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Rocket Jump Technology

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

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Thanks :) Hopefully all sorted with crashes again for now but we will see!

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Just wanted to say, thank you for having crash reporting switched on, let me discover and fix the most recent crashes in the game (and apologies that you're trying to play and it keeps crashing!) have a 3.6.2 fix on the way shortly

Massively apologies for that, hit really hard with disruption due to COVID-19, but good news is in just a few days will have more time than I've had in the past year to dedicate to gamedev! Hopefully a small dev update coming soon to explain that.

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So a dwarf was stuck in a pillar and never moved out? I'll see if I can recreate that happening. Dwarves often get stuck under furniture as its created but usually free themselves quite quickly.

I'm a bit confused as to what's going on here - you moved to a different area but none of the original resources would move over? Were they still on the original stockpile? This would need removing, but at that point the resources should be moved to any new, available stockpiles. I'm currently rewriting the allocation system for resources which will hopefully deal with any outstanding bugs in this area.

At the moment, no both mushrooms and mushroom trees don't regrow naturally. This might be changed, but its based on the idea that mushrooms need something to grow from (like the logs), so perhaps they could grow around graves? The mushroom trees are meant to be very old so might not grow over the course of a normal game. Haven't really decided yet!

Phew a lot to get through here! Thanks to Bofferbrauer to answering where possible:

First thing that I encounter is that the save game is not valid anymore, sounds reasonable.

Yep, it tries to be clever about it. If the save includes anything which isn't in the current version of the game, either because it was removed or renamed, it won't be compatible, but other than that saves should be compatible with older versions. When the game is closer to release I'll put more time into making sure saves are compatible.

The first thing I noticed is the resource and settlers tab, great.  The one thing I miss is to prioritize things.

A priority system is one of the biggest requests so I'll be working on this (for alpha 4) after the current update (for alpha 3).

At the start you get Iron plates, I haven't seen that before. What is the 'normal' purpose?

Just a new type of item/resource for more complex constructions.

Dwarfs carrying a rock walking in some circles in the resource zone before bringing the rock to the stonemason. ... Note: I was running on full speed

This is a bug with the pathfinding at faster speeds, I'll have to either come up with a solution to it or reduce the maximum speed. Obviously the former is much more preferable!

Order a door to be build on a spot with a rock on it is valid. But when the stones for the door arrive and the rock is not picked up yet the dwarf will return to the resource zone with the stone. ... I suggest a easy fast fix to not allow the build because the space is not empty.

Weird as that's how it's supposed to work already - there's a progress state to constructions and if there's anything blocking the tile, they should be removed before any new materials are brought. Let me know if this happens again and I'll see if I can recreate it.

My miners do not mine any more (still year one), see screenshot. For days the miners do not mine even when Idle.

From looking at your save I think this is because the mining pickaxes got stuck on "assigned". My current piece of work is to try and fix this.

The bedroom comfortable size has increased from 12 to 13 spaces, why? I like some symmetry so 15 or 16 spaces will be optimal then.

I did this just to mess with people like you and me that like it to be symmetrical :) I'll have to remember to make sure this is moddable in case it really bothers people.

What was the max room-size in the mountain again, like then to use pillars?

A mined-out area of 7x7 tiles with no walls or pillars will eventually collapse.

How to cancel more then one ordered wall builds? I tried a outside building but found out that the space was to small. I had to cancel each space at a time, that seems wrong.

This is an issue which needs improving. Some kind of UI tool to mass-deconstruct things. It's on the backlog to go with constructing outdoor rooms.

What is the purpose of the Earthworks?

At the moment it is just an outdoor-only type of area for the charcoal clamp to be built in. The name is a bit unusual and could do with improving.

Is it possible to add the feature for exclude or include resources in a resource zone

Yep this is also coming in the near future!

The new settlers don't chop/mine..

Were they assigned to these jobs when they arrived? If not, it's due to a lack of tools which I need to make clearer. Some of the points here and elsewhere are convincing me to put in a tutorial sooner rather than later.

