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{{Short description|2006 roguelike management simulation video game}} | |||
{{Infobox video game | |||
|title = Slaves to Armok: God of Blood Chapter II: Dwarf Fortress | |||
{{good article}}{{distinguish|dwarf forest}}{{use American English|date=March 2024}}{{use mdy dates|date=March 2024}} | |||
|image = ] | |||
|developer = Tarn Adams | |||
{{infobox video game | |||
|publisher = Bay 12 Games | |||
| alt = The logo for Dwarf Fortress. The text "Dwarf Fortress" is seen in a pixelated font. A pixelated depiction of a dwarf is seen next to the text. | |||
|designer = Tarn Adams<br>Zach Adams | |||
| designer = {{ubl|]|Zach Adams}} | |||
|libraries = ]/]/]/] | |||
| developer = Bay 12 Games | |||
|version= 0.31.18 | |||
| genre = ], ], ] | |||
|released = 8 August {{vgy|2006}} (initial)<br>16 November {{vgy|2010}} (current) | |||
| image = Dwarf Fortress.svg | |||
|genre = ], ] | |||
|modes = ] | | modes = ] | ||
| platforms = ], ], ] | |||
|ratings = | |||
| publisher = {{ubl|Bay 12 Games|] (Steam, Itch.io)}} | |||
|license = ] | |||
| released = {{ubl|'''Public Alpha (v0.21.93.19a)'''|{{start date and age|2006|08|08}}|'''Steam, Itch.io'''|{{start date and age|2022|12|06}}}} | |||
|platforms = ], ], ]<ref name="40dbranch" /> | |||
| title = Dwarf Fortress | |||
|media = ] | |||
|requirements = ], ] or higher, ], 100 ] ] space, 512 ] ], ] with ] support | |||
|input = ], ] (limited support) | |||
}} | }} | ||
'''''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress''''', also called '''''Slaves to Armok II: Dwarf Fortress''''', but most commonly known simply as '''''Dwarf Fortress''''', is a ] ] by Bay 12 Games for ], ], and ] set in a ] universe that combines aspects of ] and ] and is primarily known for its unique level of complexity and difficulty. The title of the game is inspired by its primary focus on the construction, management, and exploration of dwarven fortresses within the game world. Development started in October {{vgy|2002}},<ref name="gamasutra">{{cite web|url=http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=1|title= Interview: The Making Of Dwarf Fortress|author=Harris, John|publisher=]|date=2008-02-27|accessdate=2008-03-05}}</ref> followed by the game's first public release in August {{vgy|2006}}.<ref>{{cite web|url=http://www.bay12games.com/dwarves/dev_2006.html|title=Development in 2006|publisher=''bay12games.com''|accessdate=2008-03-05}}</ref> | |||
'''''Dwarf Fortress''''' (previously titled '''''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress''''') is a ] and ] ] created by Bay 12 Games. Available as ] and in development since 2002, its first ] was released in 2006 and received attention for being a two-member project surviving ]. | |||
==History== | |||
''Dwarf Fortress'' is the successor to ''Slaves to Armok: God of Blood'', a ] ] by Bay 12 Games.<ref name="gamasutra"/><ref name="armok1">{{cite web|url=http://www.bay12games.com/armok/download.html|title= Slaves to Armok, the God of Blood|accessdate=2009-08-20}}</ref> ''Dwarf Fortress'' discarded ''God of Blood'''s ] in favor of a ] and incorporated economic and strategy elements. On-screen displays use slightly modified ] characters in 16 different colors implemented as bitmaps, rendered with OpenGL. This makes the game capable of switching to full screen on Vista, unlike pure text-mode programs. The developer states that graphic representation is not a significant focus. | |||
Originally displayed using ]s, the game is set in a detailed, ] fantasy world with randomized creatures, ], and history. Players can control a colony of ] in a fortress or explore the world as a ]. Its mechanics have been lauded for their depth and complexity. | |||
''Dwarf Fortress'' initially supported 2D landscapes only, with X and Y axes corresponding to the four ]s. Later versions added a Z axis – multilayered maps – while retaining two-dimensional graphical representation. This allows for geographic features like hills, mountains, and chasms and player-created features like multilevel fortresses, waterfalls, above-ground towers, elaborate deathtraps, and pits. | |||
Prior to ''Dwarf Fortress'', Tarn Adams was working on a project called ''Slaves to Armok: God of Blood'' which was a ]. By 2004, Adams decided to shift from the original ''Armok'' to ''Dwarf Fortress'' after the former became difficult to maintain. Adams calls it his life's work and said in 2011 that version 1.0 will not be ready for at least another 20 years, and even after that he would continue to work on it. A paid edition with graphical tiles and a new soundtrack was published by ] and released to ] and ] in 2022. | |||
''Dwarf Fortress'' has garnered a review in the December 2006 issue of '']'', an article in Games for Windows and PC Powerplay, mention on the ] website,<ref name="eurogamer">{{cite web|url=http://www.eurogamer.net/article.php?article_id=67553|title= The State of Independence #5|author=Gillen, Kieron|authorlink=Kieron Gillen|publisher=]|date=2006-09-13|accessdate=2008-03-05}}</ref> the Roguelike of the Year award from ASCII Dreams in 2007, Indy PC game of the year at the 2006 Gamers With Jobs Community Game of the Year Awards, and various interviews including ones for '']'', ], Gamers with Jobs, GeekNights, and Dubious Quality. | |||
Critics praised its complex and ] but had mixed reactions to its difficulty. The game influenced '']'', '']'', and others, and was selected ] to be featured in the ] to show the history of video gaming in 2012. The game has a ] and an active online community. As there are no ]s, every fortress, no matter how successful, will eventually fall; this has prompted the community motto: "Losing is Fun!" | |||
''Dwarf Fortress'' is under continual development with features being added constantly.<ref name="Recent Devs"/> The development website lists "Power Goals" in terms of small story excerpts, which at one point might emerge naturally in the game.<ref name="fulldevnotes">{{cite web|url=http://www.bay12games.com/dwarves/dev.html|title=Full list of Dwarf Fortress development goals and requirements|publisher=''bay12games.com''|accessdate=2008-04-28}}</ref> | |||
== Gameplay == | |||
The latest major release was April 1, 2010, when the version number was updated from 0.28.181.40d to 0.31.01. The 0.31.01 version of the game features several substantial changes to gameplay,<ref name="Comparison of latest version vs. previous version at the Dwarf Fortress wiki">http://df.magmawiki.com/index.php/2010</ref> as well as numerous new bugs.<ref name="0.31.01 bugs">http://www.bay12games.com/forum/index.php?topic=51953.0</ref> As of November 16, the game has been updated to version 0.31.18. The developer has stated his intention to release several smaller updates within a small period of time to fix bugs and incorporate an earlier experimental branch which added ] graphics features to the game.<ref name="40dbranch">{{cite web|url=http://www.bay12games.com/dwarves/|title=Dwarf Fortress forum|publisher=''bay12games.com''|accessdate=2010-04-01}}</ref> While the bulk of the game is programmed solely by Tarn Adams, portions of the OpenGL code in the experimental branch were programmed by third parties. | |||
=== Overview and game modes === | |||
]-like character and various other letters represent animals. Here, dwarves and livestock can be seen around their wagon of supplies just after embark.]] | |||
''Dwarf Fortress'' has three primary game modes which take place in worlds created by the player, where most of the elements are randomly generated.<ref name="WMoore" /> | |||
* Fortress mode, a ] of a colony of ].<ref name="RPSGillen" /><ref name="GIPearson" /> There are no objectives, with the player being free to decide how to go about managing the colony and making them interact with the environment, thus making it an ] and ]-style game. Since there is no way to win, it only ends when the entire colony is defeated by the various possible threats, or the player decides to abandon or retire the fortress. | |||
