Arena mode is here which means you can new test out creatures, trees, materials and certain item mods before publishing them! Also notably we've added new sprites to show the growth progression of crops so now you'll be able to see where and what you plant!
New stuff
Arena mode is back, with an updated interface.
Major bug fixes
Stopped new timelines from always saving into region1.
Fixed crash when copying trade information like ownership on certain items.
Fixed crash from giant/diagonal activity zones.
Graphics additions/changes
Underground crops now have sprouting textures.
Added planted soil texture and updated farmplot texture.
Fixed list icons for several creatures.
Updated designation textures.
Updated statue textures.
Audio additions/changes
Made ambiences continue from where they left off rather than starting at the beginning each time.
Now only plays a few random cards for a song on subsequent playthroughs rather than playing them in order each time.
Added neutral cavern ambience.
Replaced wild ambience with the biome-specific ambiences (and the existing wild sounds).
Updated thunderstorm ambience.
Other bug fixes/tweaks
Stopped dragons and other megabeasts from appearing as relatives of random dwarves in the fort.
Allowed emotionless creatures to satisfy needs if they still have them.
Added a few additional embark warnings.
Added culling of certain dead units to help with performance.
We should have the arena mode patch together early next week. The arena is a great place to test out creature, tree, material, and certain item mods before publishing them, and it's also a place where you can have some sandbox-style fun with the vanilla stuff as well.
The main thing you can do is place creatures with skills, equipment, and teams, as well as special conditions like "necromancer", and set them upon each other.
You can also place liquids, snow, and mud, change the temperature and weather, and grow trees.
We have a few basic arena maps available on top of the Classic one, and are hoping to add an editor and save/load/sharing capabilities for these maps in the future as well. You can already save and load arena games while you are playing them.
Thanks for all your patience over the holidays! We're back and after only a few days, Putnam has already been on fire, fixing:
Major
Fixed saved corruption caused by certain armies bringing uninitialized protocreatures instead of monsters
Other fixes/tweaks
Sped up line-of-sight code
Bees no longer included in food count
We're pretty sure the army corruption was causing the majority of crashes people were experiencing, so this should hopefully help a lot of you. It was in turn causing quite a bit of stress and chaos on our end. Now, with this big slice of chaos behind us, Tarn & Putnam can turn their eyes to other improvements and fixes for the coming weeks.
Meanwhile, we'll be streaming on Twitch next week, on January 9th and 14th as the start of our new event schedule (Mondays 8-10pm Eastern, and Saturdays 5-9pm Eastern). Our streamer will be SalfordSal, sharing her expertise with yet more people through the Kitfox channel. Join us and chat with fellow artisans!
We have another important update before we are off for the holidays! We are happy to announce that we now have ❗❗ Classic "graphics" ❗❗ (i.e. ASCII-esque font-based glyphs) available. You can now toggle between Classic Mode and the premium graphical version with the press of a button!
Why play Classic? Pretend you're a time-traveler, or seeing through the Matrix, or just explore a new way to play your favorite game. Those of you out there who prefer to only play Classic mode without the premium graphics and so on also know you can find it on the Bay 12 website, as per usual.
The team grows
With the success of the Steam launch, we are now able to bring on some more help for future updates and events.
Firstly, Putnam is a very prominent, long-time member of the Dwarf Fortress community and will be helping Toady with programming. This is a historic moment, as never before have non-Adams eyes seen the Dwarf Fortress code. Welcome, Putnam! We wish you luck and courage.
You may also be familiar with SalfordSal, a content creator who joined us for an episode of Let's Learn Dwarf Fortress. She will be joining the community team to help with Discord and will be hosting streams on the Kitfox Twitch channel!
We are so excited to be able to grow the team and can't wait to show you what we have planned! As always, please be kind and considerate to all of the humans associated with Dwarf Fortress, whether you see them on stream, Discord, Twitter, or elsewhere. Well, ideally we'd all be kind to all humans everywhere, but here's a good place to get in some practice.
