We Are The Dwarves is a real-time tactical action strategy game that blends elements of adventure and role-playing in a distinctive stone-filled universe. Players guide three dwarven astronauts through unknown territories, facing ancient monsters and new civilizations while searching for a replacement star to prevent the extinction of their race. The experience centers on managing a small team with specialized abilities in combat and exploration scenarios.
Gameplay
The core loop revolves around controlling Forcer, Smashfist, and Shadow individually or as a group. Forcer handles ranged attacks and timed setups for destruction. Smashfist engages enemies directly with brute force and rage-driven strikes. Shadow focuses on stealthy assassinations and precise archery from a distance. Each character has dedicated skill trees that allow customization toward stealth approaches or more aggressive slasher styles.
Active pause forms a central mechanic. Time slows dramatically so players can queue a sequence of commands that execute automatically once resumed. This system supports careful planning against foes that detect threats through movement, ambient noise, or scent. Exploration involves navigating the stone cosmos, interacting with the environment, and adapting tactics to varied enemy behaviors.
Game Modes
The game operates as a single-player tactical adventure. Encounters emphasize coordinated use of the three dwarves' distinct attack styles to overcome groups of enemies. Players switch between characters to combine ranged support, close-quarters aggression, and precision strikes in orchestrated sequences. Customization through individual skill trees influences how each dwarf contributes to these encounters, allowing shifts between cautious positioning and direct confrontation.
Progression ties directly to the expedition narrative, with challenges that test sense-based enemy interactions and the timing of queued actions. The structure rewards experimentation with ability combinations rather than separate competitive or cooperative formats.
Characters and Abilities
Forcer excels at setting up area effects and long-range pressure. Smashfist thrives in melee with powerful, rage-fueled moves that demand careful positioning to avoid counterattacks. Shadow provides options for silent takedowns and supportive fire from cover. Skill trees expand these roles, offering branches that enhance stealth detection avoidance or increase raw damage output.
Team synergy emerges when abilities chain together, such as using Shadow to isolate targets before Smashfist closes in or Forcer clears groups from afar. The active pause mechanic lets players align these actions precisely against enemies that react to different stimuli.
Is It Worth Playing?
Reception has been mixed, with praise for the unique premise and tactical depth alongside criticism of rough execution in controls and polish. The game suits players who enjoy deliberate, pause-based strategy where planning a series of moves matters more than fast reflexes. Those drawn to indie titles with small-team management and sense-driven enemy AI may find the expedition rewarding despite its age and limited ongoing updates.
Availability remains on PC platforms for those seeking this specific blend of action and strategy. The experience stands alone without seasonal content or expansions, focusing entirely on the core expedition and character-driven combat. Fans of real-time tactics with customization options will likely appreciate the three distinct playstyles more than those expecting high production values or frequent content additions.