
Dwarves hunger for gold, and no mountain shall stand in their way! Mine riches, unearth artifacts, and upgrade your dwarves to devour ever-bigger peaks in this whimsical incremental game.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3/day in the week to Sep 12 → 5/day in the week after.
Reviews, worldwide (the counter carries no country): 3.14/day in the week to Jul 22 → 5.13/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Dwarf Eats Mountain is a strategic incremental game about devouring mountains for gold. Hire dwarves, deploy war machines, and collect powerful artifacts to build absurd synergies and grow faster each run.
Hurting the mountain physically (and emotionally) is only half the battle—you still have to safely haul the gold home. That perilous job falls to the Runners, who weave through falling rocks, risking their beards to feed the Great Maw!
But beware—the Great Mother won’t give up her treasure easily. The more damage your greedy dwarves deal to the mountain, the more calamities it unleashes upon the wobbling beards below!
Balance mining with hauling your gold home—before the sky falls on your head.
Master the dwarven ways of treasure extraction!
This game is about making numbers go up, but the way you do that is open to your interpretation and ingenuity. At your fingertips:
Many buildings and dwarves, each with various strengths and weaknesses, such as dynamite throwers, ballistas, flamers, laser cannons, spelunkers, runesmiths, brewmasters, bulldozers, gyrocopters and more!
Acquire countless upgrades and cast active rituals to buff your dwarves and their machines
Collect 120+ ancient artifacts and display them in your gallery, each with build-shaping effects
Unlock 96+ prestige upgrades to replay, accelerate progress, and discover new synergies
Spend rare resources like mithril and mountain souls on tough choices
Uncover what the gods have hidden beneath the world spire—and what happened to those who dug too deep
Genres
Engagement
Reviews
Themes across 239 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b] Здравствуйте, Разработчик игрового проекта. [/b] Мне лично в первую очередь не понравилась и в последствии оттолкнула чисто визуальная составляющая. Беглым взглядом по странице магазина стиль кажется еще вполне сносным, довольно минималистичным и самобытным, но в самой игре он ощущается не то, чтобы таковым, наоборот - гномы и интерфейс слишком невзрачные, что касательно шрифта и оформления текстовиков - отдельная песня в том числе, особенно в локализации текст вообще нечитабелен. В целом концепция с виду хорошая, долбить гору - ощущается всегда перспективно и крайне вдохновляюще, была бы игра тактильно поприятнее хоть чуть - я бы еще подумал, но и чисто геймплейно механики не кажутся глубокими, если честно. За музыкальную тему из "Незнайки на луне" в трейлере - лайкос, но за слишком частое использование крика Вильгельма - диз.
tl;dr: Good game that outstays its welcome period, throwing more grind and theorycrafting than necessary. What it does well: - Game design: Scaling, synergies, prestige. - Aesthetics / Narrative Design (text descriptions etc) - Runs on a potato PC - Dwarfs! What it missed: - Stacked prestige systems are a tedious, no-lifer nonsense. You already have Prestige system, the Ascension is just same thing but worse (you lose almost everything you achieved in Prestige). Just let players complete the game FAST and move on with life, without interacting with this 'optional' content. - Prestige/Ascension are locked in a way that promotes grinding (doing it many times to unlock more stuff). Except on Ascension, you will lose all that Prestige Points unlocked, so.. even more grind. - There is no progress when the game is closed - and this is an Idler game! That alone deserves thumbs down review, tbh. - Eventually game becomes a visual clusterf-ck that is hard to read or interact with. With 3-4 menus fight each other (can't even cancel a boulder throw because of yet another pop-up menu overlap), all the sh-t flying over screen so can't even see artefacts or the cursor. - The start is slow and tedious. Runners being more like Zombified Walkers + kept getting stunned. There is zero reason for this suffering to happen, rebalance that sh-t and give player a proper start. I prestiged 5 times, and 3-4 of them it was tedious. - The game becomes worse after multiple Prestiges. At that point, you unlock waaaay too many Prestige Point nodes, buildings/units and artefacts. Too much choice ruins the vibe, making this game a theorycrafting heaven, but bad to just relax and enjoy. - After each prestige, you lose all ~120 collected artefacts, many of which are necessary to enable a specific build/combo. So next time, instead of quickly catching up to past high, you have to theorycraft again. Or be confused why your uber guns are now pea shooters, and runners keep getting stunned