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Adventure Mode Beta Patch Notes (All of them)

In honor of Adventure Mode launch tomorrow, we thought it would be fun to share all the patch notes for Adventure Mode since beta launch. Lots of fun stuff in here (and MANY audio fixes). Notes for tomorrow's update:

  • Made hero mode select hearthperson by default
  • Fixed crash from visiting certain forest retreats
  • Fixed some crashes related to local adventurer info not being set immediately after travel
  • Fixed crash issue from demanding tribute from mythical sites
  • Fixed a crash from unit sheets of certain creatures (e.g. roosters)
  • Added more combat music
  • Added sounds for items being put into containers
  • Updates some confirm sounds
  • Fixed some footstep sounds
  • Fixed issue causing music to sound as if it's indoors
  • Fixed some issues with ambient sound
  • Added a keyboard-based look-and-interact cursor ('l')
  • Stopped items like weapons and shields from starting in the same hand after character creation
  • Stopped mythical sites from appearing on rivers (again)
Older Notes:
  • Fixes an audio crash
  • Kobs/gobs shouldn't steal mythic artifacts
  • Undead shouldn't take over mythic sites near to market towns
  • Mythical sites shouldn't be placed over rivers as frequently
  • Added some mythical dungeons, materials, and related temple quests
  • Added a few magical items
  • Added initial god quest for chosen mode
  • Added mythical healing substances in mythical sites
  • Added messages for healing effects
  • Chosen/hero get bonus reputation for the purpose of gaining followers
  • Environmental display in top right (weather, light, temp, etc.)
  • Quest journal outline on right side of main screen
  • Vampire blood sense markers
  • Memory map
  • Stealth vision cones
  • Goblin/kobold glowing eyes in the dark
  • Added liquid/ramp arrow toggles to adv mode
  • Announced when somebody pushes past you and cancels your action
  • Made people stop moving when you talk to them (if they aren't fighting)
  • Added shared items to wrestling interface so you can struggle for possession without using inventory screen
  • Fixed audio for snow/mud footsteps
  • Added buttons so ramps can be used with hatches
  • Separated adv/fort volume settings
  • Fixed jump tooltip
  • Stopped adventurers from starting in pits if other sites are available
  • Stopped rbut from quitting out of character creation
  • Removed adventure mode feature discovery announcements
  • Updated more classic tiles and brought back cursors
  • Dye vs profession coloration toggleable in both modes
  • Stopped migrant families with negative age younger siblings in young worlds
  • Removed case sensitivity from unit filters
  • Fixed a crash from subtabbing to certain buildings
  • Made help close button act consistently when help is minimized
  • Fixed bug where syndrome would target too few tissues
  • Fixed issue with occasional infinite loop on population placement
  • Fixed bug where many priests would move to different homes after world generation
  • Fixed crash involving river audio polling
  • Started adding tutorial (camera, movement, menu options, popups for many menus)
  • Menu sounds during character creation and the adventure log
  • Improved river and campfire audio loops
  • Can click on portrait for status
  • Hive no longer looks like clothing
  • Made string display more compatible with fan translations
  • Made threading more stable
  • Fixed modding crash involving creature variations
  • Audio crash fixed
  • Update to bin/barrel container graphics so they show their contents in more detail
  • Added tracking symbols (shift + K for now)
  • Added classic glyphs (still need to work on screen layout)
  • Fixed Linux crash-on-exit
  • Better respected caste population ratios
  • Added more information to crash logs
  • Fixed command line world generation
  • Fix for recent audio crash
  • Palettized wieldables and wearables for dwarves/humans/elves/goblins/kobolds
  • Graphical left/right hand distinction on wieldables
  • Child/baby images for humans/elves/goblins/kobolds
  • Visible soldiers/groups on world map in adventure mode
  • Adventure mode sound indicators in unseen areas
  • Ability to assume identity in adventure mode
  • Can view wounds in dwarf mode arena without diagnosis
  • Your adventurer can ride and push minecarts, use levers, bash down locked doors and hatches, topple statues
  • You can now use wells in towns
  • Adventure music plays based on context
  • Full personality customization available in adventure character creation
  • A few Linux audio crashes fixed
  • Composing poems, music, dances, and writing things down is back in
  • Wrestle button now handles wrestling
  • Encumbrance is visible in inventory screen and there are a few alert levels for being over-encumbered
  • Speed is visible in the movement options
  • Indicators for ongoing movement, attacks, and dodges during player's turn in combat
  • Throwing/shooting crash fixed
  • Fixed input/display issues in kitchen menu
  • Handled several issues with gifting pets
  • Certain goblin torsos weren't being displayed
  • Butchering and crafting is now in
  • Abilities menu! Raise the dead if you learn the secrets, pet animals, spit, breathe fire and use other special powers in mods or as an arena-controlled creature/undead
  • Left click to move to distant tiles
  • Interaction-given syndrome tracking/timing improved
  • NPCs should run and sleep again
  • Added the trade/barter/demand conversation menu
  • Sites without tables in their stockpile get emergency tables for their shops for now
  • Printed tabletop items on tables, and stopped many other building items from printing on top of creatures
  • Sound off init option should work in adventure mode now
  • Adventurers are no longer unaware of their own name
  • Adventurers should no longer be sprinting/walking/etc forever when retired into a fort
  • Fixes that linux crash on the trainer menu again
  • Makes liquids/powders not spill out of containers on unretire
  • Right click menu has option to move more than one tile
  • Npc sheets no longer give away their names unless you know them
  • Cleaned up an intermittent crash from playing multiple adventure worlds
  • Fixed crash from some old adventurers
  • Stopped lockpicking menu from popping up until that's ready
  • Fixed cave adaptation
  • Optimization for loading speed with regards to flow events
  • Restricted some actions like bookkeeping from happening outside fort mode
  • Centered display of some wide-bodied creatures (some bears, anaconda, python, some animal people
  • Fixed region map scrolling crash
  • Crash fix related to multithreading


[ 2025-01-22 21:05:25 CET ] [ Original post ]

Dwarf Fortress
Bay 12 Games Developer
Kitfox Games Publisher
2022-12-06 Release
Game News Posts: 47
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Overwhelmingly Positive (25699 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.

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