Gnomoria is a sandbox village management game where you help lead a small group of gnomes, who have set out on their own, to thrive into a bustling kingdom! Anything you see can be broken down and rebuilt elsewhere. Craft items, build structures, set traps and dig deep underground in search of precious resources to help your gnomes survive the harsh lands. Build your kingdom and stockpile wealth to attract wandering gnomads to your cause, but be wary of also attracting enemies!
Gnomoria v0.8.25 is released
Starts off overall changes to items and crafting with some new items, workshops and recipe updates.
Jan 15, 2013 News
Gnomoria v0.8.10 is released
Short description of some combat updates over the last few patches.
Aug 29, 2012 News
Gnomoria v0.8.5.2 released
This update fixes more bugs and makes some changes to mining selection and trading.
Jul 19, 2012 News
v0.8.4 is released
Primarily a bug fix update, including merchants not showing up and crashing when saving. Also includes some small changes to help selecting tiles when mining.
Jul 12, 2012 News
v0.8.3 is released
A new update is out. This patch adds a peaceful mode as well as a number of bug fixes.
Jun 30, 2012 NewsOnly registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.







Problem: Branch mining is the most effective way of finding metals and gems because you can quickly reveal tiles over a much larger area than simply digging out a whole X by X room. However, because branch mining results in a multitude of criss-crossing 1 by 20+ tunnels, it is MUCH more resource expensive to light the whole system with torches, which require line of sight to illumnate areas. Enemies therefore spawn constantly in this method of mining. You could say "well dig out easy to light X by X rooms to search for metals then :P". My problem with that is that not only is it the most ineffiecient way to seach for ore, but it also goes against the common perception of a "mine", which is a tunnel network, not a gigantic hollowed out room underground.
Suggestion: a craftable anti-spawn totem/talisman that is placed like a torch and has a radius of influence and does not require line of sight to inhibit enemy spawns. OR make torches cheaper somehow.
i branch mine and never have problems with too many enemys spawning, once the level is clear its clear. unless something has changed very recently to change that.
Problem: military gnomes with Militia perk (possibly without the perk as well) seem to drop weapons to perform hauling tasks, leaving them ill-equiped for ambush situations, etc.
Suggestion: Craftable sheaths that store weapons on a gnome's body while leaving his/her hands free to haul/perform tasks.
Just to clarify, when I say "seem to drop weapons to perform hauling tasks" I meant they are definately dropping weapons. The weapons that were once equipped by the gnomes are getting left behind on the ground when I would prefer that the gnomes in question stay armed. The weapon dropping seems to be caused by hauling, as the weapons are left in workshops or stockpiles not designated for weapons.
I would like to see a way to craft the bows. . . . . to be hoenst I made myself a camp with a walkway on the outter ways.
I would like to see a way to craft the bows. . . . . to be hoenst I made myself a camp with a walkway on the outter ways.
I think this would be awesome, as an alpha funder this is the kind of thing I expected and would be grateful to see in the game.
Thanks Intergang. This game has great promise I just hope that content doesn't get dismissed due to debugging and fixing problems.
I'm positive he knows what "procedurally generated" tech is, and has considered it.
To be honest a lot of developers do not know what is "freeware" and what is not. However, as people interested in the game is good to get different types of feedback or suggestions. Also how do you know what he does or does not know? No one does.