
- 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
We heard your feedback about the portraits and updated a bunch of them that were feeling inconsistent with the tone of the game. I\'m still getting a hang of making art direction decisions and wasn\'t as careful as I should have been. So Guido/Neoriceisgood and I talked more about the portrait art and I gave him more time to rework them.\n\nAlthough we always welcome feedback, it was disappointing to see disrespectful and disparaging comments directed to Guido/Neoriceisgood who was simply working within the confines of his role. And so I ask that folks be more kind to the dev team in future feedback. I also want to clarify that we do not use generative AI for Dwarf Fortress in any step of development. We make things that make things but we make them by hand.\n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34693670/a4df42fe1818518781a17760709aeb95d6ef28d2.png\"][/img]\n
Release notes for 53.09:
\nHere\'s a patch with lots of routine fixes. Lots of new portraits and some updated portraits. Small experimental beasts now have their own colorful graphics to match the forgotten beasts. Find details below:\n\nGraphics updates\n
New procedural graphics for small experiments.
[/*]New animal portraits, and some new full body animal tiles.
[/*]Can pop up basic small animal sheets to view portraits and read descriptions for small animals.
[/*]Offering place, display furniture, and nest box show proper item materials when placed as buildings.
[/*]Uses proper list icons for creatures when choosing animals in embark or adventure setup.
[/*]Added further box highlighting for chosen/hero/ordinary selection in Classic.
[/*]Added error log for unrecognized tile graphics rectangle tokens.
[/*]Properly sized giant flying/gray squirrel list icons and corpses.
[/*]Fixed upright weapon trap display error.
[/*]Minimap properly updates on certain recenter commands.
[/*]
\nGeneral updates\n
Stopped mood dwarves from choosing inaccessible workshops and causing path cancellation lag.
[/*]Dwarves no longer try to store pile and tomb items which are located outside their burrows.
[/*]Dwarves no longer try to store carried objects outside of their burrows.
[/*]Stopped dwarves with no working grasps from trying to store owned objects and excess equipment.
[/*]Made armor appear again on many non-sieging units where it was missing.
[/*]Mothers seeking lost infants no longer respect burrows but do respect chains.
[/*]Mothers no longer seek ghostly babies.
[/*]If an egg hatches and the mother is assigned to a zone (e.g. pasture), the baby is now assigned to the zone.
[/*]Soldiers given an order while hauling will now drop their hauled job items instead of taking them along on duty.
[/*]Dwarves heading off to meetings will drop hauled items from cancelled jobs.
[/*]Dwarves are more likely to handle their hauled drink-related items after drinking.
[/*]Appropriate buildings now stop rain and snow.
[/*]Added indication during assignment of specific military items whether the item is already assigned elsewhere.
[/*]Animal traps can catch subterranean water creatures like cave lobsters again.
[/*]Cave lobsters can be processed in the fishery and their shell can be used for shell crafts.
[/*]Creatures that leave statue corpses now leave statues of themselves rather than of random creatures.
[/*]Prophets and other religious people with prophetic belief systems will no longer include incorrect beliefs in their greetings.
[/*]Stopped pedestals and display cases from being allowed to display themselves.
[/*]Made mussels and oysters stop appearing on land when animals root around near oceans.
[/*]Stopped a few illegal werebeast types from being created.
[/*]Added visual button to back out of art element creation and deletion.
[/*]Fixed conflicting hauling/hot keys keybindings. You may have to restore defaults or update it yourself if you have custom bindings.
[/*]Specified amount created in some job names.
[/*]Fixed some item description grammar.
[/*]Fixed broken child/baby strings in certain contexts like action reports.
[/*]Cleaned up procedural creature text a bit.
[/*]Fixed incorrect name for coral material.
[/*]Fixed improper text for mythical dream objects.
[/*]Giant and animal person variants of pool creatures will now appear in savage lakes. (New worlds)
[/*]Fixed a few typos with key binding text.\n
[/*]
-Tarn
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