
DWARF COMBAT! Stonewards is a 1-4 player co-op first-person roguelite defense game. Lead a crew of stubborn dwarves from your base camp to aid nearby kingdoms, mine deep for resources, forge powerful upgrades, and hold the line against relentless monster attacks.
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Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best JP #80, worst BR #93 · 2 markets collected
About
Grab your pickaxe. Tighten your beard. Try not to blow up the kingdom.
Stonewards is a solo and 1-4 player co-op first-person roguelite defense game where a band of battle-ready dwarves leaves their base camp to answer distress calls from nearby dwarven kingdoms. Each mission sends you to a threatened stronghold on the edge of disaster. Your job is simple: dig fast, forge smart, and defend like your beard depends on it.
Monsters are coming. The walls are cracking. The horn is about to sound.
After each wave, rush into procedurally generated mines to gather precious metals, rare materials, and whatever shiny rocks look important enough to steal. Explore twisting tunnels, uncover hidden caves, and haul your loot back before the next attack begins.
Take too long, and your friends will be defending the kingdom one dwarf short.
And yes, they will complain about it.
A dwarf without a forge is just an angry short man with excellent facial hair.
Between waves, spend your mined resources to craft arrows, repair defenses, and unlock randomized upgrades. Stack raw strength, strange powers, tougher walls, or trust your team’s latest “brilliant” plan. Nothing could possibly go wrong.
The monsters have one goal: breach the stronghold and bring the kingdom down.
Hold the walls, cover the gates, coordinate with your crew, and use every crafted tool at your disposal. When the enemy pushes through your outer defenses, fall back, regroup, and remind them why attacking a dwarven stronghold was a terrible idea.
If the kingdom falls, the mission is over.
If you survive, drink later. Dig now.
1-4 Player Co-op & Solo - Rally the crew or go full lone-dwarf. Whether you fight alone or with up to three friends, the monsters are coming either way.
Answer the Call of the Dwarven Kingdoms - Travel from your base camp to defend nearby dwarven realms against incoming monster attacks. Each mission is a desperate stand for survival.
Mine the Mountain - When the wave ends, the clock starts. Dive into procedural mines, gather valuable resources, and get back before the next horn sounds.
Stockpile & Forge - Bring your loot back to craft arrows, repair walls, and unlock randomized roguelite upgrades that shape each run.
Hold the Line - Take your place on the walls, defend the stronghold, and stop the horde before they overwhelm the kingdom.
Dig Deep. Forge Hard. Defend Harder.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 780 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If there was a mixed review button I'd use it here, I'm not quite sure how this game is Overwhelmingly positive if I'm being honest. I don't intend this to be a negative "disregard this game" review but more of a feedback review. I will play more of this as the game improves. It's a great foundation for a game and it is fun for a bit, but there's an incredible amount of basic game design missing currently. 1. Can't skip the mid-wave breaks. If we're already so strong that everything is getting 1-shot, we have level 20+ every ring. we're waiting 3 minutes or whatever in-between each wave just so we can farm 1% extra movement speed or a trivial stat that we don't need to complete the run. 2. Build diversity is lacking, you get 4 slots (5 after you play for some amount of hours - which just becomes tedious due to point 1). You'll probably want the Dig Strength ring unless you are cooperating with your friend(s). So now you've got 3 left. You'll probably end up taking Crit Rate, Crit Damage, Heal on Crit, or Raw Damage. With these rings it seems like you can beat anything. Making Dig Strength an upgradeable base stat would be a better idea as I've found when playing with a friend that we either focus entirely on digging or combat. 3. There's lots of unlockable classes, but they seem redundant given point 3. Mage for example is useless. It fires slow single target spells which is absolutely useless when there's hordes of 20+ mobs. 4. Digging is boring. It's identical every run. The loot rooms you can find are filled with crappy weapon drops, or chests which can drop stat tomes which give helpful but ultimately boring stat upgrades ie. items stack 2x more. It really lacks the excitement of potentially finding some really good loot that incentivises continued digging. 5. There's no variance in weapons aside from slight damage differences. There's no extra stats on them, random modifiers, fun modifiers (eg. chance to poison, burn (or all the elements - what fun stuff could you do with them?), explode on hit, turn enemies into allies on hit, lifeleech, where's all the fun game deisign?). Think how much more exciting it would be to find an epic axe that can turn enemies into minions who then explode when they die. There's a ton of fun design that could be done here. 6. Digging items - there's no items that makes digging more fun. TNT, pickaxe modifiers, etc. Chance to explode when digging, %chance to increase dig speed by 500%, find a digging minion, stuff like that. It is surprising to me that considering a large chunk of the game revolves around digging there's not been much fun game design implemented beyond the basic mechanic. 7. Mobs are boring, waves are the same with no variance. 8. Meta-currency (gold) income seems to be lackluster. You get a massive drop of gold as you complete a lot of quests but they quickly fizzle out. The first game I completed earned about 1.5k gold, then we done a 1.1x modifier game which netted us 400. This isn't quite right and should be revised to a more stable and rewarding system. I could probably go on and find a lot of other missing game design that's been missed but these seem like very basic changes that could be made to improve the game a lot. It's not a bad game, it is fun for a couple hours. It does get tedious quickly though. Runs last too long due to point 1. I would wait for further updates before purchasing hence the "No" review. I do think this game has massive potential though, but again I don't think this game deserves the overwhelmingly positive review status it currently has, yet. I do understand this game is early access but it does feel like a minimum viable product right now which is fine. I'll keep an eye out for updates and look forward to seeing where this game goes.