''Dwarf Fortress''' design has lent itself to ''succession games,'' also called ''bloodline games.'' In a succession game, different players trade a saved game and, one at a time, work together on a single fortress. The player taking his or her turn will usually update the others on their progress, usually via an Internet message board. A well-known example of this is the fortress known as "Boatmurdered".<ref>http://lparchive.org/LetsPlay/Boatmurdered/</ref> | |||
* Adventure mode, a ], open-ended ] where the player starts off as an adventurer.<ref name="GIPearson" /> | |||
* In Legends mode, players can view maps, histories of each civilization and any figure who has lived or died in the generated world. Any noticeable achievement made by the player in any of the two game modes is recorded and is viewable in Legends mode.<ref name="RPSSmith" /> | |||
* An object testing arena is present, where players can simulate battles between selected units in various conditions. It is also used for testing ].<ref name="RPSSmith" /><ref name="PCGMcDougall2" /> | |||
The world is represented by letters, numbers, ]s and symbols in sixteen different colors.<ref name="seattleweekly" /> For example, a dwarf is represented by the character <code>]</code>, a cat is a dark gray <code>c</code>, a dog is a brown <code>d</code>, and a giant spider is a light gray <code>S</code>.<ref name="WGoldbergLarsson" /> The ] graphics use ] characters as tiles, giving it the appearance of a ].<ref name="KSShimomura">{{cite magazine |last=Shimomura |first=David |date=April 29, 2014 |title=Road to Two5Six: Tarn and Zach Adams |url=http://killscreendaily.com/articles/road-two5six-tarn-and-zach-adams/ |magazine=Kill Screen |archive-url=https://web.archive.org/web/20140727125412/http://killscreendaily.com/articles/road-two5six-tarn-and-zach-adams/ |archive-date=July 27, 2014 |url-status=dead |access-date=December 30, 2014}}</ref><ref>{{cite news |last=Hall |first=Charlie |date=March 14, 2019 |title=The co-creator of Dwarf Fortress is getting older, but his work remains unfinished |url=https://www.polygon.com/features/2019/3/14/18264569/dwarf-fortress-steam-tarn-adams-villains-health-care |work=Polygon |access-date=March 2, 2024 |quote=The truth is that Adams has been so busy programming ''Dwarf Fortress'' over the last 16 years that he hasn’t had time for things like graphics. Instead, he just sampled images of ASCII characters from a 30-year-old version of MS-DOS and called it a day. |archive-date=March 3, 2024 |archive-url=https://web.archive.org/web/20240303024541/https://www.polygon.com/features/2019/3/14/18264569/dwarf-fortress-steam-tarn-adams-villains-health-care |url-status=live}}</ref> The paid edition replaces the characters with ] sprites and includes an option to switch between the new and old visuals in the settings menu.<ref name="PHall3">{{cite news |last=Hall |first=Charlie |date=November 1, 2022 |title=Dwarf Fortress' big makeover will be out on Steam in December |url=https://www.polygon.com/23433536/dwarf-fortress-steam-version-release-date-announcement |work=Polygon |access-date=March 4, 2024 |archive-date=September 23, 2023 |archive-url=https://web.archive.org/web/20230923054441/https://www.polygon.com/23433536/dwarf-fortress-steam-version-release-date-announcement |url-status=live}}</ref><ref>{{cite magazine |last=Boudreau |first=Ian |date=December 22, 2022 |title=Dwarf Fortress update removes graphics |url=https://www.pcgamesn.com/dwarf-fortress/update-removes-graphics |magazine=PCGamesN |access-date=March 4, 2024 |archive-date=March 4, 2024 |archive-url=https://web.archive.org/web/20240304084909/https://www.pcgamesn.com/dwarf-fortress/update-removes-graphics |url-status=live}}</ref> | |||
Previous to ''Dwarf Fortress'', Bay 12 Games created ''Liberal Crime Squad'', another strategy game utilizing ] ] graphics. Liberal Crime Squad is a political satire focused on a fictional extremist organization, Liberal Crime Squad, based on the historical ].<ref>{{cite web|url=http://www.rockpapershotgun.com/2010/04/07/the-complete-rebel-without-a-pause-key/#more-28128|title=The Complete Rebel Without A Pause Key}}</ref> | |||
=== World generation === | |||
==Gameplay== | |||
] | |||
Prior to play, a world must be generated using the software or downloaded from the Internet. Each constructed world is unique; events that take place during play will affect subsequent games in the same world. World creation in ''Dwarf Fortress'' is elaborate: terrain is ], erosion is simulated, then wildlife, towns, and other sites are placed.<ref name="gamasutra"/> A specific history is attached to each site; references to these events can be found during gameplay (in artwork and conversations with non player characters(NPCs)), and development's current focus (as of April 2008) is to make world generation wars determine in-game territory distribution and NPC background stories. The entire process can take anywhere from a few seconds to several hours, depending on settings and computer speed. Tarn Adams has added an option for generating significantly smaller worlds (of sizes 257x257 (the default), 129, 65, 33 or 17) for people who do not want to spend longer amounts of time generating a full sized world.<ref name="Recent Devs">{{cite web|url=http://www.bay12games.com/dwarves/dev_now.html|title=Recent Developments|publisher=''bay12games.com''|accessdate=2008-03-11}}</ref> With the addition of more advanced world generation parameters in v0.28, it has become possible to generate non-square worlds (such as 129x65) as well as the ability to "paint" the shape of the world (specifying height, temperature, savagery, rainfall, drainage, and volcanism) which has given rise to real-world-inspired world generation parameters.<ref name="DwarfHeightMap Utility">{{cite web|url=http://www.bay12games.com/forum/index.php?topic=22342.0|title=DwarfHeightMap Utility|accessdate=2008-08-25}}</ref> | |||
The first step in ''Dwarf Fortress'' is generating a playable world; only one game can be played per world at a time.<ref name="RPSSmith" /> The player can adjust certain parameters governing size, savagery, mineral occurrences and the length of history.{{sfn|Tyson|2012|pp=9–14}} The map shows symbols representing roads, hills, towns and cities of the various civilizations, and it changes as the generation progresses.<ref name="RPSSmith" /> | |||
The process involves ] basic elements like elevation, rainfall, mineral distribution, drainage and temperature.<ref name="WMoore" /> For example, a high-rainfall and low-drainage area would make a swamp. Areas are thus categorized into ]s, which also have two variables: savagery and ].<ref name="GHarris" /> They have their own specific type of plant and animal populations. The next phase is erosion—which the drainage simulates. Rivers are created by tracing their paths from the mountains (which get eroded) to its end which is usually an ocean; some form into lakes.<ref name="PHall2" /> The salinity field defines oceans, ]s or ] plains. Names are generated for the biomes and rivers.<ref name="GHarris" /> The names depend on the area's good/evil variable (the alignment) and though in English, they are originally in one of the four in-game languages of dwarves, ], humans and ]s; these are the four main races in any generated world.<ref name="PHall2">{{cite news |last=Hall |first=Charlie |date=July 23, 2014 |title=Dwarf Fortress will crush your CPU because creating history is hard |url=http://www.polygon.com/2014/7/23/5926447/dwarf-fortress-will-crush-your-cpu-because-creating-history-is-hard |work=Polygon |archive-url=https://web.archive.org/web/20140908024503/http://www.polygon.com/2014/7/23/5926447/dwarf-fortress-will-crush-your-cpu-because-creating-history-is-hard |archive-date=September 8, 2014 |url-status=live |access-date=July 30, 2014}}</ref> | |||
The game offers two play modes: "Dwarf Fortress" mode, in which the player builds a ] settlement, and "Adventurer" mode, in which the player controls a single character in a generally ] manner. Only one mode at a time can be actively played in a given game world, although adventurers can visit abandoned or demolished fortresses built in prior games. | |||
