Dwarf Fortress - kiwihotaru
Hi! This is Tarn Adams, a.k.a. Toady One.

Ha ha, yes, we have a Steam News section! We thought we'd start posting here when I was able to work on the graphics code in earnest (I'm completing the half-finished villain features before that begins), but we've been reminded that a lot of people don't see our regular development logs over at Bay 12, and additionally, the artists have been hard at work and we can certainly start sharing what they are creating before the coding begins.

To start, I'll just use this opening post to make sure everybody is broadly on the same page with the odd creature that is Dwarf Fortress development.

Back in July of last year, before there was a publishing contract or much thought of one, we finished our last major release cycle, and started up on the next version for what we now call Dwarf Fortress Classic. Basically, the fortresses that you play in the game will be subject to devious plots of NPCs in the world well beyond the normal sieges that have been in the game since the beginning.

We thought this would take several months, though it's not that unusual that we're rolling up on almost a year now. And of course, something unusual happened in the meantime! We're have a Steam page now, and the work toward a Steam release has begun. The new music and sounds are complete, thanks to Dabu! Meanwhile, Mike and Patrick are producing lots of great sprites for the game. We'll have more on the art progress to date in a future news post.

For now, I'll just try to join the stream of dev logs, what we've been doing for the last months, up into the News section here. Due to the layered nature of the game, where a world history leads to a dynamic in-play world where you control either a fort or a single character, new features are generally added in the following fashion:
  • 1: the broad contours of the feature are added to the world map+history generator. For this release, that means hundreds of plots unfolding over decades or longer, operating all over the map simultaneously, but without a lot of actual moving creatures. Most of the logistical details are abstracted away.
  • 2: make it work in play, in the detailed ongoing world simulation, away from the player. The logistics are handled here. Most of the data and code can be transferred over from world generation, but we often need extra information and mechanics. For instance, a villainous plot that used to rely on a plotter contacting a saboteur with an intermediary, easily and abstractly, now has to actually see more than one person moving over the map, arriving to meet the person they want to meet in a defined location, and advancing the plot step by step (where many steps didn't even exist before.)
  • 3: handle it in Adventurer Mode, the RPG side of the game, which is quite underdeveloped compared to the main Fortress Mode, but it has the advantage of being very granular. If something is wrong with a feature, it's much easier to spot it if you are walking around inside of it, interacting with each detail. For villains, this means two things - adventurers that can be villains, and adventurers that can investigate villains.
  • 4: make the new feature work in Fortress Mode. Having worked with the feature for some time by this point in detail, we can focus on the player experience and getting the new mechanics hooked up in an interesting fashion that interacts with other player-facing pieces of the game. With the villain release, for example, this includes the existing fortress justice system, and the existing ability to send dwarves out on missions.
So where are we in this process, and when can we get started on the Steam features and graphics coding (while the artists continue working)?

We're in the middle of step two. The hard foundational part, world generation, is complete. The villainous plots are done in history, all of their main pieces work, and they can be quite entertaining! Assassination, sabotage, embezzlement, theft, coups, corruption, bribery, counter-intelligence and surveillance, with mercenaries, merchant companies, guilds, religions, and new relationships thrown in to give the plotters and their adversaries more connections and tools to work with.

I've now moved on and completed the initial basic update of the assassination plot in play, which involved adding the logistical mechanics all of the other plots will also use. You can read an in-depth description of our first complete plot pulled off in play after world generation was complete over on the Bay 12 blog, featuring a dwarven necromancer named Ustuth, the dwarf Count Limul Treatyvessels, and Jonu the human assassin.

It's important to note that the villain release I'm talking about here will be the classic, free version (without graphics, so, not yet the Steam release) -- though of course it will then be included in the Steam release. After the villains release is complete, we'll be able to start in on the code for the graphical version, which of course will have all the villain features along with everything else.

I'm sorry that the development plans are a bit convoluted here, with this unusual initial step to complete. The DF boat has been sailing along and gaining tonnage for many, many years now, and turning it can be quite a process, but we will arrive at our destination, as we have many times before. Never anywhere this shiny, though, he he he. It is good to be seeing the pixel cats and alpacas.

We'll be keeping everybody updated regularly here on Steam News from now on, as well as continuing the Bay 12 development logs as usual.

- Tarn
Dwarf Fortress - kiwihotaru
Last night, we revealed our newest title: Lucifer Within Us, from the creator of the Shrouded Isle.