by everything. Can you just let go and vibe it? Yeah, then how are you going to beat the 4 timed bosses? ;) - Timed bosses can f-ck off!!! Again, in a game about relaxed incremental progression, there are multiple bosses. If you can't kill even one of them, you don't get a 'key/artefact' from that one and cannot 'beat' the game. This whole mechanic brings anxiety of preparation, and ruins the vibe, I hate it and the whole "you lost, maybe next time" aftertaste it leaves. --- At 25h of playtime, I realized that I am much farther from finishing the game, than I hoped. Those idiotic boss fights, finding keys, etc. And I have zero incentive to prestige AGAIN, to be able to steamroll the bosses and unlock that damn ending. Ascension? Even less so. It's a great game, but it's out of scope. Like being hit with a 4X strategy on big map, when you wanted to play a quick Starcraft1 skirmish. P.S. And I thought Gnorps Apologue was too tedious and grindy. This game truly outdid it - but this is only a 50% compliment, because all the issues from Gnorps got multiplied into a casual gamer's nightmare ;) Hard to recommend this to any players that value their time.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Japanese*, Korean**languages with full audio support
Hours played at review time, across 240 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Здравствуйте, уважаемый разработчик Dwarf Eats Mountain, вас посетила инкрементальная полиция айдл нравов. От пользователей Стима поступил ряд жалоб на шаблонный подход к разработке, а также череду ленивых визуальных решений в вашей игре. Далее прилагаю список требований, которые вам были выдвинуты, чтобы ваш проект остался на полках нашего свободолюбивого магазина. 1) Дворфы крайне контрэстетично стоят друг у друга на головах идеально ровными сетками. И даже в случае отсутствия коллеги на нижестоящем этаже, гном из отряда на этаже выше будет буквально парить в воздухе с одной единственной целью: закрывать идеальное построение. Это не только отвратительно выглядит со стороны, но и является негуманным по отношению к детям божьим. И нарушает лор игры: ведь согласно всему остальному опыту, на дворфов действует вполне типичная, всем знакомая Земная гравитация - незримая нить притягивает их всех к земле. Кроме доходяг, которым нужно закрывать идеальное построение на n-этаже. Решение: добавить платформы, на которых размещаются подразделения воинов, чтобы им не приходилось парить в воздухе. Либо отказаться от идеи идеальной сетки построения, раз уж вы, как разработчик, одержимы идеей заставить гномов стоять друг у друга на головах как Гретчины из игры Dawn of War во время попытки пользоваться дальнобойным оружием. 2) Далее вам необходимо сделать тотальный реворк ядерной системы апгрейдов, покупки зданий и общего менеджмента ресурсов: как золота, так и непосредственных голов дворфов, которые мы назначаем на различные профессии. В текущих реалиях все покупки в игре после своего приобретения увеличивают стоимость лишь САМИХ СЕБЯ. В купе с имеющейся в игре системой мета-прогрессии "Престижей" это означает, что после тотального сброса прогресса мы в каждом новом забеге будем приобретать одни и те же улучшения по одинаковому шаблону: ведь у игрока нет выбора! Нет пространства подумать над своей тактикой в каждом новом ране! Мы просто покупаем самые дешевые. Последовательно. В каждом новом здании, которые мы также покупаем все без исключений, ведь у нас есть такая возможность! Это недопустимо. Понятия не имеем, какой ирод заложил этот шаблон в разработку инкрементальных проектов, и почему это считается "приемлемым" на рынке в данный момент, но мы твёрдо уверяем вас, что эта эра непотребства закончилась. Решение: каждое совершенное игроком действие должно не только усиливать его армию, но и закрывать определённые двери перед ним. Чтобы во время инкрементальной прогрессии между престижами он не выбывал из состояния потока из-за необходимости рутинно повторять покупку одних и тех же улучшений в ровно той же самой последовательности. И даже напротив: при помощи хитрой настройки конкретных нодов в дереве прокачки можно подзадоривать игрока пробовать новые и новые тактики: вот ты сыграл на своих дворфах-метателях. Ну а теперь попробую на баллистах! Смотри, какой классный апгрейд есть, который синергирует с гномами-подрывникам! Да, придётся отказаться от метателей, но зато такая комбинация тебе может помочь быстро взорвать все гнёзда с вампирами - кто знает, может это поможет тебе продвинуться вперед по сюжету? esq. "Закрытие дверей" мы реализуем посредством планомерного увеличения цены ВСЕГО ассортимента в магазине во время покупки чего-то одного. Чтобы напрочь лишить игрока соблазна репитативно покупать самые дешевые лоты из доступных. Ну а на этом всё. Желаем удачи в переделывании вашей игры. Работу над ошибками ожидаем в течение месяца. Иначе вы будете доживать ваш век в усилителе боли.
