Compare Dwerve prices across trusted key stores and find the best deal. Developed by Half Human Games. Published by Half Human Games, Electronic Sheep Games. Released on 5/31/2022. Available on PC. Genres: Action, Adventure, Indie, RPG, Strategy.

A dwarf who fights with turrets instead of an axe. Push past a rough first hour and it becomes one of the sharpest tower defense hybrids on PC, if a short one.

My first hour with Dwerve went badly, and I want to be upfront about why. You play a dwarf who does not swing anything. There is no sword arc, no dodge-roll-into-riposte rhythm, and if you walk into a room expecting to trade hits like an action RPG, you will get flattened by the third pack of enemies. What you get instead is a loadout of turrets and traps you drop on the floor and a resource meter that runs dry faster than you would like. For about sixty minutes that reads as a broken combat system. It is not broken. This is a tower defense game wearing a dungeon crawler's coat, and the second your hands stop reaching for an attack button, the whole thing snaps into focus. Once it clicks, the loop is genuinely clever. You enter a chamber, read the geometry, and decide where the choke points are before anything spawns. Then you spend your resource laying down the line: something that fires down a corridor, something that hurts anyone who steps on it, something that buys you a second when the flanking enemies arrive. Fights become a running argument between your plan and the room, because most encounters escalate in waves and force you to reposition mid-fight rather than admire your setup. The environment does real work too. Plenty of rooms are built so that the smart solution is shoving enemies into a hazard rather than out-damaging them. Boss encounters are where this pays off best. They are structured like multi-phase puzzles with a correct rhythm to find, and the satisfaction of finally reading a boss pattern and building the right answer around it is the reason to be here. As the person on this team who cares most about the RPG half of a genre label, I have to be straight about that half. Dwerve is tagged RPG and it is not one in the way I usually mean the word. The dwarven fantasy setting is warm and specific, with ruined halls and a sense of a kingdom that outlived its own engineering, and the art and creature design carry a lot of that on their own. But this is a linear march through a story that gets told at you between fights. There are no dialogue trees, no choices that fork, nothing that rewards a second read of a conversation. If you came looking for character arcs, you will finish the campaign remembering rooms and boss fights, not people. Your build, such as it is, is the set of traps and turrets you have unlocked plus their upgrades, and while swapping loadouts between encounter types is real decision-making, it is a tighter box than the tag suggests. Where it disappoints beyond that is length and rigidity. This is a weekend, not a campaign you settle into, and it ends right around the point where the systems have finished teaching themselves to you. I would have traded two story beats for one more tier of trap variety. Some encounters also cross the line from tactical to prescriptive, where there is clearly one intended arrangement and anything else is a slow death, which turns experimentation into trial and error. The difficulty spikes unevenly, and a couple of fights land more on pattern memorization than on planning. That mixed Steam consensus, sitting in the mid-seventies, is honest. A chunk of those negative reviews are from people who bounced in that first hour, and a chunk are from people who finished and wanted more game. So who is this actually for. Anyone who liked the puzzle-arena side of a good action game more than the reflex side. Anyone who has ever spent longer setting up an ambush than executing it. If you play strategy games and have been told repeatedly that you should try more action titles, this is a great compromise, and full controller support means it plays fine on a couch. If you want a sprawling fantasy RPG with a script worth quoting, this is not that game and never pretends to be. Go in treating every room as a small engineering problem, accept that the first hour is a tax, and you will get something smarter than most things at this scale. I just wish there had been another ten hours of it. Dragons not included, sadly. Monika, Scout Team

Dwerve

Dwerve

May 31, 2022Half Human GamesHalf Human Games, Electronic Sheep Games
GamerScout Says

A dwarf who fights with turrets instead of an axe. Push past a rough first hour and it becomes one of the sharpest tower defense hybrids on PC, if a short one.

PC
Best Price Available
€9.35
at Kinguin
Lowest tracked: €9.35
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GamerScout Verdict

Best for strategy players who want an action game they can out-think, provided a weekend-length campaign is enough.