Release notes for 50.04 (December 22, 2022)
Along with the addition of Classic mode, we have updated more graphics, and few more fixes to ambient audio. Plus now you can collect those silly Steam trading cards! Each one features a different biome and glimpse of some creatures you might find there. Collect 'em all! Or don't!
Also, as far as we know all of these changes are compatible with your old generated worlds and save files, so no need to start fresh unless you're feeling the itch. OK so on to the real patch notes:
Graphics additions/changes
Can now swap back and forth from Classic tile mode (in video settings.)
Graphics for some picked outdoor plants.
Updated engraved walls.
Added some custom symbols.
Enabled Steam trading cards.
Audio additions/changes
Added a music frequency option in the audio settings (default 3-5 minutes, can be set from 10 minutes to 10 seconds.)
Made outdoor ambiences alternate between being more active and a few neutral wind ambiences.
Made the wild ambience use some randomly spaced howls and giant footsteps.
Updated trade depot ambience.
Other bug fixes/tweaks
Ability to add/remove all civilians/soldiers from a burrow
Can advance the game one frame (default key = period)
Made assigning multiple squad positions continue to position 10 instead of stopping at 9
Thank you so much for an incredible 2022! It was a year of much anticipation and we hope to continue growing the game and the community in 2023 and beyond! Have a safe and restful holiday, maybe teach grandma how to make her first fort and we shall see you in the new year!
One more quick release to handle additional stability issues. This version also includes 72 new werebeast tiles, some changes to ambience, and a start to quality of life additions with the ability to select more materials at once when building constructions.
Major bug fixes
Fixed save corruption from manual saves with case mismatch.
Fixed crash when sorting pets/livestock by domestication status.
Fixed crash when removing burrows from a scrollable burrow list.
Fixed crash related to storing objects in recently deleted location zones.
Fixed crash on squad equipment screen when there are multiple traveling squads.
Fixed crash related to removing objects from display cases/pedestals.
Fixed crash from looking at Groups for certain consorts.
Added new wild ambience, moved old wild ambience to terrifying areas.
Replaced siege horns with something less intense.
Other bug fixes/tweaks
Added ability to add/remove every item of a given material when building structures that require multiple items.
Holding a navigation key no longer recenters the screen during string entry.
Now displays remove construction designation when designated instead of requiring unpause.
-Tarn
P.S. Small note from Kitfox: if your save was previously corrupting and crashed, it probably cannot be revived, sorry. Many of these crashing errors caused garbage to be inserted into the save, which now is irreparable. If you can reload to an autosave, that's more likely to work. Otherwise, you'll have to start a new fort. Sorry! Thanks!
This is a quick release mainly to handle a widescreen crash and some menu issues there. With that stabilized, we'll be able to start properly addressing the reports and feedback we've collected for a bulkier patch next. Thanks for a wonderful launch!
Major bug fixes
Fixed crash from compressed menu lists (e.g. workshop assignment) on widescreen default settings
Changed init option for interface pixel width to be a percentage (to fix many widescreen menu issues)
Stopped fishing from hugely amplifying creature agitation in the wilds (zeroed general agitation level in old saves)
Graphics additions/changes
Improved images for planned walls, floors, and fortifications
Updated doors, hatches, chests, and other containers so that palettes will affect handles and other add-ons if the mods desire it, but made the default behavior consistently not palettize these add-ons
Missing occupied animal trap images included
-Tarn
P.S. Editor's note from Kitfox: this will help MANY of the crashes ya'll are experiencing. Basically anytime it crashed in a menu, I suspect this version will fix it. There's still a few less common bugs of course, so we know we have lots of work left, but I suspect this will make it MUCH more stable for those of you who were having trouble and weren't using 1920x1080 resolutions. Thank you for your patience thus far.
We had a big day yesterday huh? Apparently Dwarf Fortress is still the #1 top seller on Steam? Thanks for all the support and love and, uh, purchases!
Crashing Much?
