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Next Steps for Dwarf Fortress + Patch 51.05 Dwarf Fortress Dev News
Today we have patch 51.05 with some crash fixes and some other helpful changes. We also now have art for all of the tree growths, like fruit, flowers, and leaves.
Fortress Mode
Very soon we will also have Programmer Putnams Lua upgrade which will allow you to create more powerful mods and lay the foundation for future Myth and Magic updates. We just have a few more fixes to make and then we will be ready to put it out on the experimental branch. Stay tuned! Our first Fortress Mode releases will focus on improving sieges. We want to give players the tools and abilities to be more properly prepared for an attack. The update will also add the first Fortress mode abilities to interact with magic systems (beyond necromancers and mods.) Here are some possible changes, none of which are guaranteed, but which we are aiming for:
Wed like the add the ability to make your own settlements, also known as Site Building as the first major Adventure mode feature post launch, since it used to be in the classic game but didn't make it in for the graphical version. This will happen after Fortress Mode gets updated with the siege improvements above. It does involve some new interfaces, and so will be a fair bit of effort, but we know some of you are eagerly awaiting it.
Next, well focus on world map rewrites and additions and beautifications, especially those needed to get us prepared for a more magical and procedural, dynamically-reactive future. Youll see this in Fortress Mode since a lot of these changes are underground but there will also be changes aboveground. We'd also like to further differentiate the existing natural biomes, plus of course anything magical or strange we add.
Before the Steam version, Tarn was working on various features. Villains, army warfare, civilizations, etc, and this (after Maps) is when Tarn would turn to look at those again. When will that be exactly? Well.. after siege improvements and Lua becomes more stable we will have a better idea on what will come first and how it will be implemented. We dont have timelines or exact promises for any of this right now and theres lots to do beforehand but its all coming! Weve tried to predict how long things take before, and its never worked out well for us, so well just take it one release at a time. Every step of the roadmap above will also include art additions, and even more myth and magic changes and content that make sense to add along the way, and keeps Tarns morale high, as hes been looking forward to those since Tanya met him all those years ago. So this gives you a general overview of our plans for Dwarf Fortress for a while. Thank you for joining us on this journey beyond quality. - Alexandra
[ 2025-02-12 14:00:29 CET ] [ Original post ]
Hey Urists, Its Alexandra from Kitfox! We are back and hope youve been enjoying your time with Adventure Mode. Its been so much fun seeing you discover magical items, creating your adventurers and running into giant snakes (a more common occurrence than I thought would happen). Its officially time to enter a new era of Dwarf Fortress development. Now that both modes have been updated for the Steam version, we can focus on quality of life fixes, more modding support and brand new features Tarns been excited to add. We will be busy with Dwarf Fortress development for a long time!
To start, today!
Today we have patch 51.05 with some crash fixes and some other helpful changes. We also now have art for all of the tree growths, like fruit, flowers, and leaves.
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Patch Notes 51.05
Fortress Mode
- Fixed crash on justice screen and adjusted convicts menu position
- Fixed crash relating to empty work details list
- When choosing rectangles, shows dimension of rectangle
- Allowed numbers and symbols in unit list search
- Display speed and gait and momentum on main screen
- Summoning abilities should work now
- Stopped creating beast rumors (and thereby kill quests) for civilized predator/subterranean creatures (new worlds only)
- Added button to go back to destiny/difficulty selection from character creator
- Classic mode travel maps now show up properly
- Tree growth pictures (leaves, flowers, fruit, etc.)
- Added zombie syndrome class to husks so they'll display properly (new worlds only)
- Option to print only periods for the ground in Classic mode returns
Next few updates
Very soon we will also have Programmer Putnams Lua upgrade which will allow you to create more powerful mods and lay the foundation for future Myth and Magic updates. We just have a few more fixes to make and then we will be ready to put it out on the experimental branch. Stay tuned! Our first Fortress Mode releases will focus on improving sieges. We want to give players the tools and abilities to be more properly prepared for an attack. The update will also add the first Fortress mode abilities to interact with magic systems (beyond necromancers and mods.) Here are some possible changes, none of which are guaranteed, but which we are aiming for:
- Allow siegers to plan and learn, tracking where deaths occur and using alternate routes
- Properly equipped siegers should be able to build, demolish and dig (default on, can be turned off in difficulty settings)
- Kidnapped humans and dwarves should be more interesting - warlords and demon-trained sorcerers focused on siege warfare and infiltration (for now)
- Temple/etc.-based defenses for any magic that proves too annoying to combat with soldiers
- Ranged weapon/squad fixes
- Changes to defensive siege weapons to make them more useful
- If ranged weapon changes remove the delightful effect of fast-shooting crossbows, add a repeating defensive bolt thrower emplacement that uses regular bolts
- Changes to cage traps to make it more intensive but still possible to e.g. capture megabeasts
- Make megabeast and kobold attacks more functional and interesting
- Fix and improve underground civilization attacks (as far as we can without future map changes)
- Anything from Combat Flow and Combat Styles that comes up, also a notion of reach
After That: Site Building (Adventure Mode)
Wed like the add the ability to make your own settlements, also known as Site Building as the first major Adventure mode feature post launch, since it used to be in the classic game but didn't make it in for the graphical version. This will happen after Fortress Mode gets updated with the siege improvements above. It does involve some new interfaces, and so will be a fair bit of effort, but we know some of you are eagerly awaiting it.
After That: Maps
Next, well focus on world map rewrites and additions and beautifications, especially those needed to get us prepared for a more magical and procedural, dynamically-reactive future. Youll see this in Fortress Mode since a lot of these changes are underground but there will also be changes aboveground. We'd also like to further differentiate the existing natural biomes, plus of course anything magical or strange we add.
Eventually: A Return to Systems
Before the Steam version, Tarn was working on various features. Villains, army warfare, civilizations, etc, and this (after Maps) is when Tarn would turn to look at those again. When will that be exactly? Well.. after siege improvements and Lua becomes more stable we will have a better idea on what will come first and how it will be implemented. We dont have timelines or exact promises for any of this right now and theres lots to do beforehand but its all coming! Weve tried to predict how long things take before, and its never worked out well for us, so well just take it one release at a time. Every step of the roadmap above will also include art additions, and even more myth and magic changes and content that make sense to add along the way, and keeps Tarns morale high, as hes been looking forward to those since Tanya met him all those years ago. So this gives you a general overview of our plans for Dwarf Fortress for a while. Thank you for joining us on this journey beyond quality. - Alexandra
[ 2025-02-12 14:00:29 CET ] [ Original post ]
Dwarf Fortress
Bay 12 Games
Developer
Kitfox Games
Publisher
2022-12-06
Release
Game News Posts:
46
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ 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.
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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.
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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!
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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.
![]()
With the goal of simulating all of existence, Bay 12 estimates they’re only about 44% done.
- 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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