I saw that I have some fishing rods. How can I use them?

Fishing is not implemented yet but some of the items are still in the game, similar to hops/barley for brewing which is also not implemented yet.

Gunborg Ironbeard one of the first 2 miners stopped mining. I can't fix it.

Hopefully this is also because of the assignments bug that I'm currently working on.

I don't know how to create a bronze anvil?

You need a forge to create an anvil, but creating a forge requires an anvil. Your settlers start with one anvil so don't lose it! :)

the blacksmith. This building has a bug, the placeholder is not replaced with the correct value

Thank you for pointing that out, wish I had seen this thread earlier and I would have fixed it sooner!

When you make an order to build something and you cancel it because it is the wrong thing, wrong type of stone or something the cancellation is not correct. It seems as the building is still on the stack/queue so the parts will still be delivered.

Thanks, that's something I need to look at.

One more assigned bug, I made a new resource zone close to the mountain I started making rooms. But then I didn't want them because I wanted the boulders close to the masonry workshop. So I removed the resource zone. As you can see in the next image the boulder assigned to the removed zone will not get a new assignment, event after reboots and days of game time. 

Sounds like the assignment bug again, here's hoping I can find out what's causing it.

Chairs seems always before the dwarfs, I thing it is niceer to do it on the chair position, so the upper one is wrong the lower one is correct

Down-facing chairs are set a bit higher up in the world and up-facing chairs lower so this is supposed to be what happens, but it doesn't always work quite right. I think there's a small change that can be done to make it work a bit better.

My tomato's where harvest in 2d day of winter, or not. Because it didn't work or they are lost, they are gone, I didn't get the tomato's or seeds.. To bad..

It is a case of "too bad" at the moment, sorry :)

In the winter (day 2) they still try to harvesting plants that are in 'rot/remove' state (first image). This can be hard because the farmers will remove pest instead of harvest good crops at the last day of autumn

I'll need to make sure that harvest jobs are higher priority by default.

I tried to produce alot of food and that worked with the problem of keeping it stored ofcaurse. I use about 50% of the settlers with a farm skill. 

It probably needs changing then as 50% of settlers farming is higher than what I want it to be.

"Crafts items.." will not go away untill a reboot. I don't know who to reporduce but I have seen it more then once

There's an issue with the tooltip display. I need to figure out how to reproduce it myself to fix it. The tooltips also don't always show up when they're supposed to too.

Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..

Yes to avoid pathfinding from every dwarf to every water source they use "as the crow flies" distance for the nearest water source. I could make it so they always prefer a barrel over the river even if its further away?

With more Dwafs it happens more that they get on the same spot, start walking slowly and do so for a long time, until they are in the feasting hall for example, there is a lot of space to take an other path, or just wait so they can both can walk faster..

Thanks for pointing this out, I'm going to do something to improve this.

If you have multiple miners they will mine the same spot. In year 6 I even have seen them mine a mined spot.. So I think there is something with the alocation of the task going wrong:

Definitely seems like something is going wrong. If you see this happening please send me a save at that point in time and I should be able to fix it.

The resources viewer is realy handy to see the count of the block's and it type. I fount out that it is not working well for the cauldron's somehow they get mixed up:

Thanks! Didn't know that the cauldron wasn't working right but I think I know why, I'm going to fix this for the next update.

If you have 2 metalwork's I expect that they do work within one metalwork's but they don't. They can bring a 'bloom' from one to the other at moments you don't want to. 

Great suggestion! I'm going to change it to work this way. It should have been obvious but I haven't played with complex settlements enough :) 

It seems that bringing plank's is a low priority task.

Hmm, almost everything is about the same priority right now. Perhaps they were further away than everything else? I'll look into it.

My kitchen in waiting for 4 silver cauldron but there are iron and bronze cauldron's available in the resource zone next to it:

Thanks, this is a bug I'll look to fix too, I thought I had already fixed this one...