After a few minutes the world is populated and its history develops for the number of in-game years selected in the history parameter. Civilizations, races and religions spread and wars occur,<ref name="PCGHogartya" /> with the "population" and "deaths" counters increasing.<ref name="RPSSmith" /> The ticker stops at the designated "years" value, at which point the world can be saved for use in any game mode. Should the player choose to retire a fortress or adventure mode character, or should they be defeated, this world will persist and will become available for further games.{{sfn|Tyson|2012|pp=9–14}} | |||
The game difficulty is variable, but its slant towards difficulty is reflected in the game's motto, "Losing is Fun". The first few attempts for newer players can often end in disaster. However, as time progresses, and the user's fortress grows, the game presents more late-game challenges. Since there is no victory condition for the game, all fortresses can and will eventually end in disaster. | |||
=== |
=== Fortress mode === | ||
] | |||
] | |||
As the player begins Dwarf Fortress mode, they have the ability to select a starting location, which determines the resources and challenges one may encounter on a given map. For example, a player may start on a map that contains a ] pool, which allows the dwarves to smelt and craft metals without requiring fuel resources but occasionally spawns dangerous enemies. | |||
==== Basics ==== | |||
The initial settlement party consists of seven dwarves. The player receives a number of points to spend on settler skills and resources (food, weapons, armor, equipment, etc.). Once these decisions have been made, the settlers arrive and await the player's instructions. | |||
] | |||
] | |||
When Fortress mode is selected, the player is given the option to choose the embark location in the world. The player can consider the environment, elevations, biome, soil types and mineral concentrations<ref name="RPSSmith1" /><ref name="ATJohnston" /> which can pose significant challenges to the development or survival of the fortress.{{sfn|Tyson|2012|pp=9–14}} Customizing the colony's supplies, domestic animals and skills are available, but each dwarf's mental and physical attributes are randomly generated.<ref name="IGNSpencer" /> The game describes in detail each dwarf's physical appearance, like hair and facial features.<ref name="IGNSpencer" /> The mental abilities, individual preferences and desires are also randomly generated. Each dwarf's relationships with others and the deities they worship can be viewed.<ref name="RPSSmith1" /> | |||
The player embarks with the expedition team (seven dwarves, their livestock and supplies), and does not have direct control over them. In order to construct and operate the fortress, the player has to designate specific tasks to be performed and the dwarves will go about it.<ref name="ATJohnston" /> They can be assigned any labors, but their work still depends on their relative skill with it, which can increase as they perform said task.<ref name="RPSSmith2" /> Some task categories are stone-working, woodworking, metalworking, farming, and crafting; there are further combat-related skills.<ref name="RPSSmith1" /> They are categorized further, such as ], ], ], ], ], and ].{{sfn|Tyson|2012|p=109}} Activities take place in workshops which need to be constructed; for example, ]s for brewing alcohol.<ref name="PCGHogartya" /><ref name="RPSSmith3">{{cite news |last=Smith |first=Quintin |date=September 28, 2010 |title=The Song of Onionbog, Pt 3: Turtle Biscuits |url=http://www.rockpapershotgun.com/2010/09/28/the-song-of-onionbog-pt-3-turtle-biscuits/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140514201226/http://www.rockpapershotgun.com/2010/09/28/the-song-of-onionbog-pt-3-turtle-biscuits/ |archive-date=May 14, 2014 |url-status=live |access-date=May 28, 2014}}</ref> The ] has a very important role because it produces weapons and armor for the military,<ref name="RPSSmith3" /> trap components for defense, and high-value furniture and decorations.<ref name="RPSSmith4" /> | |||
A variety of tasks can be performed in the game. Some are basic, such as mining, woodcutting, metalsmithing, masonry, farming, and cooking. Others are more esoteric, such as soapmaking, fish-cleaning, engraving, and gem cutting. A given dwarf's "career" will generally center on the skill practiced most. Many of the skills require special buildings, known as workshops, to be constructed. | |||
==== Functional mechanics ==== | |||
The player influences newly-arrived dwarves through the designation of work areas and subsequent job creation, but the player cannot directly control a dwarf. For example, designating an area for wood-cutting creates one "chop down tree" job for each tree encompassed, which a dwarf with the proper job activated will carry out. If a wood stockpile is created, a "haul lumber to stockpile" job forms whenever there is a spare log and available room in the stockpile. Any dwarf may be designated to perform a job; however, higher skill in a given job may improve rate (such as with mining) or quality (in the case of crafting) of performance. | |||
The player initially can see a ] of the surface-level of the fortress site; each layer of a ] level can be viewed when the player changes it. An entire underground level would be seen as its entire section of terrain while a mountain at the surface level would have only its section visible with the remaining surface landscape. Thus, for digging, the player can designate, for every z-level starting from the surface, staircases to be carved, and, at the final designated level, end the staircase by having it dug into a room.{{sfn|Tyson|2012|p=24}} | |||
The ] in ''Dwarf Fortress'' is fairly accurate. Rocks like ] and ] can be dug up. The topmost layer usually consists of sand, clay or plain soil—this can be used for underground farming.<ref name="RPSSmith1" /> Deeper levels will be layers of rock; minerals appear in layers or clusters around the right depth. Gems like ]s appear in rare clusters.<ref name="PCGHogartya" /> Water is simulated like ]; every tile can contain up to seven levels of it. A tile having one level of water is the lowest, while a tile with seven is full.<ref name="GHarris" /> There is a system for simulating temperature and heat. Fires can spread and burn dwarves and furniture.<ref name="RPS1" /> There are four basic seasons in an in-game year: spring, summer, autumn and winter.<ref name="RPSSmith4">{{cite news |last=Smith |first=Quintin |date=September 30, 2010 |title=The Song of Onionbog, Pt 4: Fascism & War |url=http://www.rockpapershotgun.com/2010/09/30/the-song-of-onionbog-pt-4-fascism-war/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140511095030/http://www.rockpapershotgun.com/2010/09/30/the-song-of-onionbog-pt-4-fascism-war/ |archive-date=May 11, 2014 |url-status=live |access-date=May 28, 2014}}</ref>{{sfn|Tyson|2012|p=46}} | |||
As they excavate their mountain, dwarves will have to fashion living space, produce food (typically involving farming and irrigation), obtain water and alcohol, and build workshops to generate valuable trade goods. They will also encounter hostile creatures against whom they must defend, which generally leads to military organization and deathtraps. As the fortress grows, more dwarves will arrive, providing additional labor and opportunities for job specialization. | |||
] can be mined just like normal stone and the raw ore can be ] to produce their corresponding metal bars. Different ores or metal bars can be ]ed together for higher quality materials. For ] production, ] stones are used to make ] bars and smelt it with regular ] and ] (or ]). Specific metal items can be melted back to their respective bars. Without steel, the alloy ] or regular iron are the next best suitable metals to use. Bronze requires two ores or bars of ] and ]. The metal ]ine, found deep below, is extremely light but very strong, making it excellent for sharp weapons and armor. Raw adamantine can be extracted into strands and can further be either woven in cloth or smelted into wafers.{{sfn|Tyson|2012|pp=117–120}} | |||
As the game proceeds, players can encounter foreign traders, dwarven nobles who place demands on the populace, goblin sieges, maniacal dwarven artisans, and a variety of other special events. | |||
==== Fortress management and growth ==== | |||
