
Screenshots

Watch trailer on Steam ↗Kegs of Eternity
Lone Piggy · Published by Lone Piggy · Official site ↗
Last updated 28 Sept 2026
A roguelite deckbuilder starring seven stubborn dwarves. Build unique decks, slay cursed monsters, crawl procedural dungeons, drink plenty of beer, find broken synergies, and rebuild your ruined town, one keg, one combo, one dwarf at a time.
Indie, RPG, Strategy, Early Access · 2027 · More free games
About this game
What happens when you cross the deckbuilding combat of Slay the Spire with the metagame depth of Darkest Dungeon and the room-by-room dungeon crawling of classic Zelda? You get dwarves. Lots of dwarves. And beer.
Kegs of Eternity adds rich RPG character building, procedural dungeons you actually walk through, not just click past, and seven opinionated brothers who can't agree on anything except that they need more beer.

Deckbuilding Combat
Every fight is a tactical puzzle. Play cards, manage action points, layer status effects, and chain combos that make enemies wish they'd stayed home. With shared and character-unique card pools, each upgradeable across three tiers, no two decks play the same.

Explore Procedural Dungeons
These aren't node maps. These are dungeons - explore interconnected rooms, discover hidden passages, encounter random events, and choose your path through procedurally generated layouts. If it looks like there's something behind that wall, there just might be.

Rebuild the Town
Your town lies in ruins. Rebuild the Blacksmith to forge equipment. Restore the Tavern to brew powerful beers. Upgrade the Great Hall to earn permanent character bonuses. Unlock new buildings, new dwarves, and new mechanics. Watch your settlement transform from rubble to a thriving dwarven stronghold, and every run back into the dungeons feels a little different than the last.

Seven Dwarves, Seven Playstyles
Choose from seven brothers, each a different problem. Stumpy blocks everything that moves. Angry hits first and asks questions never. Lucky bets it all on loot rolls. Each brings unique cards, starting perks, and attribute spreads. With 8 attributes, 30+ perks, and equipment slots for weapons, armor, shields, rings, necklaces, and headgear, every dwarf becomes your build.

Beer. Lots of Beer.
Buff your stats, cure your ailments, or just get through the next boss fight with liquid courage. Brew them at the Tavern, pack them in your provisions, and crack one open when the dungeon gets rough. Warning: hangovers are a thing.

Your Voice, Our Game
This isn't just Early Access lip service. There's an in-game feedback form and a weekly poll system built right into the game, designed to be completely frictionless. No alt-tabbing to Discord, no forum accounts. Just answer the question and your vote goes straight into shaping what gets built next. I want to hear from every player, not just the loudest ones.

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel Core i5 4460
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 950 | AMD R7 370
- Storage: 4 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel Core i7 6700k
- Memory: 16 GB RAM
- Graphics: Nvidia GTX 1060
- Storage: 4 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Drinking beer mid-combat
What's a Dwarf game without some proper beer-drinking? And we wanted a really cool sequence too, that's why there isn't any beer drinking in the trailer, we were still working on it. But in the middle of a fight, with both hands busy, what's a Dwarf to do? Behold, here's our fancy new combat beer-drinking sequence:Read full article on Community Announcements (Lone Piggy)AnnouncementsOfficial
Why the shitter matters - Onboarding in Kegs of Eternity
Currently working on game onboarding, and wrote about the design philosophy behind how I'm approaching it in Kegs of Eternity - it's more of a gamedev article then a gamer article, but posting the full thing here for anyone who wants to peek behind the curtain. We've all played that game. The one where you're stuck in a tutorial mission for forty-five minutes that should have been three. A wise mentor character whose first three lines of dialog are 'Press W to walk' / 'Press W to walk' / 'Now press W to walk.' Pulsing arrows you have to click in a specific order because the tutorial won't let you do anything else. Walls of text. Forced clicks that blur out the entire screen. By the time you actually reach gameplay, you've been treated like an idiot for so long you're not sure you trust this game with your time. Most onboarding sequences are bad. Some are good. I'm going to walk through a design philosophy for the good ones, using the onboarding I'm currently building for Kegs of Eternity as a worked example. I'm not claiming to invent anything. I'm saying most games don't do this right, some do, and here's how to do it so we can all make better games. The thesis (and where I learned it) The principle: The best onboarding lets players feel like they figured it out themselves. Quick note on the word "onboarding": I'm calling it that, not "tutorial." That's a deliberate choice. Tutorial missions are usually a separate thing the player has to get through before the real game starts - ignored as soon as possible, with no real connection to the campaign that follows. Onboarding is the first hour of your game, integrated into both the gameplay AND the story, where the player learns what the game is by playing it. That mental shift - from "tutorial" to "onboarding" - changes how you build it. I learned this approach working on Batman: Arkham Shadow at Camouflaj. Ryan Darcey called it "Show, not tell", which is usually a narrative technique, not a game-design technique, but ...Read full article on Community Announcements (Lone Piggy)