Water consumption seems odd.

Similar to the item assignments, I think there's a problem with water assignments too which I'm looking to fix.

 It would be nice if you can build a aqueduct or something to transfer water from the river into the mountain.

Yep that's the plan! Underground pipes to move water around rather than having to do it by hand.

Settlers will try to do the same task at the same time

That shouldn't happen, is this just the miners mining the same tile or are there others like this?

Thanks again for taking the time to go through all this and sending me those useful saves, it really helps!

Good question! In general yes it'll be mostly hands-off, although military squads will probably be controllable through patrols and guard points. There'll also be a priority system soon which the player can set, which should resolve a lot of the issues with not being able to give direct orders at the moment.

Apologies I've only just seen this topic, that's a lot of feedback! Will get back to you when I've digested it all


Great! Curious as to how that caused a problem, I'll look into it, thanks!

The only other thing I can suggest to help investigate this would be for you to run the .exe from the command prompt (assuming you're on windows) and report back with what says for what's going on. At the same time I'd be happy for you to apply for a refund (only themselves can initiate them unfortunately or I'd do it myself) and if that removes the game from your library, I'll provide another key while I investigate the issue and hopefully get it working for you.

Oh I didn't know that, thanks, in that case I can add something to the invoice too :)

What happens? What is in the log.txt file?

I see, I'll make an update to the wording on the game's page then, but what's on the invoice is up to and out of my control unfortunately

Ah I was about to ask what you meant with your post on the Steam discussion post. The Itch game page does have the following though:

Please note this game is in Early Access - most features are missing and bugs are to be expected. Check out the development roadmap to see upcoming features. As a thank you to early adopters, this early edition will include a Steam key once King under the Mountain launches on Steam. You'll also be getting the cheapest price as the cost will increase once the game is ready to launch on Steam

I could add it to the download instructions as well if you think that would help. My current plan is to push a lot of updates/announcements when the Steam keys are available here though.

Thanks! Always love to get some feedback to improve things but I'm not quite sure what you mean here, sorry. Removing walls (even ones you've built) is done with the "Mine" order which does highlight what you've selected. Please could you go into more detail?

I'm currently working on allowing almost every bit of text to support tooltips so things should be a lot better explained soon!

Thanks a lot for bringing this to my attention - it's fixed now! New build of alpha 2.3,  it'll be compatible with your saved game.

That's exactly what I was after, thanks, not reproduced it myself yet but I'll put out a new build as an optimistic fix shortly.

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Sorry to hear that and I've not had any other reports *yet*. Please could you copy in the contents of the log.txt file after its happened and that should help me to track it down. Also looks like I've had the automatic crash reporting server not working for a while but that is back up now too.

The bottleneck only really comes from drawing lots of stuff on screen at once, like thousands of dwarves. Just having the gigantic map in memory is fine, though of course it takes a bit longer to generate than a normal one. This might have been nearly a minute.

It'll always be a set size, but that size will be configurable by the player. The map can be so large that it's effectively unlimited, here's a stress test of a 2,000,000 tile map

Good points there!

1. I think you're right on this and I'll double coal usage, see how that goes.

2. That's by design, although not a good or at all clear design :) There's a hidden number for an amount of each type of item to produce. Stone blocks is 300 and there's something similar for planks and metal. This is a placeholder until the player can specify what should be produced, which is scheduled in for Alpha 4.

3. This sounds like a bug that I thought I'd fixed, twice! Although they are meant to pick the nearest point in the river (if there's no closer barrels available) as the crow flies, which can end up being a poor route if there's not a direct path. I'm adding something to make it clearer if water barrels are available or not. If they seem like they're going clear across the map to the river and not picking anywhere at all near, I'm looking for a save file to investigate this.

4. This is also by design, as they do produce some mushroom spawn when complete, but only enough to start another single mushroom log. The intention is that you'll only be able to have as many mushroom logs as mushroom spawn that you find in the caverns, instead of doubling it every time like the outdoor crops. If that's a good idea or not I haven't decided yet.

