The deepest, most intricate simulation of a world that's ever been created. The legendary Dwarf Fortress is now on Steam. Build a fortress and try to help your dwarves survive, OR adventure as a single hero against a deeply generated world.
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Recent updates View all (4)

July 11

Petting Animals is Important (and Maybe Deadly)


Way back in July of last year, I added the ability to add party members and pets to character creation in the Adventurer Mode of Dwarf Fortress (which is the RPG part, rather than the fort management sim.) Back then, I left some bits unfinished, and for last week and next week, I'll be cleaning that up so that I can get started on adventurer villainy and investigations.

Last year, we'd already completed the ability to start with named pets, the ability to lead them around and pack items on them (if they are an appropriate animal like a mule or horse, rather than, say, a cavy. There are a score of options, and the elves have more than a hundred), and the basic ability to ride mounts. Relative mount velocity impacts weapon damage. However, I didn't handle the party aspect of riding and some other issues.

That's done now! You can change the speed of your mount. If it's something normal like a horse, it has traditional gaits like gallop, canter, and trot. Your party members will mount when you mount, and dismount when you dismount, if they have their own mounts and you aren't in the heat of combat, and they'll try to follow you around and adjust their speeds as best they can.

Somebody asked a long time ago about undead mounts, and I didn't have an answer. But after a bit of work, necromancer adventurers can ride any mountable undead creature that they raise.

Also, importantly, after this update is finished you'll be able to pet animals. They don't have to be friendly (or not undead) for you to try, but assuming that risk is up to you.

Next up, I'll be handling tactical party combat. That is, the ability to indirectly command or directly control the multiple characters you can start with now, as well as giving commands to others you recruit later. Then we'll be to the main matter of adventurer interactions with villains, then to fort mode.

- Tarn


Kitfox's Note

There's no way we can talk about animals without letting you see what they might look like, so here's a small peek at some of the sprites that Meph and Mayday have been working on. Nothing is set in stone, but it's nice to see!

They are small but powerful. :') Also, we do have a Dwarf Fortress newsletter sign up for these updates in ~email format~ if that tickles your fancy. But otherwise, see you around!

- Victoria
59 comments Read more

June 27

Hiring Assassins is Hard Work


As we noted in the last news post, I'm finishing up the villain work that was in progress before we move on to getting the Steam release together, and this work had just hit the 'post world generation' phase, where we take our foundational but abstract data and code that was used to make the world's history and get it into a form that can be used in player fortresses and in Dwarf Fortress's RPG mode. In the previous post, I'd just finished a basic assassination plot.

The next step was to get the villain's lieutenants and handlers to work with assassins. In our existing plots from DF history generation, the villains don't always contact the assassin directly, in order to better conceal their identities. This adds some complications once you get into play, because the villain needs to contact the handler, and then the handler needs to hire the assassin, and each of these pairs need to meet in some location, which isn't always simple since the desired assassin (or the handler) might be doing something else, making an immediate meeting impossible. There are various sorts of possible missed connections, some unavoidable, but the basic two-step plots are working now.

However, sometimes a villain or handler is just too important to go on a lengthy secret trip (they are a ruler, say). To solve this problem, I've allowed sufficiently important people to send messages more abstractly. An important villain might send a message to a handler, who then travels physically to hire an assassin, or a villain might physically travel to speak to a highly-placed corrupt official, who then sends word to an assassin via message. The messages still take time to travel, and they'll be a form of evidence when we get to the investigation process, where you as a fortress mode player or adventurer are trying to unravel whatever plot you've encountered.

But in most situations, there will be people moving around, going about villainous business, and these will be the same people that arrive at your tavern in fort mode, looking to meet a conspirator or otherwise cause trouble for you.

Some supporting features from history generation have also needed to make the transition to play. For instance, as I mentioned last time, we added some religious information (on top of mercenaries, merchant companies, etc.) in order to give the villains more connections for their plots, and I spent some time transferring that into a form that can be used once play starts. Each culture now tracks religious demographics and certain historical data (such as persecution and famous sermons) in a way that the in-play civilians can see. These include dwarves immigrating to your fortress, and the people you meet as adventurer.

Additionally, I began updating the other (non-assassination) plots - there's still a bit to do there, right where the action of the plot happens (whether it's sabotage or a theft), but they mostly use the same code, because concepts like 'handlers' work the same regardless of the plot.

- Tarn

(P.S. a note from Kitfox Games: talk about this and other DF lore on the official, friendly Discord! This past week we've had great discussions of hatching forbidden eggs, coffin advantages, and disarming prisoners...)
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“You've got to play Dwarf Fortress to truly understand the madness of its creators – and of its biggest fans.”