First, if you’re crashing, please know that the main cause appears to be widescreen monitors or other non-standard resolutions. We’re working on a solution but for now, the safest/best course of action is to use a 1920x1080 monitor or change your settings in the game to force that resolution in Windowed mode. For more info, see the FAQ below.
What’s Next?
And for those of you who have been waiting for ages for the Classic mode, we’re also working towards that, hopefully coming to you in the coming weeks. Fingers crossed.
Alexandra will be continuing her tutorial newbie fort tomorrow at 1pm EST on the Kitfox Twitch channel, so tune in to learn and chat with other fans. Be nice.
We’ve also prepared an FAQ at the bottom. Read it for extra info and details!
Regional Pricing Changes
But as of this post, we’ve also decided to change our regional pricing guidelines. $30 USD is absolutely a fair price, and for most regions we’ll be sticking to the Steam recommendations, but it’s been brought to our attention that as of October, some countries who were hit hard by inflation got caught in a bit of the international crossfire and had their indie game prices shoot up 500%, which probably feels harsh for folks just trying to live their lives.
Tarn and Zach and Tanya chatted and we decided the best path was to change all countries prices who had at least doubled in October, and instead going for the middle between the old and new prices.
So! The following regions are in the midst of the prices being re-re-adjusted:
Russia: 810 ₽ instead of 1100 ₽
Turkey: ₺165,00 instead of ₺280,00
Argentina: ARS$1215 instead of ARS$2100
And if you find piratey ways to take advantage of this little gesture, then we can’t stop you, but shame on you.
Thanks! Tanya, Alexandra, Tarn, and Zach
P.S.
All our other Kitfox games are ALSO on sale this week! Boyfriend Dungeon, Pupperazzi, Six Ages, Shrouded Isle, and more, all on discount for folks who might be indie-curious. You can even pick up ALL the other Kitfox games for only ~$50 if you buy ‘em in our bundle! They might not be as famous, but those little gems were how we were able to fund Dwarf Fortress for Steam in the first place. :)
FAQ
Q: Is there widescreen support? How do I adjust my resolution?
A: Dwarf Fortress supports widescreen resolutions but you may need to adjust your screen settings so everything lines up. Steam user matt explains:
“My resolution was set to 1440p prior (2560x1440) and Scale to Yes: Settings > Video > Set resolution to 1080p (1920x1080)
Set "Scale interface to fit grid height/width" to No
Restart the game. After making those changes, I am able to assign workers at workshops as expected. I suspect the crash is likely caused by out of bounds UI elements at higher resolutions when scale interface is enabled.”
Q: When is the game going on sale?
Not soon! And not for very much discount! Bay 12 and Kitfox are going to keep working on this for ~30 years, so it doesn’t make sense to follow normal Steam discounting. For example, we might discount 10% in a couple of months, but we also might not! We certainly won’t be discounting for more than 15% for at least two years!
Q: Will there be more streams?
Yes! We will be streaming tomorrow at 1pm EST on the Kitfox Twitch channel where Alexandra will be continuing her beginner fort. In the future we hope to do more special event streams and collaborations with other Dwarf Fortress streamers. We are especially interested in supporting charity events.
Q: When will there be Mac/ Linux support?
Sometime in 2023! We’ve already contacted a trusted programmer who will be looking into it, while Tarn works towards our other roadmap items. Wish us luck!
Q: Will there be adventure mode? Classic mode? Arena?
Yep, yep, and yep, but in the order of: Classic (quite soon), Arena (soonish), and then (much further away because it has a lot more left to do) Adventure. When Classic’s done, it will also be available as a stand-alone, free download, on the Bay 12 website.
Q: Can I play with just the keyboard?
No, currently in the Steam premium version you need a mouse to do many of the actions. We’re investigating alternatives for folks who are mouse-hampered but maybe a modder will beat us to it.
Q: Will the game be coming to mobile? Switch? Gamepass, Cloud gaming, GOG?
You can also buy the game on itch if you like! And we’re investigating GeForce Now with nVidia. But we have no other platforms to discuss right now.
Q: Will the game be localized/translated to my language?