The game models the dwarves and the world in extreme detail; for example, during combat, a dwarf can sustain varying degrees of injuries (broken, mangled, etc.) to many body parts down to individual fingers, internal organs and even nerves and arteries. Item , quality of workmanship, dye and decorations are all registered and taken into account. According to their experiences (having a friend die, being served low quality food, being disturbed by noise while sleeping, etc.) dwarves can become happy or sad, even angry and finally driven insane; they build social relationships, marry a sufficiently compatible dwarf and have children, or organize parties. Each dwarf also has its own unique personality, likes, and dislikes that will affect how the dwarf reacts to specific situations. An example of this is that a dwarf who likes the material gold will get a happy thought from seeing or owning a golden item, or a dwarf who is quick to anger will be more likely to tantrum and get into fist fights. In addition, dwarves can obtain personality traits through experiences such as seeing a great deal of death, which will decrease the unhappiness received from the death of friends. Gravity is simulated; and an elaborate fluid mechanics system<ref name=gamasutra/> is responsible for river and magma flows, and allows phenomena such as pressure geysers and flooding to happen in-game. | |||
Underground farming has customized crops like "plump helmet" mushrooms, which can be brewed to make dwarven wine.<ref name="RPSSmith1" /> As the fortress prospers, migrants come in larger numbers from the mountainhome (the colony's home civilization) and will need further accommodation. Trading caravans, which can be from the various neighboring civilizations including the home civilization, visit the fortress on a yearly basis and are useful for getting supplies not available in the player's fortress area.<ref name="RPSSmith2" /><ref name="RPSSmith3" /> The role of ], manager and ] can be assigned to any dwarf during early game.<ref name="ATJohnston" /> The bookkeeper maintains records of every item present in the fort, the manager auto-assigns jobs and the broker deals with trading caravans. The production of crafts from any material are useful for trading.<ref name="PCGHogartya" /><ref name="RPSSmith2">{{cite news |last=Smith |first=Quintin |date=September 27, 2010 |title=The Song of Onionbog, Pt 2: Ingish's Duty |url=http://www.rockpapershotgun.com/2010/09/27/the-song-of-onionbog-pt-2-ingishs-duty/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140511073925/http://www.rockpapershotgun.com/2010/09/27/the-song-of-onionbog-pt-2-ingishs-duty/ |archive-date=May 11, 2014 |url-status=live |access-date=May 28, 2014}}</ref><ref name="RPSSmith4" /> The caravans come from civilizations of elves and humans but depending on the embark region and history, they may be absent or sometimes even hostile. | |||
Dwarves need to be provided with food and drink (mostly in the form of alcohol). A dwarf will get negative thoughts for drinking plain water and even for drinking the same type of alcohol, making it necessary to grow different crops for producing different drinks.<ref name="RPSSmith3" /> Things like not having a separate bedroom can upset a dwarf. They may make friends and sometimes marry; females give birth.<ref name="RPSSmith4" /><ref name="RPS1" /> Dwarves can get upset by sustaining injuries, having poor clothing, losing their pets, friends or relatives; interacting with or seeing their corpses can aggravate this. A frustrated dwarf may break furniture or attack others. Continuous stress will cause them to throw ]s and eventually go ''insane'', whether going ] and attacking their comrades in a homicidal rage, becoming suicidally depressed and jumping off a cliff, or simply going "stark raving mad" and stumbling around randomly until their untimely death.<ref name="IGNSpencer" /> Their quality of life can be improved by giving them luxurious personal bedrooms and a well-decorated dining room, medical care, and providing them with a variety of drinks and well-cooked meals. A chain reaction where a single dwarf's unhappiness causes the entire fortress's population to start throwing tantrums can begin when one dwarf throws a tantrum, attacks and kills another one with many friends, which drastically affects the happiness of many more.{{sfn|Tyson|2012|pp=77–78}}<ref name="PCGHogartya" /><ref name="RPSSmith3" /> | |||
===Adventurer mode=== | |||
In "Adventurer mode", the player controls an individual dwarf, human, or elf. There is no goal apart from survival. Players may either receive quests to kill monsters, which provide no specific reward, or wander freely and slaughter local fauna. "Fortress mode" had received the bulk of the developer's attention until update v0.31.17. With that, however, "Adventure mode" has been vastly improved in an effort to prepare it for a more seamless integration with Fortress Mode. It is now possible to aim at specific body parts, which makes combat much more interesting; become a revered hero with the various nations in the world; visit castles with lots of hireable soldiers and fight fearsome "night creatures" and menacing outlaw bands. | |||
As the fortress expands and develops, new noble positions become available. While regular dwarves will be happy with simple rooms provided to them, dwarves appointed or elected to noble positions will need more luxurious accommodation. Nobles will even make demands and ], getting negative thoughts if they are not fulfilled.{{sfn|Tyson|2012|pp=73–76}} A justice system is present to punish criminals, such as dwarves who injure or kill another dwarf or destroy furniture.{{sfn|Tyson|2012|pp=133–135}} Occasionally, a ] dwarf, with a false background history, may arrive with a migrant wave and start killing and feeding on the other citizens without being noticed.{{sfn|Tyson|2012|pp=133–135}}<ref name="PCGHogartyb">{{cite magazine |last=Hogarty |first=Steve |date=August 9, 2011 |title=Dwarf Fortress diary: How seven drunks opened a portal to Hell |url=http://www.pcgamer.com/how-seven-drunks-opened-a-portal-to-hell/2/ |magazine=PC Gamer UK |issue=228 |page=2 |archive-url=https://web.archive.org/web/20131001035912/http://www.pcgamer.com/2011/08/09/dwarf-fortress-feature-how-seven-drunks-opened-a-portal-to-hell/2/ |archive-date=October 1, 2013 |url-status=live |access-date=April 17, 2014}}</ref> | |||
"Adventurer mode" also allows the player to explore parts and history of the current game world otherwise not accessible in "Dwarf Fortress mode". | |||
Inspired dwarves will occasionally get into a "Strange Mood". They will take over a workshop and go searching for the required materials to begin construction of an artifact. If they cannot find the materials, the dwarf will wait at the workshop, demanding it until it is available.{{sfn|Tyson|2012|pp=67–70}} After a few in-game weeks, the work results in a legendary artifact, an item so masterfully crafted that it is usually worth more than a beginning fortress' total wealth put together.<ref name="RPSSmith3" />{{sfn|Tyson|2012|pp=67–70}} These artifacts will be added to the world's records<ref name="PCGHogartyb" /> and its exact description can be viewed. Through this entire period of being in a strange mood, a dwarf will not eat, drink or sleep and will eventually go insane if they are unable to complete the artifact due to any reason (such as unavailability of materials).{{sfn|Tyson|2012|pp=67–70}}<ref name="RPSSmith4" /> | |||
] are assigned several combat-related skills: shield use, armor use, ambushing, wrestling, swimming, and any of several weapon skills. Initial skill selection wholly determines starting gear, but equipment is available for purchase from stores in human towns. The player can also assemble a party of adventurers by asking ] to join the lead character. | |||
==== Threats, defense and delving deeper ==== | |||
Additionally, if the player has previously created a fortress (through "Fortress mode") in the same world, he or she can explore that fortress and witness what had become of it over time and view the engravings and items made during "Fortress mode". | |||
