Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
This is primarily a compatibility release for Dwarf Fortress 53.01.
We updated the stockpile import and export tools to understand the new color and dyed/undyed filters. This fixes reported issues with quickfort-created stockpiles, including QSPs.
The new "fix/symbol-unstick" tool can remove the assignment of a symbol to a noble that no longer exists. If you had assigned that spiffy amulet to your baron only to have it go missing when he got promoted to count, this will let you get it back.
The "resize-armor" tool will allow you to change the size of any item of armor or clothing to fit any chosen creature. Mainly useful for adventure mode, especially if you're playing as an animal man race much larger or smaller than human for which there just isn't that much clothing available otherwise.
Archery practice appears to be finally and fully fixed in 53.01, and so the "fix/archery-practice" tool has been deprecated in this release. You can still use it if you want, and it shouldn't hurt anything if you do, but it's no longer needed.
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Some DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools listed as "unavailable" in the docs do not compile yet and are not accessible at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
"fix/symbol-unstick": unstick noble symbols that cannot be re-designated.
"resize-armor": resize armor or clothing item to any creature size.
"autotraining": squads once used for training then disabled now properly are treated as disabled.
"stockpiles": add support for managing the dyed, undyed, and color filter settings.
"fix/archery-practice": removed from the control panel's bug fixes tab.
Step into the role of an undead knight on a relentless journey against hordes of dark enemies. In Dimachaerus, Gigantic G’s latest hack’n slash, you dive into a medieval world with cartoon-style visuals, intense combat, and thrilling challenges.
Explore dangerous environments, battle through armies, dodge deadly traps, and switch weapons to unleash unique combos. Thinking fast is your only chance to survive.
Download now and unleash your fury from the shadows.
New position for female-female, female-shemale, male-male and male-shemale couples

With some Steam Input plugin issues slowing development down a bit, we're finally on to the 4th Alpha test and, after some bug fixes, the last normal level of Episode 1, E1M7!
Shotgun pellets reduced (15 -> 8)
Shotgun spread reduced
Shotgun max damage reduced
Shotgun min damage increased
Fixed drone explosion type
Fixed ambient sound overlap on spawn
Redid gibbed enemy sprite
Fixed player projectile spawn bug
Improved blood sprites
Fixed enemy bleeding location
E1M2 visual improvements
More models
More materials
More sprites
E1M6 soundtrack
New easter egg
Fixed red texture issue on Linux
Technically a performance increase for Windows + Linux, but probably not noticeable
Fixed texture transparency on Linux
Also a performance increase for Windows + Linux, but this one actually might be noticeable
Added audio ducking for music
Bowling minigame added
Creatures and Cryptids radio show added
Removed Steam Input
Fixed end level enemies killed + max
Alpha Test 4 Released
Increased max sounds (24 -> 128)
Fixed claymores still using particles

A new round of celebrations is underway! Log in to receive the SSR Support Card \[Winning Dream] Silence Suzuka, up to 6,000 carats, and a new celebratory outfit for your trainees! Earn additional rewards through limited-time missions, and be sure to also peek the celebratory story event!
https://store.steampowered.com/app/3224770/Umamusume_Pretty_Derby/
Hello everyone, we know we’ve been relatively radio silent on the current state of affairs. In this blog post we want to talk about what exactly has been happening.
When we came together to create PASS Fortress, we had one goal in mind: to make TF2 work exclusively for 4v4 PASS Time. This was a simple goal and one that we’ve achieved, yet our game isn’t out..? What’s going on?
Originally, we aimed to release PASS Fortress during the summer of 2025; with a plan to update and support this version of the game with new features and experiences. We never announced this explicitly, but the Steam store page advertised a 2025 release date. However, as we kept brainstorming, our ideas kept piling up. Every idea contributed something to the game and felt like a natural addition to the PASS Fortress experience.
The truth is that we are all very passionate about making this game into the best it could be. Over time, we have gotten a better idea of what we want PASS Fortress to be. Our volunteer developers (unfortunately) are only a few members; they also have loving families and their own personal lives.
We are just as heartbroken as everyone who has been patiently waiting to say that we will be delaying PASS Fortress. Simply put, we have many new essential features planned that are not complete yet. Releasing the game right now would not live up to our expectations for a definitive 4v4 PASS Time experience.
TL;DR:
PASS Fortress will be delayed.
We have too many good ideas that need more time.
If we weren’t to delay PF we’d violate article 27 of the United Nations Universal Declaration of Human Rights.
If it wasn’t clear yet, we’ve been testing new features and expanding already existing features by doing whatever we can to ‘implement’ them into TF2’s 4v4 PASS Time.
Things like fine-tuning the balancing of select weapons and improving TF2 mechanics.
To set the record straight, these changes are being tested in TF2’s 4v4 PASS Time, so we know what our playerbase would like for PASS Fortress.
We’ve run into roadblocks that prevent us from releasing the game in a state which we feel happy about. One of our roadblocks, which we’ve hit, has to do with econ items. We want everyone to have the same access to items required to play the gamemode, however, due to mod specific steam guidelines and \[REDACTED BY LAXSON], we’ll have to create entirely new models for items so that everyone can have access to them from the very start.
If we could release PASS Fortress without this, we would have done so, but this is essential for a functional release.
If you are just as passionate as us, or just want to (maybe) violate UN treaties, we humbly request your time and effort by doing crimes helping us develop PASS Fortress. We specifically need people who can create models, texture models, be a model, and be 3D/2D artists.
Please fill in our PASS Fortress Developer application if you are interested.
We read every single comment and discuss various topics that are brought up in the PASS Fortress Discord and the regional 4v4 PASS Time Discords.
Thank you for your support. We appreciate the enthusiasm much more than you would think.
- PASS Fortress Development team.


29.10.2025
When it is done. Probably December 2025.
Incompetence from my side.
Sorry.
Thank you to everybody who wishlisted the Game.
I'll be back
Thiemo
Resolved an issue where selecting a spell created orphan nodes.
Fixed unexpected behavior when stacking items.
Players can now right-click to take a single item from an inventory slot.
Fixed an issue where AI teams could sign a contract with your academy driver before their existing contract had expired
Corrected incorrect display of retirement plans in staff profiles
Fixed a bug where AI teams would sometimes fail to hire available staff despite having open positions
Resolved an issue where championship victory congratulation messages were repeatedly sent every week
Fixed a freeze when a private team owner (AI manager) retired and decide to sell all their shares,
Addressed a rare crash that could occur during autosave
AI teams now evaluate whether to promote an academy driver based on the average skills of drivers who available for next season contract, rather than the average skills of all drivers in the championship. This reduces the chance of an AI team replacing a top-tier driver with a mediocre academy prospect
Drivers now take into account the number of open seats in the championship when negotiating contracts. If no top-tier teams have vacancies, they may lower their team strength demands accordingly
Bug Fixes
Fixed a bug where the UV glowstick light's intensity would fade away
Fixed a bug where you couldn't shake up a UV glowstick that's faded
Changes
Increased the brightness for dead players.
Made ghost orbs more visible and last longer.
Made it so dead players can interact with the laptop in the tent.
Misc
Removed some floating debris of Rookridge