Dev uses a derogatory term againsts mentally ill people in the description for the scientists When I tried asking him about it on the discord he just kept saying that "no one cares" and that it wasn't a slur because its a "medical term" (very TECHNICALLY true but doesn't change how the dev used it) Edit: refund request was denied so im still playing the game, so far its really poorly balanced with the calamities, it gets to a point where theres so many your "runners" are almost always stunned from all the hazards
Very good. Don't listen to reviews saying it's slow, it's not slower than any other clicker game you've played.
It's not exactly an idler. It's not quite a clicker. But it borrows from both of those genres. All I know is, I can't put it down. Most idlers/clickers have a slow-to-start power curve that snowballs with a few upgrades and then offers diminishing returns until the next tier (a log-lin plot, for the math nerds.) That's definitely present here, but there are a couple of balancing factors that keep it interesting. First, there's a shared resource between all buildings (dwarves,) which has its own gold cost to produce. Second, just dealing damage doesn't get you the gold. You have to invest in a set of non-damage-dealing structures to keep it flowing, as well as ways to protect your gold collectors from falling rocks launched by the damage you're doing. This makes for a balancing act with your upgrades, where just idling for a bit and then dumping ten minutes' worth of gold into one upgrade isn't a good idea. You'll either choke off your own gold supply with the backlash from the resulting damage, or end up clearing the field faster than you can generate drops. Even when you're doing something else while playing, like watching a video or cleaning, just trying to keep those three factors in balance will keep you checking in every minute or so. More often than not, I've found myself dropping whatever I was trying to multitask with just to watch the bullet hell and the numbers climb, because I knew what upgrade I wanted next and I didn't want to miss it when I had the resources. On top of that, there's a "prestige" system that resets your run in exchange for persistent upgrades. You're probably familiar with that sort of thing, but once again Dwarf Eats Mountain keeps it interesting. Most of the upgrades are straight percentage bonuses or resource saves that stretch your run further into the late game before you hit the top-end-of-the-curve slowdown. But some upgrades change the power balance between certain structures, and completely change the way you play in the early and mid game. This means instead of two runs being differentiated by nothing but RNG, you get to make real choices about how you want to play differently next time, and discover the results of that. Lastly, big props to the dev for well-thought-out fine-tuning and tweaking just before (with a demo, rather than early access) and after release. Features which were clearly part of the original concept, like forced resets after certain DPM-check levels, were dropped when they just didn't mesh with the way players actually played and instead the reason to reset is now balanced-tuned around the end of the curve. Bottom line, if you played Cookie Clicker even once and enjoyed it, you'll find Dwarf Eats Mountain to be fun and engaging for many, many hours.
Kind of the perfect example of an awful prestige system in the genre. Restart your game for ridiculously minimal changes in gameplay, essentially just slightly bigger numbers each time.
公式日本語化対応ありがとう! それだけでサムズアップしたくなるよ。
インクリメンタル色々やってきたが インクリメンタルに求める気持ちよさが何もない 進み方が極めてゆっくりでやっていることも単調 スタンとかいういらん仕様で気持ちよさよりも苦痛のほうが大きい 1000円分は楽しもうと思ったがあまりにも苦痛
成長曲線が悪すぎる 10~20ポイントで転生を繰り返すのが最高率なのはクソ
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 9.6K | 95% | $6.99 | |
| $33K | 97 | 66% | $6.99 | |
| $11K | 109 | 46% | $2.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $975.8K | 8.9K | 97% | $2.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $462.6K | 941 | 86% | $12.99 | |
| $462.3K | 1.5K | 90% | $9.99 | |
| $462.3K | 1.1K | 95% | $14.99 | |
| $462K | 2.5K | 57% | $6.99 | |
| $461.9K | 955 | 66% | $24.99 | |
| $463.3K | 1.3K | 71% | $14.99 |