The first in-game year will usually consist of ] thieves and goblin snatchers trying to infiltrate the fortress. Thieves try to steal valuables, while snatchers try to kidnap dwarven children to raise them as future soldiers. ] and kobold civilizations near the fortress will always be hostile and a source of frequent attacks. Wildlife is usually harmless,{{sfn|Tyson|2012|pp=161–162}}<ref name="RPSSmith4" /> but depending on the fortress' location, more fierce elephants, bears, ]s, giant spiders and wolves may be a threat. Wealthier and more populated fortresses will get ambushes and sieges from neighboring goblin (or other enemy) civilizations. A thriving fortress will attract certain "megabeasts" like ], ] or dragons,<ref name="WGoldbergLarsson" /><ref name="RPS1" /> and randomly generated creatures called "Forgotten Beasts". These unique creatures have randomized physical qualities and abilities, thus giving them the potential to be very powerful. ] attack mainly in evil biomes or if the player embarks near a necromancer's tower.{{sfn|Tyson|2012|pp=163–164}} Undead are harder to kill, and often reanimate once they are defeated, with their body parts being separate units to fight.{{sfn|Tyson|2012|p=106}} | |||
Military squads can be assigned to barracks to train and be equipped with a uniform (armor and a weapon).<ref name="RPSSmith3" /><ref name="RPSSmith4" /> Squads can be directly commanded to attack enemies. Crossbows can be made for ranged attacks and a range with targets can be constructed for training. Walls can be carved into ]s and be used by ranged-units during attacks.<ref name="RPS1" /> Training areas can be made to train war animals, such as dogs. Players can use traps and engineering in addition to training an army.<ref name="PCGHogartyb" /> Traps can be made by constructing ] and using metal or wood to construct large weapons like spikes, axe blades or cages. More complex lever-operated and pressure plate-triggering trap components are available.<ref name="RPSSmith4" /> | |||
===Legends mode=== | |||
Legends mode is less of a traditional gameplay mode than it is a way of reading through a world's vast history. Options can be set, when creating a world, to either discover its history manually during adventurer mode, or have all of the history automatically revealed upon world creation. | |||
] | |||
Legends Mode features various historical maps, such as historical civilization expansion maps, entity listings (starting with powerful creatures like dragons, then deities that various in-game characters worship), cities that civilizations have created, religions, and then each age's events. If an age has any particularly interesting features, such as the sudden rise of a powerful civilization, or a powerful demon or monster, the age will be named accordingly, e.g. "The age of the Hydra and Demon", or "The age of Elves". If there is no particularly salient events for an age, most worlds will default to one of the three standard ages: the Age of Myth, the Age of Legends, and the Age of Heroes. | |||
The combat system in ''Dwarf Fortress'' is ] detailed. Combat is displayed by viewing the log which describes each weapon striking a specific part of the character's body. Internal organs can get punctured, combatants can fall to the ground, ], and lose body parts.<ref name="EGGillen">{{cite web |last=Gillen |first=Kieron |author-link=Kieron Gillen |date=September 13, 2006 |title=The State of Independence #5 |url=http://www.eurogamer.net/articles/a_independence5_pc |website=Eurogamer |archive-url=https://web.archive.org/web/20130328152707/http://www.eurogamer.net/articles/a_independence5_pc |archive-date=March 28, 2013 |url-status=live |access-date=July 11, 2012}}</ref> Each dwarf has individually detailed limbs, each with damageable bone, fat, nerves, muscle and skin. Fat can be bruised without breaking bones and vice versa. Injuries sometimes can be permanent. There is a medical system where a hospital can be set up, where crutches for disabled dwarves, ] benches, plasters and cloth for ] and bandages, thread for ], soap for preventing ], and ] can be provided to help with the healing process.<ref name="PCGHogartyc" /> | |||
Digging deeper is usually done for finding ], which, as a fuel source, removes the player's dependence on coal or wood.<ref name="PCG1" /> Another reason to dig deeper is for searching for specific raw materials, ores or gems.<ref name="PCGHogartya" /> Magma pools or the even bigger, world-spanning, magma sea are found while digging into warm rock. Near the magma sea, raw ]ine ] can be found. They are shaped like columns, which pass down through the entire magma sea. These columns are hollow and can be broken, revealing an entire shaft leading deeper into the underworld or hell. Underworld creatures are countless and nearly always bring a fortress to ruin.<ref name="PCGHogartyc" /> | |||
==Development== | |||
{{Clear}} | |||
{{Out of date|section|date=November 2010}} | |||
''Dwarf Fortress'' has been praised for offering so much depth and gameplay, despite only one programmer developing the game. Tarn Adams, "ToadyOne" on the forums, is the programming half of Bay 12 Games, the company he runs with his brother Zachary. Though the game is currently in its ] stage, many of the core elements are already in place, or at least have the basic foundations already laid down. Much of the development for the game is done through user suggestions, stories written by players and Zachary Adams, as well as a series of overarching goals, called arcs. Development is funded by donations to Bay12. | |||
=== |
=== Adventurer mode === | ||
Adventurer is the secondary game mode in ''Dwarf Fortress''. Unlike Fortress mode, Adventurer mode has the player control a single character. In Adventurer mode, ] works similar to other ]s, with the player choosing the name, gender, race and personality of the character. Players also select from a choice of various skills and attributes, such as strength and agility. Like in Fortress mode, these skills further improve normally through exercised use unlike regular ]. They play in the same generated worlds, and these worlds continue to develop and advance while time passes as in Fortress mode.<ref name="PCGHogartyb" /> The character starts off in a town of their choosing, depending on the character's chosen civilization, and can interact with the various ]s (NPCs). NPCs can speak about the surrounding areas or offer to follow and help the player. Quests are given via a "rumor" system, where rumors can spread among the NPCs, or players can decide to serve a leader and attain more traditional quests from them via an "Agreement". Characters can also write poems, books and music compositions, based on procedurally generated forms and styles. The player can choose to form a site and build using materials they collect. Players can use the quick travel mode to quickly travel between geographical regions.<ref name="RPSSmith" /> | |||
Adams has stated that the development of ''Dwarf Fortress'' will proceed across several arcs. These series of goals and priorities are all grouped together under a similar subject, and are named thus. For example, the current arc being developed is the Merchant Arc, which takes focus on the various features of the game related to the trade and economy of the game. The Presentation Arc and the Caravan Arc are in development now, the military arc being finished in the new update. The arcs themselves help provide guidance in development, but are by no means written in stone. Adams has been known to delay certain features, or add in popular user requested features, despite their not falling under the current arc upon which he is working. He has also stated he's not going to stick to just one arc at a time anymore as to avoid grinding at the same old month after month without a release. | |||