5. Hops and barley are implemented in terms of the crops and what they produce, but until brewing beer is implemented they don't have a use, so I've removed them from being included on game start to avoid confusion - and also so you don't randomly start with lots of hops and barley and little edible crops and starve. When they're back in (also aiming at alpha 4) there'll have to be something to balance the starting seeds.

6. This was a bug, there was meant to be a hidden value to create another anvil when the first is used (see point 2) but it was missed out of the current release. It's fixed in the next release which I was intending to have out now (just one more thing to add) but unfortunately it'll only apply to new games due to the way the crafting system works. Again, it's due to be replaced by a screen the player can use to manage crafting/production.

7. There's quite a few other ore types already, with more to come, though they spawn in different "groups" of rock (sedimentary/igneous/metamorphic) which you only tend to find inside the mountain compared to on the outside, though there's no guarantees with the map generator. While there's no real difference between different metals right now, the intention is they'll have different properties/hardness/value, so things like gold are found deeper in the mountain. There's tin too, though that might be it for now? Alloys and steel are on the roadmap but not implemented yet.

If you've claimed your key already, there should be a download option at the top of

Your key should have been emailed to you by BackerKit, but if you've missed that you can retrieve it at

Thanks, I have a save from someone else where there's an issue with barrels being refilled (or not in this case) so there's probably something to fix there which I'm looking at next as top priority.

I think I'll have to bring forward the priority on letting the player choose what's crafted too!

I think I'll put an extra cap on immigration of some percentage of the settlement population so it doesn't balloon up in size too quickly.

Even dwarves need some comfort and will only sleep on wooden beds! Metal pillars are an option although I'm moving away from metallic furniture unless it's going to be built out of pre-crafted components. Just hammering a bunch of ingots into a piece of furniture doesn't feel right. The next content update will include metal plates as an intermediate product required to build some kinds of metal furniture.

Management of stockpiles is very much needed and not too far off in the roadmap!

Yep, I actually meant to add a cauldron as a starting item and forgot for the release, but it'll be in alpha 2.2

I recently initiated my first payout from Itch. A US Tax withholding of 30% was applied to the payout, but this should be 0% as I'm a UK company, due to the US-UK income tax treaty. 

I've emailed Itch support multiple times over the last couple of weeks, tweeted them directly (as DMs are closed off), but haven't had any response at all to this yet and it's getting quite urgent as I need to file the correct amount for my own tax return. Any ideas on how I can get this resolved?

There was a discussion on the pros and cons of Z-levels at and a conclusion at

In short, sadly no, though there'll still be mechanics about digging too greedily and too deep!

That's a good question about where the bread goes I'll look into it. Food is supposed to be created per kitchen, I've not done as much testing with larger populations like that so the save file would be very useful to give me a head start on it. Email is 


Thanks for the feedback, very valuable! An overview screen for the dwarves has emerged as clearly the most missing/wanted feature at this stage so that's what I'll be adding next. I also think tooltips would help a lot so they're now on the roadmap in the not too distant future. 

When it comes to mining, most likely the issue was that you only had the one pickaxe to start with so other dwarves set as miners couldn't work. I realise this isn't at all explained anywhere (yet) so it's something else to improve! Similar to the dwarf overview will be something to manage what is to be crafted so you can order up more pickaxes. Right now it's a set number based on your population which isn't ideal, and is very much a placeholder mechanic until the player can manage things. 

I'll be adding info to the stockpiles so you can tell how many spaces are "reserved" by items that haven't been hauled yet, hopefully that helps.

With the mushroom logs, when you harvest wild mushrooms you get some spawn to create mushroom logs out of, which need a log and get injected with mushroom spawn. After several harvests (4 or 5? Can't remember), the log is used up and deconstructs itself, but it refunds the mushroom spawn for you to be able to create another. Effectively, the limit to how many mushroom logs you can create is how many mushrooms you find in the wild.

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.