Compare Prices(4 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€9.35
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€10.15
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€11.26-42%
Priced in EUR by the store
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€19.50
Priced in EUR by the store
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Price History

Lowest tracked
€9.3531 Aug 2026
Current best
€9.35
Lowest since we started tracking
Keyshops
€9.25€9.58€9.92€10.2529 Aug31 Aug2 Sept3 Sept5 Sept
Tracking prices since 29 Aug 2026
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Screenshots & Media

About Dwerve

My first hour with Dwerve went badly, and I want to be upfront about why. You play a dwarf who does not swing anything. There is no sword arc, no dodge-roll-into-riposte rhythm, and if you walk into a room expecting to trade hits like an action RPG, you will get flattened by the third pack of enemies. What you get instead is a loadout of turrets and traps you drop on the floor and a resource meter that runs dry faster than you would like. For about sixty minutes that reads as a broken combat system. It is not broken. This is a tower defense game wearing a dungeon crawler's coat, and the second your hands stop reaching for an attack button, the whole thing snaps into focus. Once it clicks, the loop is genuinely clever. You enter a chamber, read the geometry, and decide where the choke points are before anything spawns. Then you spend your resource laying down the line: something that fires down a corridor, something that hurts anyone who steps on it, something that buys you a second when the flanking enemies arrive. Fights become a running argument between your plan and the room, because most encounters escalate in waves and force you to reposition mid-fight rather than admire your setup. The environment does real work too. Plenty of rooms are built so that the smart solution is shoving enemies into a hazard rather than out-damaging them. Boss encounters are where this pays off best. They are structured like multi-phase puzzles with a correct rhythm to find, and the satisfaction of finally reading a boss pattern and building the right answer around it is the reason to be here. As the person on this team who cares most about the RPG half of a genre label, I have to be straight about that half. Dwerve is tagged RPG and it is not one in the way I usually mean the word. The dwarven fantasy setting is warm and specific, with ruined halls and a sense of a kingdom that outlived its own engineering, and the art and creature design carry a lot of that on their own. But this is a linear march through a story that gets told at you between fights. There are no dialogue trees, no choices that fork, nothing that rewards a second read of a conversation. If you came looking for character arcs, you will finish the campaign remembering rooms and boss fights, not people. Your build, such as it is, is the set of traps and turrets you have unlocked plus their upgrades, and while swapping loadouts between encounter types is real decision-making, it is a tighter box than the tag suggests. Where it disappoints beyond that is length and rigidity. This is a weekend, not a campaign you settle into, and it ends right around the point where the systems have finished teaching themselves to you. I would have traded two story beats for one more tier of trap variety. Some encounters also cross the line from tactical to prescriptive, where there is clearly one intended arrangement and anything else is a slow death, which turns experimentation into trial and error. The difficulty spikes unevenly, and a couple of fights land more on pattern memorization than on planning. That mixed Steam consensus, sitting in the mid-seventies, is honest. A chunk of those negative reviews are from people who bounced in that first hour, and a chunk are from people who finished and wanted more game. So who is this actually for. Anyone who liked the puzzle-arena side of a good action game more than the reflex side. Anyone who has ever spent longer setting up an ambush than executing it. If you play strategy games and have been told repeatedly that you should try more action titles, this is a great compromise, and full controller support means it plays fine on a couch. If you want a sprawling fantasy RPG with a script worth quoting, this is not that game and never pretends to be. Go in treating every room as a small engineering problem, accept that the first hour is a tax, and you will get something smarter than most things at this scale. I just wish there had been another ten hours of it. Dragons not included, sadly.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedTower Defense HybridDungeon CrawlerTrap PlacementEnvironmental KillsTactical CombatDwarven FantasyBoss EncountersShort CampaignPuzzle CombatNo Direct AttacksTurret LoadoutsArena EncountersResource ManagementSteep Learning CurveWeekend LengthLinear CampaignCouch FriendlyStrategy Crossover

System Requirements

Minimum

OS
Windows 7 and above
Processor
1.2 GHz
Memory
1024 MB RAM
Graphics
512 MB
Storage
200 MB available space

Recommended

Processor
2 GHz
Memory
4 GB RAM
Graphics
2 GB
Storage
3 GB available space

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Reviews & Ratings

Steam
74%(550)

Game Info

Developer
Half Human Games
Publisher
Half Human Games, Electronic Sheep Games
Release Date
May 31, 2022

Features

Single-playerSteam AchievementsFull controller supportSteam CloudFamily Sharing

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Frequently asked questions about Dwerve

How much does Dwerve cost?

As of 5 September 2026, the cheapest in-stock offer for Dwerve is €9.35 at Kinguin, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Dwerve cheapest?

The lowest in-stock price we track for Dwerve is €9.35 at Kinguin (5 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Dwerve available on?

Dwerve is available on PC.

When was Dwerve released?

Dwerve was released on 31 May 2022.

Who developed Dwerve?

Dwerve was developed by Half Human Games and published by Half Human Games, Electronic Sheep Games.