Like regular characters in Fortress mode, characters have thirst, hunger and exhaustion levels. To survive, they must eat, drink and sleep. They need to take shelter at night when evil creatures like ] come out. In addition to the regular combat mechanism, in this mode, the player can also choose which body parts to strike.<ref>{{cite web |last=Miszczyk |first=Maciej |date=June 4, 2015 |title=Hardcore Gaming 101: Dwarf Fortress |url=http://www.hardcoregaming101.net/dwarffortress/dwarffortress.htm |website=Hardcore Gaming 101 |archive-url=https://web.archive.org/web/20160827130233/http://www.hardcoregaming101.net/dwarffortress/dwarffortress.htm |archive-date=August 27, 2016 |url-status=dead |access-date=September 8, 2016}}</ref> A player can visit their retired or ruined fortresses made in Fortress mode. Instead of quitting, the character can be retired, and depending on the player's achievements, their life events will be documented in the Legends mode among the historical figures.<ref name="PCGHogartyb" /><ref name="GRose" /> | |||
The Arcs themselves are all based on a lengthy list of requirements and development goals, falling under the following categories: Core Components, Priority/Required, Bloats, and Power Goals. Adams has made these lists available to the public.<ref>{{cite web|url=http://www.bay12games.com/dwarves/dev_v1.html|title=Version 1 Development|publisher=''bay12games.com''|accessdate=2008-08-16}} {{Dead link|date=September 2010|bot=H3llBot}}</ref> | |||
=== Legends mode === | |||
==Reception== | |||
Legends is the third way of interacting with a generated world, a listing of the events of historical figures, sites such as towns or fortresses, regions and civilizations. Legends also includes a "historical map" tool in which players can examine conflicts and other activities between civilizations.<ref name="RPS1" /> These generally take the form of sentences describing the actions of the characters, as well as notable completed events. Some historical entries also include notable kills, {{not a typo|megabeasts}}, and allies and enemies within the game world. The character referenced in these details generally have their own historical entries alongside. | |||
Several reviews praise ''Dwarf Fortress'' for its deep and rich content and gameplay.<ref name="gamasutra"/><ref name="Play This Thing">{{cite web|url=http://playthisthing.com/dwarf-fortress|title= Play This Thing! Review|author=Costikyan, Greg|authorlink=Greg Costikyan|date=2007-12-02|accessdate=2008-04-28}}</ref><ref name="Telepolis">{{cite web|url=http://www.heise.de/tp/r4/artikel/27/27037/1.html|title= Telepolis Review|author=Sigl, Rainer|date=2008-01-13|accessdate=2008-04-28|language=German}}</ref><ref name="PCPP">PC PowerPlay #148</ref> Some of those reviews also state that one first has to overcome the quirky interface/graphics and extremely steep ] to really appreciate the game.<ref name="Play This Thing"/><ref name="Telepolis"/><ref name="Tea Leaves">{{cite web|url=http://tleaves.com/2006/09/25/heigh-ho-heigh-ho/|title=Tea Leaves Review|accessdate=2009-10-03}}</ref> One review argued that the text-based graphics actually add to the game: it helps the player mentally visualize game events, making the game more immersive.<ref name="PCPP"/> | |||
At any time, the player can create an ] dump in which players can examine history outside of the game. Similarly, players can export detailed maps that show world details such as biome boundaries, rainfall and drainage. These XML files and map images can be used in third party software to view the generated world and its history in a more user friendly and comprehensive interface.<ref>{{cite news |last=Jackson |first=Gita |date=June 4, 2019 |title=My Dwarf Fortress Game Generated A Royal Line Of Necromancers And It's Cool As Shit |url=https://kotaku.com/my-dwarf-fortress-game-generated-a-royal-line-of-necrom-1835245842 |work=Kotaku |access-date=October 15, 2021 |archive-date=October 27, 2021 |archive-url=https://web.archive.org/web/20211027175733/https://kotaku.com/my-dwarf-fortress-game-generated-a-royal-line-of-necrom-1835245842 |url-status=live}}</ref> | |||
==Third party visualizer software== | |||
* Stonesense is a retro isometric visualizer for Dwarf Fortress. It presents the game in real-time in a classic '']'' style pseudo 3d graphic. | |||
== |
== History == | ||
=== Early development (2002–2006) === | |||
{{Reflist|colwidth=35em}} | |||
{{multiple image | |||
| align = right | |||
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| width = 150 | |||
| image1 = Tarn Adams.jpg | |||
| alt1 = Tarn Adams is seen at a convention. | |||
| caption1 = ] in 2013; he has been designing games since high school. | |||
| image2 = ZachAdams.jpg | |||
| alt2 = Zach Adams is seen at a convention. | |||
| caption2 = His older brother, Zach, who helped him with his game projects and ''Dwarf Fortress'' | |||
| total_width = | |||
}} | |||
One of Tarn and Zach Adams' early works was a ] called ''dragslay'', written in the ] language and influenced by '']''. This was the brothers' first fantasy project. In high school, Tarn Adams taught himself the ] and developed it further. ''dragslay'' would later have an important influence on ''Dwarf Fortress''. Adams explained his interest in ] games, that he had grown up "surrounded by that sort of thing ... along with generic sci-fi, generic fantasy is part of our heritage."<ref name="GHarris" /> Years later, before entering graduate school in mathematics, Adams began working on a project he called ''Slaves to Armok: God of Blood''. It was named after a deity in ''dragslay'', originally named for a variable "arm_ok"—which counted the limbs the player still had attached. This new project was a two-dimensional (later to have ]) ] fantasy role-playing game in which the player encountered and fought goblins.<ref name="GHarris" /> | |||
Adams took some time off ''Armok'' to work on small side-projects, and another one which would inspire ''Dwarf Fortress'' was ''Mutant Miner''. It was ], loosely inspired by a game called ''Miner VGA''. ''Mutant Miner'' involved the player digging underneath buildings, searching for ores, fighting monsters, and carrying radioactive "goo" back to the surface to grow extra limbs and gain other abilities. Adams was dissatisfied with only having a single miner, and the game began to lag because it was turn-based. Adams said:<ref name="GHarris" /> | |||
<blockquote>nstead of rewriting the game, I thought, well maybe it should be dwarves instead. And it should be real-time to combat the problem. Now, you'd be digging out minerals in a mountain, combating threats inside, and making little workshops. Then I thought, well, how should the high score list work? We really like to keep records of plays. Not just high score lists, but expansive logs. So we'll often try to think of ways to play with the idea. This time, the idea was to let your adventurer come into the fortress after you lose and find the goblets you've made, and journals it generates.</blockquote> | |||
=== First release (2006) === | |||
Adams began working on ''Dwarf Fortress'' in October 2002, estimating that the project would take two months, but suspended development soon after, in order to finish his previous work, ''Armok''. He explained that it began like the 1982 arcade game '']''.<ref name="NYTWeiner" /> The Adams brothers started the Bay 12 Games company, launching its website and releasing their games online. ''Armok'' became harder to maintain due to him focusing on adding features to ''Dwarf Fortress'' instead, in addition to its inferior code and 3D graphics. By 2004, Adams announced on his website that he would be switching his main project to ''Dwarf Fortress'' after he struggled to continue working on it. Adams explained that it would be a ] with ] but kept Adventurer mode as a surprise feature, which was revealed during its release.<ref name="GHarris" /> At that time, his fan base consisted of a few dozen people and more came in when he made this announcement. He put up a ] button after a request from a fan; similarly, a subscriber system was added later. In the next five months, they made around $300, which brought in only enough to cover the site's $20 hosting cost.<ref name="ELaVigneb">{{cite magazine |last=LaVigne |first=Chris |date=March 4, 2008 |title=Critical Success, Commercial Flop: For the Love of the Game |url=http://www.escapistmagazine.com/articles/view/video-games/issues/issue_139/2990-For-the-Love-of-the-Game.2 |magazine=The Escapist |issue=139 |page=2 |archive-url=https://web.archive.org/web/20140815170839/http://www.escapistmagazine.com/articles/view/video-games/issues/issue_139/2990-For-the-Love-of-the-Game.2 |archive-date=August 15, 2014 |url-status=dead |access-date=July 11, 2012}}</ref> He dubbed the game ''Slaves to Armok, God of Blood II: Dwarf Fortress''; Adams explained that it was a sequel because it continued to work on much of ''Armok''{{'s}} code but said its cumbersome name was mostly "for kicks".<ref name="GHarris" /> | |||
