for you, as I've seen another save that was working fine with a population of 300.

Or are they broken due to unhappiness? Broken dwarves don't eat or drink.

Are you on the latest version (Alpha 1.12)? There was a bug with the assignment of bread from serving tables in an earlier build.

The bridge is quite an investment, wouldn't you be able to harvest enough stone to build it out of that. The crafting is auto-assigned by the game right now which isn't ideal, one of the earlier upcoming features is a screen to manage what you want to produce or not.

That's right, the ability to save and load is there but being able to manage multiple saves isn't yet, and definitely intended to be added sooner rather than later.

For now, something covered by the mountain is inside, whether that's a natural cave or an area you've mined out yourself. The game's still missing a way to build walls with a roof which is near the top of the list to add. Other than the happiness on the bedroom there's no difference right now, but eventually there'll be game mechanics to make you avoid placing rooms (other than farms and graveyards) outside.

Yep most of this is crying out for a screen to view and manage your current population of dwarves which is going to get pushed up the roadmap priority list now. Similarly with tooltips to explain a lot of game functions. And I'm sure there'll be some imaginative ways to get rid of dwarves you don't like once traps and mechanisms are implemented :)

Yep definitely some kind of overview screen for the dwarves, and one for what to produce

1. Fishing is planned and not too far down the roadmap :)
2. There could well be a tree planter at some point. There's going to be giant mushrooms that can be used in place of trees, so maybe they can be cultivated.
3. It is a long time on purpose for the mushroom farms, but then they produce several crops of mushrooms so they're a pretty good investment.
4. Yep the door placement definitely needs this improvement.
5. This one's weird, maybe a bug. If you get into the same state again, would you mind emailing the save game to and I'll look into it
6. Stockpiles are a bit under-developed right now too, there'll be more controls over what can go in each one rather than the arbitrary 4 there is now. 
7. ?
8. Also on the roadmap but not in yet is a "ceiling view" to show what has a roof and what is supported or not. The rules are a 7x7 area mined out by the player will collapse if there's no walls or supports. Doesn't apply to natural caves. Agreed it's a bit of a secret mechanic right now!

Thanks for the feedback!

You then need a cauldron position in a feasting hall for the dwarves to eat from it. 

A cave-in will happen if there's a 7x7 area mined out by the player with no walls or supports in it. Natural caves don't count towards this

Dwarf Fortress is probably the biggest influence for sure. The Settlers and Dungeon Keeper also factor into the design in a big way, although with the game in such an early state that may not be very obvious yet.

There was also a bug sometimes stopping people eating food in 1.7 and earlier, just pushed Alpha 1.8 which fixes that.

All good points! Sorry it's still quite unclear at the moment, first alpha version and I'll be working on it :)

If you place a granary stockpile, they'll place all the starting seeds into that so you can see what which crops you'll want to place. For the mushroom farm, you'll have to harvest some mushrooms in the wild first, they're only found in caves inside the mountain but some maps start with caves exposed on the minimap. Fishing isn't in yet so I'll remove the profession for now, but it's coming in the not too distant future to help with your food stocks.

Seems like the food does need balancing a bit, if you plant most of the seeds you start with you should be fine, a good rule of thumb is 10 crop tiles per settler. As more join they bring their own seeds and rations which should last until those new crops could be harvested. It's the only challenge in the game right now :)

Hi everyone,

After a successful Kickstarter last year, I've just launched the first alpha of my game, King under the Mountain, with Itch as the primary distribution platform.

It's a simulation-based settlement-building strategy game in a Lord of the Rings-style fantasy setting. Still very early in development but the roadmap is very exciting.

You can grab it now!