As a digital exorcist in Lucifer Within Us, you’re asked to solve murders, purify the possessed, and purge their daemons.

Watch the trailer and add it to your wishlist now!

Investigate timelines.
Question your suspects. Watch their movements and testimonies closely, as the reconstruction may be based on lies. Use contradictions and clues to form your own hypothesis. Who is lying and why? Who is possessed? You must decide what is the truth for yourself, based on the evidence presented.

Real mystery-solving.
No hidden plot twists, no QTEs, no random puzzles or mini-games, just you and the information. Don’t just act like a detective -- BE a detective. Finding the murderer will require true understanding of the case, not just following the story.

Banish daemonic A.I.
Enter the minds of citizens to gain insight into what they don’t want you to know. Dig through their subconscious and accuse the guilty in order to cast out their daemons, for the good of the Inquisition. Any damage done to a citizen’s psyche as a result of quarantine, exorcism, or rehabilitation is a consequence of their own immorality.

Expose the False Utopia.
Through centuries of indoctrination, humanity is taught to think pure thoughts and speak true words, untainted by falsehoods and delusions. Yet beneath this facade of purity, you find dark desires stir deep within people’s hearts, yearning for release.

If you want to keep tabs on the game's development, maybe check out our Discord and the Lucifer Within Us channel, where the devs sometimes hang out with other fans of digital exorcism.

Ain Soph's blessings,
Tanya and the Kitfox team
Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

Last time on the BoC: The dwarves began digging out some grand new accommodation, and the chef Ushat built a legendary chair called the Hot Thrower, featuring a cool picture of a leopard. The tantrums of the furnacehand Udil grew more intense – and so did conditions in the Basement s zoo, thanks to the chthonic, squawking sorrow of the Bird Hole.>

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Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

Last time on the BoC: The Basement s zoo got some major upgrades, and the fort rode out a goblin siege through the time honoured tactic of hiding. A furnace worker called Udil snapped under the pressure, and some migrants chose exactly the wrong moment to try moving in. >

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Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

For small developers seeking a breakout hit in the increasingly hard to define simulation/management genre, one of the perennial silver bullet concepts is Dwarf Fortress, but it looks nice, and people aren t scared to play it . Of everything on the market so far, it s probably Rimworld that comes closest to this goal, but it had the crucial flaw of not including any dwarves.

As such, the race is still on to produce a pretty, user-friendly dwarf- em-up, and I m emailed probably once a week by a developer with one in the works. For the most part, I m skeptical – after all, I love the original DF like a cowboy loves his horse – but this week, I received some images that genuinely turned my head.

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Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

Last Time on the BoC: After a catastrophic goblin attack slaughtered the entire military (except Id), as well as their bloodthirsty mayor/captain, the Basement began a frantic programme of fortifications. Former mayor Urist, transformed by grief, was re-elected, and pledged to put aside her differences with Lorbam the Founder in order to make the Basement Of Curiosity the finest zoo in the land. >

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Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

Last time on the BoC: The War Mayor Dashmob s bombastic drive to militarise the fortress met a grisly end, as a massive mounted goblin army came sweeping out of the jungle. The War Mayor and his entire army died, slaughtered to the last in holding the goblins off. Everyone, that is, except the seemingly indestructible Id. Now, Id and the Basement s other survivors must pick up the pieces, and find a new way to survive.>

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Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

Last time on the BoC: After an Autumn spent beefing up the fort s military, the new War Mayor Dashmob was spoiling for a fight, when a forest titan marauded into the valley. And while the Mayor and his soldiers made short work of the beast, it turned out it the Titan was only the palate-cleansing prelude to a massive goblin invasion >

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Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

Last time on the BoC: Following near-disaster at the gristly green hands of a goblin raiding party, the War Mayor Dashmob usurped the throne of mayor Urist, and began a campaign to modernise and expand the fort s small but spirited military. A tomb complex was built, a dead donkey was put on display at the zoo, and Amost, the daughter of fortress mascot Id, engaged in some incredibly eerie playtime. >

(more…)

Dwarf Fortress - contact@rockpapershotgun.com (Nate Crowley)

Last time on the BoC: The arrival of marauding goblins ended the brief rule of the usurping mayor Urist, and the battle to drive them off saw the fort s first non-accidental fatalities, as well as the emergence of several new heroes. But if the Basement s founder Lorbam hoped to resume business as usual in her weird little zoo when the dust cleared, she was sorely mistaken >

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