Adams decided to focus on the game's development full-time during his first year of his math post-doctorate at ] in 2006.<ref name="PCGMcDougall0a">{{cite interview |last=Adams |first=Tarn |subject-link=Tarn Adams |interviewer=PC Gamer |interviewer2=Jaz McDougall |date=August 2, 2010 |title=Community heroes: Tarn Adams, for Dwarf Fortress |url=http://www.pcgamer.com/2010/08/02/community-heroes-tarn-adams-for-dwarf-fortress/ |magazine=PC Gamer |page=1 |archive-url=https://web.archive.org/web/20130111212748/http://www.pcgamer.com/2010/08/02/community-heroes-tarn-adams-for-dwarf-fortress/ |archive-date=January 11, 2013 |url-status=live |access-date=July 11, 2012}}</ref> The university offered him $50,000 if he would stay another year. Adams agreed and commented on this, "I woke up the morning after I gave notice, like, I can actually make this work."<ref name="NYTWeiner" /> Later, Adams expected he would use his $15,000 savings for a year and then have to get a job in order to support himself because the game had not been released yet. Development continued until August 8, 2006, when the first ] (version 0.21.93.19a) was released.<ref name="B12Golder versions">{{cite web |title=Older Versions |url=http://www.bay12games.com/dwarves/older_versions.html |website=Bay 12 Games |access-date=July 13, 2012 |archive-date=April 22, 2021 |archive-url=https://web.archive.org/web/20210422200304/http://www.bay12games.com/dwarves/older_versions.html |url-status=live}}</ref> Donations reached $800–1,000 in the following months, an average that increased gradually until they were financially stable.<ref name="PCGMcDougall0a" /> He then decided to solely rely on donations.<ref name="GRose" /> | |||
=== Development (2007–present) === | |||
According to Adams, ''Dwarf Fortress'' is written in an "unsanctioned messy combination" of C and ] using a free edition of ] as the ].<ref>{{cite web |last=Adams |first=Tarn |date=March 24, 2013 |title=I'm Tarn Adams of Bay 12 Games, co-creator of Dwarf Fortress. AMA! |url=https://www.reddit.com/r/IAmA/comments/1avszc/im_tarn_adams_of_bay_12_games_cocreator_of_dwarf/c918r45/ |website=Reddit |access-date=March 17, 2018 |quote=DF is written in some unsanctioned messy combination of C and C++, and I work in the MSVC Express studio thing they give out for free, whatever version they are on, or maybe one back. |archive-date=July 17, 2021 |archive-url=https://web.archive.org/web/20210717165550/https://www.reddit.com/r/IAmA/comments/1avszc/im_tarn_adams_of_bay_12_games_cocreator_of_dwarf/c918r45/ |url-status=live}}</ref> Adams did not use the 3D graphics which ''Armok'' had since its development was hampered because of it. He cited the ease in development of features like ], copyright issues with the art and more unhindered possibilities as further reasons for not using it.<ref name="PCG1" /> Being used to the text-based graphics in roguelikes, he did not want graphical ].<ref name="PCG1">{{cite interview |last=Adams |first=Tarn |subject-link=Tarn Adams |interviewer=PC Gamer |date=August 9, 2011 |title=Dwarf Fortress developer interview |url=http://www.pcgamer.com/2011/08/09/dwarf-fortress-developer-interview/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20130308040931/http://www.pcgamer.com/2011/08/09/dwarf-fortress-developer-interview/ |archive-date=March 8, 2013 |url-status=live |access-date=May 14, 2014}}</ref> The story-generation originated first from ''Armok'', although present to some extent in ''dragslay''. Tarn and Zach would write different chapters of events they would like to see, mix it together and try to implement it. Most of this story writing is managed by Zach, who has a role in the game's development.<ref name="PCGMcDougall0a" /> He graduated in ancient history and books like '']'' and the writings of ]n kings influenced the game.<ref name="PCG1" /> | |||
'']'', '']'' and the ] were Adams' main influences.<ref name="WFenlon2016" /> The 1985 roguelike ''Hack'' inspired Adams because of its randomly generated levels, deceased character persistence<ref name="WFenlon2016" /> and detailed mechanics.<ref name="NYTWeiner" /> Adams cited ''Ultima'' series as the inspiration for his generated worlds.<ref name="GHarris" /> The body part and wound system was inspired by 1990 role-playing game '']''. He prefers modeling on individual elements, rather than entire systems, for better simulations with the outcomes being under his control.<ref name="PCG1" /> He said ] generates the elevation of the world and its initial basic elements use ]s, which give it an overall natural look.<ref name="PHall2" /> He further explained that he made an algorithm to simulate ]s which occur in areas at the side of mountain deserts.<ref name="PHall2" /> For the distinct personalities of each unit, he took it from ] test of which he admitted knowing little about.<ref name="Hastac">{{cite interview |last=Adams |first=Tarn |subject-link=Tarn Adams |interviewer=Elijah Meeks |date=May 11, 2010 |title=Procedural Humanities – An Interview with Tarn Adams, Creator of Dwarf Fortress |url=https://www.hastac.org/blogs/elijahmeeks/2010/05/11/procedural-humanities-interview-tarn-adams-creator-dwarf-fortress |website=Digital Humanities Specialist |publisher=] |archive-url=https://web.archive.org/web/20180106175922/https://www.hastac.org/blogs/elijahmeeks/2010/05/11/procedural-humanities-interview-tarn-adams-creator-dwarf-fortress |archive-date=January 6, 2018 |url-status=dead |access-date=June 19, 2014}}</ref> The feature of ]s eating dwarves was unexpected when the game was released. He had written them having the same size and carps were designed to be carnivorous.<ref name="PCGHogartyc">{{cite magazine |last=Hogarty |first=Steve |date=August 9, 2011 |title=Dwarf Fortress diary: How seven drunks opened a portal to Hell |url=http://www.pcgamer.com/how-seven-drunks-opened-a-portal-to-hell/3/ |magazine=PC Gamer UK |issue=228 |page=3 |archive-url=https://web.archive.org/web/20130930080652/http://www.pcgamer.com/2011/08/09/dwarf-fortress-feature-how-seven-drunks-opened-a-portal-to-hell/3/ |archive-date=September 30, 2013 |url-status=live |access-date=April 17, 2014}}</ref> A tough part of the game for him to implement was the ] for in-game character's pathfinding which, depending on their numbers and complexity of the path, can cause a heavy load on a computer.<ref name="GHarris" /> Adams composed the game's ] music.<ref name="PHall">{{cite web |last=Hall |first=Charlie |date=July 24, 2014 |title=Download the Dwarf Fortress soundtrack and rock out in ASCII |url=http://www.polygon.com/2014/7/24/5931277/download-the-dwarf-fortress-soundtrack-and-rock-out-in-ascii |website=Polygon |archive-url=https://web.archive.org/web/20141022140052/http://www.polygon.com/2014/7/24/5931277/download-the-dwarf-fortress-soundtrack-and-rock-out-in-ascii |archive-date=October 22, 2014 |url-status=live |access-date=October 23, 2014}}</ref> | |||
