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Adventure Mode Roadmap Dwarf Fortress Dev Update

Hello! We are here with a brand-new development roadmap outlining our plans for Adventure Mode and updates to Fortress Mode. Please keep in mind these are estimates. We do have a date in mind but were not quite confident enough to announce it yet. All we can say right now is not this year, but hopefully well have more specifics soon. We know youve been waiting patiently, and we are working hard. We will be building on the Adventure Mode framework that already exists. This is exciting because everything is working as intended and we just need to add the interface and graphics, which will take us some months. Heres the plan for how we get to Adventure Mode release, hopefully not-too-late next year:

To Start


First, the basics, which will let us actually see whats going on at all in the new art style.
  • Travel map - we have the world map, but sites need hundreds of sprites to match up with the ASCII that shows individual streets etc. Well be iterating on this until launch.
  • Main interface layout - similar to Fortress Mode, there are tile-based actions, information menus, and other actions like travel. Theres also a day-night cycle and well have a minimap this time around.
  • Procedural portraits - we need to implement Carolyns great portraits for the humans/elves/dwarves/goblins/kobolds, and also get animal people displayed. Every animal person!

Once we have this framework, well just start doing the actions and menus one at a time. Full keyboard and full mouse support for all play styles. Actions are challenging because they can be initiated by clicking the play area, through buttons and hot keys, or by accessing a full list. There must be several ways to perform the same action based on context, play style, and input method. Can you guess what the buttons below do?

Major Features


These are the biggest-risk items, each of which hopefully isnt more than a few weeks, but its hard to say since they each have multiple sub-systems and open design questions to be solved between code and art.
  • Inventory - equipping items and containers are the trickiest parts here. You can wear multiple shirts and nest containers as deep as you like, and the new interface will have to handle this with both keyboard and mouse support.
  • Combat (striking and wrestling) - wrestling will be a bit of a doozy, as theres a lot of physical/anatomical complexity that were not sure how best to communicate
  • Conversations - this includes supporting the current Adventure Mode system of interleaving speech and actions, and having three or more participants in conversations
  • Character generator - you can make a whole party in Adventure Mode and the character creation options are complex. We have to update this system.

More!


These are individually much less complicated and risky than the above, but still have lots of little fiddly bits to keep us busy.
  • Status screens - wounds, skills, needs etc. There is a lot of information about every character, similar to the dwarf sheets in Fortress Mode.
  • Journal screen (quests and knowledge) - we may integrate this with Legends Mode because they are very similar.
  • Crafting and other powers - Adventure Mode is highly moddable and we need to support vast menus of magical powers and other abilities. Pet any animal!
  • Various small menus/actions (widgets) - stealth, movement, tracking, odors, party controls, combat options, etc.
  • Audio integration - the audio designers are working in parallel with us and well be adding a whole new soundscape for Adventure Mode
Cabin building wasnt properly feature-rich in the classic Adventure Mode. Wed love to expand on it, but its definitely more optional to the Adventure Mode experience than the above features and systems. We have the new Fortress Mode interface which will help a lot, but we may do it after launch if it becomes too complicated.

Ongoing Fortress Work


Work on Fortress Mode will continue in parallel with Adventure Mode. Were reading the bug tracker and also have some content ideas which will complement Adventure Mode well. More on this later!

FAQ


Q: Will the game be localized/translated to my language? It is difficult due to the procedural sentence constructions used 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. We are investigating translation options behind the scenes but its very early stages. Q: How can I report a bug? You can track and report bugs on our MantisHub: https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2 We know that this system isnt working very well for our helpful bug wranglers though, so were looking into rolling back into the old system soon, in the hopes that we can rejuvenate the bug-hunting community like days of yore. We have double the code resources that we used to, but also ten times the bug reporters, so were still finding our feet to figure out how best to maximize this power. Please be patient. Q: What about the Mac version? Because of all the work that needs to be done for Adventure Mode, we wont be able to start development on the Mac version until after its release, at the earliest. Q: When are Steam Achievements coming? We will consider implementing this after Adventure Mode. Several of the achievements will likely link the two modes together so its best to have these systems in place. The main problem with Achievements is that they also need to be a new living system alongside all of the other features, and were not sure its a good idea for people to feel they have 100%ed the game based on whats essentially an arbitrary list of tasks. Were considering it, but havent decided yet, and will come back to the topic after Adventure Mode. -Kitfox Games + Bay 12 Games


[ 2023-10-04 19:17:58 CET ] [ Original post ]

Dwarf Fortress
Bay 12 Games Developer
Kitfox Games Publisher
2022-12-06 Release
Game News Posts: 40
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Overwhelmingly Positive (25353 reviews)
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 beautiful pixel graphics!
  • Learn the basics with in-game tutorials
  • 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.
  • 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.

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 Jacob "Ironhand" Bowman. Together, their efforts are creating an all-new tileset featuring brand new pixel art by artists Carolyn Jong and Neoriceisgood. Dwarf Fortress Steam edition will have a 15 track soundtrack by Dabu, Simon Swerwer and Águeda Macias including tracks in the Dwarvish language!

It's never been easier to start playing! We've improved the new player experience with the addition of tutorials to guide you through building your first fort and keeping your dwarves happy.



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.


  • 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 44% done.

GAMEBILLET

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