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Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Portuguese - Portugal, Russian, Italian, Korean, Turkish*languages with full audio support
Hours played at review time, across 782 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Суть игры полная имба, даже на таком этапе контента много. Очень уважаю такой геймдев и желаю разработчикам всего хорошего. На данном этапе дам честный отзыв и чего не хватает. Когда выбираете кольцо чтобы шёл таймер и если не успел, то выбирается на рандом. У нас один парень встал в афк и считай заруинил нам так как игра застряла на окне выбора кольца. Также, хотелось бы более разнообразную шахту с большим количеством ресурсов и тд. Но думаю что вскоре это появиться. Хотелось бы больше вариаций улучшений после волн! Проект имба, может дальше буду обновлять отзыв
Love it! I just wish there was a way to reconnect to people who DC'ed. Or for friends to join and the enemies just scale for the new player.
juegazo muy entretenido y adictivo, solo pido a los desarrolladores la opcion de ampliar los integrantes aunque esto quizas rompa el equilibrio de dificultad pero lo podrian compensar con la cantidad de enemigos a si como la dificultad :)
Great game so far, really enjoying the gameplay loop and difficulty. Couple suggestions: - Multiplayer pause option. Very frustrating to lose a run when someone has the runs - More weapon variety - Explain more about how rings, ring slots, and tomes work. You can figure it out on your own over time, but it would help to understand the relationship between the upgrades and the rings earlier on
after around 50 hours of playtime (demo, playtester version and early access) the game is still enjoyable nice models, good audio usage and rewarding progression simple yet appealing gameplay and fun classes to use and unlock cant wait for more updates and content <3 for anyone who wants to know: the game is solo friendly, just takes a little more work cause youre the only one getting ores. but it is 100% possible to play by yourself
These reviews have to be bot. If you enjoy it that's fine, but this game is so slow, tedious and repetitive.
[strike] ROCK AND STONE[/strike] TROOUUUUUUUM!!(shofar)
[h2]𝐆𝐨𝐭 𝐬𝐨𝐦𝐞 𝐩𝐨𝐭𝐞𝐧𝐭𝐢𝐚𝐥, 𝐛𝐮𝐭 𝐟𝐞𝐞𝐥𝐬 𝐥𝐢𝐤𝐞 𝐣𝐮𝐬𝐭 𝐚𝐧𝐨𝐭𝐡𝐞𝐫 𝐫𝐚𝐰 𝐟𝐫𝐢𝐞𝐧𝐝-𝐬𝐥𝐨𝐩 𝐠𝐚𝐦𝐞 𝐭𝐡𝐚𝐭'𝐥𝐥 𝐠𝐞𝐭 𝐚𝐛𝐚𝐧𝐝𝐨𝐧𝐞𝐝 𝐫𝐞𝐚𝐥 𝐪𝐮𝐢𝐜𝐤 [/h2]
Игра 10/10 но очень сырая прям слишком, контента очень мало (баланс и баги но на это можно и закрыть глаза пока-что тк. ранний доступ) но контента мало Лично мне не хватает удобных кнопок как создать максимум, убрать эффекты свечение и звуков у добываемых руд (а не каждый раз кликать на стрелы и делать по 50 кликов на 10 час игры уже знатно надоело) Баги - застревание в текстурах, провал сквозь текстуры ( было у моих кентов я такой баг не ловил пока-что), стрелы застревают в невидимых текстурах 20 стрел спокойно могут застрять в монстре и не нанести урона Оружие - легкий меч - стандартное хорошее оружие не дать не взять, тяжелый топор - очень хорош но только на воине (уникальность класса), Легкий топорик - вообще не понял зачем нужен оно по сравнению с легким мечем и тяж. топором слишком слабое, лук - имба, на лучнике ещё сильнее, посохи - не буду пока что говорить на магах мало отыграл но попадался только огненный (который не поджигает без книжки) хотелось бы больше вариативности стихий молнии, лёд, земля, и при этом помимо простого выстрела что-бы были уникальные способности для каждой стихии ( земля - землетрясение, шипы или стена, молния - гроза, цепная молния или оглушение какое не будь, ну и так далее можно придумать очень много вариантов) хочется увидеть больше оружия - двуручный меч, копья и щиты, Классы тут в целом сказать нечего всё по классике воин и лучник имба, изобретатель и охотник вообще не понятно зачем нужены, маг тот же лучник только хуже, целитеть в пачке может будет полезен как бесплатная хилка но зачем если есть пиво, книга регена. хил с критов, разбойник не играл
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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| $0 | 614 | 58% | Free |
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