No, sorry, it is extremely unfeasible due to the way the code handles language throughout the game. Our best suggestion at this time is to use auto-translation tools for text on screen, which has been helping some users.
Q: What mods are allowed?
The game is currently set up best to support graphical changes — sprite swaps, basically. More options will probably become available as we go. But please know that we WILL ban or delist your mod if it contains hateful or dehumanizing content.
It’s time to strike the earth because Dwarf Fortress Steam Edition is out now!
This new version brings a brand new pixel art tileset, a new helpful tutorial to onboard unfamiliar players, new soundtrack and sound effects, new user interface and navigable menus, and other quality of life additions to the legendary civilization management and construction game.
The game will launch with the Fortress and Legends game modes that longtime players are familiar with. We plan to add the Adventure and Arena modes to these versions of Dwarf Fortress very soon.
Steam Workshop integration is also available making it easier for mod developers to create creative additions to the game. You can read our evolving mod guide here.
The brand new soundtrack for this version of *Dwarf Fortress*, with tracks even made in the Dwarvish language, composed by Dabu, Simon Swerwer and Águeda Macias is also available now for purchase separately on Steam.
The classic version of *Dwarf Fortress* will remain available for download at no cost, and will continue to be supported in the future on Bay 12’s website. This future support includes mouse functionality and other improvements seen in the Steam release.
Thank you to everyone in the Dwarf Fortress community for being so supportive and patient over the years. We hope that you’ll enjoy the game with it’s improvements and be be able to introduce your friends and family a lot easier.
It's Alexandra from Kitfox Games the last regular news update before launch (ahhhhhh)!
We are excited to announce that the Official Dwarf Fortress Soundtrack for the Steam Edition is out RIGHT NOW! This legendary song collection is of the highest quality featuring tracks by Dabu, Simon Swerwer and Águeda Macias (The Gamba Geek).
Thank you to all the modders who contacted me to discuss their work! I've been working with Tarn to develop a modding guide that will help you get your mods onto Steam Workshop. It should let you convert existing object mods, but it doesn't have any information for tileset mods since that's a lot more information and some folks will do that best by mimicking what they find in the actual folders. Much like the Roadmap, this will be an evolving document which we be updating as we go but it will be quite a big task.
With less than 5 days till launch, its never been a better time to join the Kitfox Discord aka the Official Dwarf Fortress Discord! We are an active friendly community always ready and willing to help with any dwarfy questions you might have. Don't miss out on chatting with the devs, joining community events and getting all the dwarf news right away! Also make sure to send your well wishes to Tarn and Zach ahead of launch!
That's all I have for now, but you'll be hearing from me again on Dec 6th for launch!
It's Alexandra from Kitfox Games with another community update!
It's less than two weeks until launch and we are all busy and excitedly preparing for the big day. Tomorrow (November 24th at 2pm ET) will be our third and final beginner-friendly stream on the Kitfox Twitch channel. Streamer and Youtuber SalfordSal will be joining us this week to see if we can keep our fort going (despite the chaos). You can find the VODs of all the streams on our Youtube channel in this playlist.
Workshop Update
If you've been following our Update Roadmap, you'll know that Tarn has been busy prioritizing Steam Workshop integration. We are happy to announce that indeed Steam Workshop will be available at launch. This means that you'll be able to find and install Dwarf Fortress mods with ease. If you are a mod developer please feel free to contact me at alexandra@kitfoxgames.com or on Discord at Alexandra#0007 to discuss getting your mod on Workshop!
This also means that we won't have enough time to get Classic or Arena ready for launch but they will soon follow. To be clear, this means the free classic update will be a bit late coming to Bay 12's website as well. But it will be available as soon as humanly possible. We will continue to provide regular updates on the progress of these modes.
Official Merch on Fangamer
Official Dwarf Fortress merch is coming to Fangamer! There is a pin, a metal band-style t-shirt and a pint glass with drawings of inside a fort. You can sign up here to get notified as soon as the merch becomes available. All craftsdwarfship is of the highest quality.