“It's in systems that the beauty of their game lies, systems that are capable of generating in minutes worlds that contain more richness than some entire game franchises.”

“[...] Once you’re hooked, it feels vast, enveloping, alive.”
New York Times

About This Game

Prepare for the deepest, most intricate simulation of a world that has ever been created.

  • Not just generated geometry -- a whole simulated world. Generated rise and fall of civilizations, personalities, creatures, cultures, etc. Infinite hours of gameplay.
  • Now with graphics! (Optional ASCII mode available.)
  • Steam Workshop integration for easier modding
  • A lifetime “living” project - created/updated since 2003, with no end in sight
  • Generate your unique world and manage a bustling colony of dwarves, even as they probably mine towards their eventual demise.
  • Optional ADVENTURER MODE: explore the generated world as a single hero in an RPG
  • Optional LEGENDS MODE: read the history of the generated world and your games in it
  • A new endless hobby, just for you!

The legendary Dwarf Fortress is now on Steam! Build a fortress and try to help your dwarves survive, despite threats of starvation, dragons, and madness.

In this complex construction/management/roguelike simulation, every generated world brings a unique challenge, whether it’s dwarves with their own simulated personalities or aquifers. Observe what makes your civilization fall into eventual decline, and learn for next time… until something else inevitably goes wrong.

The combat model includes skills, body parts, material properties, aimed attacks, wrestling, pain, nausea, various poison effects, and much more.

It’s difficult to convey the depth of the generation. Hundreds of animals and monsters, many of which are randomly created for each world, as well as generated poetry, musical forms, instruments, and dances for your dwarves to practice and perform. A dynamic weather model tracks wind, humidity, and air masses to create fronts, clouds, storms, and blizzards. Over two hundred rock and mineral types can appear, in their proper geological environments.

Your purchase includes Dwarf Fortress Classic if you prefer to play without graphics or music or Steam-specific features, in the “classic” beta branch.

Remember: Losing is fun!

Nothing substantial is new or changed, under the hood. It’s still good old Dwarf Fortress, but with graphics support and music by default. A few bells and whistles won’t change that.

You may already be familiar with the tile set mod packs from Michał “Mayday” Madej and Patrick Martin “Meph” Schroeder. They’re collaborating on an all-new, from-scratch tileset, as seen in the trailer and screenshots. Meanwhile, Dabu has composed a few musical tracks, to match the seasons, and some other audio bits and pieces.

Command your dwarves as they search for wealth in their generated mountain. Your dwarves will need a steady supply of food and beer, but they’ll also need your guidance in surviving attacks from hostile civilizations, the wilderness, or even the dead.

  • Craft treasures and furnitures from various materials
  • Establish a barony and support the increasingly demanding nobility
  • Read your dwarves’ thoughts to keep them happy
  • Build floodgates to divert water for farming, and/or prevent magma mishaps
  • Build structures and watch your dwarves discover and build their culture, like taverns, libraries, temples, honey, wax, pottery, animal training, bookbinding, and more.

Choose a sentient race from your generated world (usually dwarf, human, or elf, but potentially goblin or animal person) and quest for glory.. Or seek vengeance.

  • Recruit people to join you on your journey
  • Explore without cumbersome plot restrictions, from capitals to catacombs, labyrinths to bandit camps.
  • The original nemesis system: Meet adversaries from the previous games
  • Earn a reputation as a hero, soldier, thug, musician, etc, with various civilizations
  • Stealth system with vision arcs, respecting vegetation density and other factors
  • Use signs like shoe impressions and animal tracks to hunt and avoid danger
  • Steal a mummy’s treasure or learn forbidden secrets from a necromancer’s tower
  • Visit your retired fortresses and meet your old dwarves -- even ask them to join you!

  • The original inspiration for RimWorld, Prison Architect, Minecraft and more.
  • One of the first video games acquired by the Museum of Modern Art in New York
  • Updated for over 16 years by two brothers, Tarn “Toady One” and Zach “Threetoe” Adams

With the goal of simulating all of existence, Bay 12 estimates they’re only about 42% done.

Mature Content Description

The developers describe the content like this:

Dwarf Fortress contains textual descriptions of violence, and static 2D sprites that may have violent ends. Alcohol consumption is required for a dwarven fortress to run smoothly, as described in text. Dwarves can experience mental anguish, and in extreme cases this can lead to them taking their own lives or the lives of others.

System Requirements

    • OS: XP SP3 or later
    • Processor: Dual Core CPU - 2.4GHz+
    • Memory: 4 GB RAM
    • Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
    • Storage: 500 MB available space
    • Processor: Dual Core CPU - 4GHz+
    • Memory: 4 GB RAM
    • Storage: 500 MB available space

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