Improving communication system


What makes a massive multiplayer strategy game attractive? We believe it is the fact that people have to play together to achieve great things. Weather it's waging war against another clan or distributing resources and runes in an optimal way, communication is essential.

That's why I have started working on a new communication system to replace the old "message box". The new message system will be real time and will use the technology we have developed for the old chat channel.

The new system allows you to contact players in private chat. It also adds a new "clan chat" channel, that only players from your clan can access. The old general chat is, ofcourse, also still available.

Thanks to the button "load older messages" it is now also possible to read the messages you've send ages ago.

The new communication system is live at the test server, so make sure to take a look at it. We're also very interested in your feedback.

Current state of affairs


Dear Dolumarians,

It's been a while since I last posted something, but this time we actually got some news to announce.

  1. We have decided on when to reset the server. On the first of June we will launch a new "stable" server. This server will be a tiny bit different than the previous stable server since building, crafting and training time will be double as fast while troop movement will be kept at it's original speed. (Basically we are combining the speed server with the stable server.) We believe this will make the game more interesting.
  2. The current speed server will be turned off at the first of July. (So speed and stable will run side by side for one month again.) If everything goes according to plan, we will be able to end the speed server with a big tournament in the underworld.
  3. We're heavily developing on the test server again. We're making changes to the stats (building prices have been increased, for example) and I am working on a brand new communication system. We are also discussing what to do with the honour system, as soon as we've figured that one out we will also push the new formula to the current speed server. (Feedback is always appreciated in our forum.)
  4. We have teamed up with a french company that will help us launch Dolumar in France. The launch date hasn't been set yet, but we'll probably launch a new (seperated) french server in june as well. This server will essentially run the same game version as the new stable server, but... in French. There will also be some changes to the monetization model.
As you've noticed, the underworld has been postponed in favour of existing bugs. However, I hope to give you a nice little preview of this new gameplay element at the end speed server's end game. After that, the underworld will gradually be introduced in the new stable server.

So, to recap the dates: June 1st: launch new stable server, July 1st: shut down speed server. May the best one win!

Ps.: It's been down for more than a year already, but we've enabled our development Twitter account again. Follow it now if you want to stay up to date on what's happening on the test server.

Pps: We have also resetted the unstable beta server.

Dolumar feedback


In order to concentrate on the work that actually needs to be done, I've added a feedback button to the game. Every time you have an idea or a suggestion, put it out there and gather some votes. You can also the feedback form here.

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