A z-axis was introduced in the 2007 release because he felt the limitations with a single plane increasing;<ref name="GHarris" /> the feature of making various constructions like walls was also added at this time.<ref name="RPS1" /> In the earlier version, players could dig only into a mountainside and not underground because of having only one "z-level", thus it was considered "]". This was significantly easier to maintain due to the limited playable area. Adams commented that this major change was further difficult to implement because of considering details like ] and cave-ins.<ref name="PCG1" /> Vampiric and ] infections with necromancers and undead were added in 2012.<ref name="PCGSenior2">{{cite magazine |last=Senior |first=Tom |date=February 14, 2012 |title=Dwarf Fortress update adds 'secret vampire dwarves' and werewolf invasions |url=http://www.pcgamer.com/2012/02/14/dwarf-fortress-update-adds-secret-vampire-dwarves-and-werewolf-invasions/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20131102231234/http://www.pcgamer.com/2012/02/14/dwarf-fortress-update-adds-secret-vampire-dwarves-and-werewolf-invasions/ |archive-date=November 2, 2013 |url-status=live |access-date=May 14, 2014}}</ref><ref name="RPSSmith5">{{cite news |last=Smith |first=Adam |date=February 14, 2012 |title=Never Too Deep: Dwarf Fortress' Massive Update |url=http://www.rockpapershotgun.com/2012/02/14/never-too-deep-dwarf-fortress-massive-update/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140514201149/http://www.rockpapershotgun.com/2012/02/14/never-too-deep-dwarf-fortress-massive-update/ |archive-date=May 14, 2014 |url-status=live |access-date=July 24, 2014}}</ref><ref name="PCGElliott">{{cite magazine |last=Elliott |first=Melissa |date=July 25, 2014 |title=Into the deep: it's time to learn how to play Dwarf Fortress |url=http://www.pcgamer.com/into-the-deep-its-time-to-learn-how-to-play-dwarf-fortress/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20141031144204/http://www.pcgamer.com/into-the-deep-its-time-to-learn-how-to-play-dwarf-fortress/ |archive-date=October 31, 2014 |url-status=live |access-date=October 31, 2014}}</ref> | |||
On his reliance on PayPal donations, Adams says he is content since he feels that people really like his work or they would not pay.<ref name="ELaVignec">{{cite magazine |last=LaVigne |first=Chris |date=March 4, 2008 |title=Critical Success, Commercial Flop: For the Love of the Game |url=http://www.escapistmagazine.com/articles/view/video-games/issues/issue_139/2990-For-the-Love-of-the-Game.3 |magazine=The Escapist |issue=139 |page=3 |archive-url=https://web.archive.org/web/20140815171020/http://www.escapistmagazine.com/articles/view/video-games/issues/issue_139/2990-For-the-Love-of-the-Game.3 |archive-date=August 15, 2014 |url-status=dead |access-date=July 11, 2012}}</ref> Adams said that donations remain stable except during a new version update, where there is a sudden increase.<ref name="PCGMcDougall0a" /> Their expenses being low, he has maintained that he is happy as long as the game is self-sustaining and will not charge for it. In 2011, Adams refused a job offer from an unspecified major game developer and a $300,000 deal to license the name ''Dwarf Fortress'' from another company. Adams felt that this amount would not equate to long-term donations and that he prefers working on his own—not being part of the gaming industry.<ref name="NYTWeiner" /> Adams said, "Barely in the black one month, a little in the red another month. ... It's a risk I'm willing to take, and really I couldn't have it any other way."<ref name="ELaVigneb" /> He has spent no money on advertising and was happy when bloggers, reviewers like former game journalist ] from '']'' and '']'', wrote about his game.<ref name="ELaVigneb" /> In 2015, Bay 12 Games set up a ] account to help fund it.<ref>{{cite news |last=Smith |first=Graham |date=April 29, 2015 |title=Dwarf Fortress Developers Launch Patreon For Support |url=http://www.rockpapershotgun.com/2015/04/29/dwarf-fortress-patreon/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20150518093141/http://www.rockpapershotgun.com/2015/04/29/dwarf-fortress-patreon/ |archive-date=May 18, 2015 |url-status=live |access-date=May 12, 2015}}</ref> | |||
=== Steam and Itch.io release (2022) === | |||
In March 2019, the Adams brothers announced they would be releasing a paid edition of ''Dwarf Fortress'', featuring a new graphical tileset and music through ] and ], published by ]. Adams stated this would not affect the ongoing free version of ''Dwarf Fortress'', but due to family situations at the time and the waning income from Patreon, they wanted to find another way to monetize the game. The Steam edition includes support for Steam Workshop, which allows users to provide ] to the game.<ref>{{cite web |last=Yin-Poole |first=Wesley |date=March 13, 2019 |title=Dwarf Fortress coming to Steam |url=https://www.eurogamer.net/articles/2019-03-13-dwarf-fortress-coming-to-steam |website=] |access-date=March 13, 2019 |archive-date=May 9, 2021 |archive-url=https://web.archive.org/web/20210509095950/https://www.eurogamer.net/articles/2019-03-13-dwarf-fortress-coming-to-steam |url-status=live}}</ref> It was released on December 6, 2022.<ref name="PHall3" /><ref>{{cite web |last=Fenlon |first=Wes |date=November 1, 2022 |title=The Steam version of Dwarf Fortress finally has a release date |url=https://www.pcgamer.com/dwarf-fortress-steam-release-date/ |website=] |access-date=November 1, 2022 |archive-date=November 1, 2022 |archive-url=https://web.archive.org/web/20221101145931/https://www.pcgamer.com/dwarf-fortress-steam-release-date/ |url-status=live}}</ref> | |||
Kitfox Games enlisted the help of an economist to perform an analysis of the game's projected sales, using the number of wishlists and sales data of games Kitfox had previously published as a reference.<ref>{{cite report |author=Kitfox Games |date=December 2, 2022 |title=How Many Copies Will Dwarf Fortress Sell? |url=https://kitfoxgames.medium.com/how-many-copies-will-dwarf-fortress-sell-9f30180f45c8 |website=] |archive-url=https://web.archive.org/web/20221207195034/https://kitfoxgames.medium.com/how-many-copies-will-dwarf-fortress-sell-9f30180f45c8 |archive-date=December 7, 2022 |url-status=live |access-date=December 7, 2022}}</ref> The initial estimate was that ''Dwarf Fortress'' would sell around 160,000 units within two months, but that goal was exceeded within the first day.<ref name="day1">{{cite magazine |last=Wolens |first=Joshua |date=December 7, 2022 |title=Dwarf Fortress hit its 2-month sales estimate in under 24 hours |url=https://www.pcgamer.com/dwarf-fortress-hit-its-2-month-sales-estimate-in-under-24-hours/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20221207203134/https://www.pcgamer.com/dwarf-fortress-hit-its-2-month-sales-estimate-in-under-24-hours/ |archive-date=December 7, 2022 |url-status=live |access-date=December 7, 2022}}</ref> The game was the best-selling title on Steam upon release.<ref>{{cite news |last=Moore |first=Logan |date=December 6, 2022 |title=New Steam Top Seller Is One of the Most Influential Games Ever |url=https://comicbook.com/gaming/news/steam-games-dwarf-fortress-pc-charts/ |work=] |archive-url=https://web.archive.org/web/20221207025302/https://comicbook.com/gaming/news/steam-games-dwarf-fortress-pc-charts/ |archive-date=December 7, 2022 |url-status=live |access-date=December 8, 2022}}</ref> One Steam user expressed incredulity at the amount of positive reviews the game garnered in such a short amount of time, and took to the Steam forums to ask if people had "been playing free DF for 25 years {{sic}} and just waiting for an opportunity to pay $30?", to which over 3,000 people replied "Yes".<ref name="day1" /><ref>{{cite news |last=Walker |first=John |date=December 7, 2022 |title=Steam Loves Dwarf Fortress So Much It's Confusing The Locals |url=https://kotaku.com/dwarf-fortress-pc-steam-reviews-bay-12-games-kitfox-1849863454 |work=Kotaku |archive-url=https://web.archive.org/web/20221207164631/https://kotaku.com/dwarf-fortress-pc-steam-reviews-bay-12-games-kitfox-1849863454 |archive-date=December 7, 2022 |url-status=live |access-date=December 8, 2022}}</ref> | |||
Shortly after the release, the Adams brothers announced they had brought a third person onto the ''Dwarf Fortress'' team, a community member named Putnam, to help with development along with a community manager.<ref>{{cite news |last=Cox |first=Matt |date=December 23, 2022 |title=For the first time in history, a non-Adams brother is now working on Dwarf Fortress code |url=https://www.rockpapershotgun.com/for-the-first-time-in-history-a-non-adams-brother-is-now-working-on-dwarf-fortress-code |work=Rock Paper Shotgun |access-date=December 27, 2022 |archive-date=December 27, 2022 |archive-url=https://web.archive.org/web/20221227142454/https://www.rockpapershotgun.com/for-the-first-time-in-history-a-non-adams-brother-is-now-working-on-dwarf-fortress-code |url-status=live}}</ref> In February 2023, they revealed on the Bay 12 forums that revenue from the game in January 2023 was over $7.2 million, an over 400-fold increase from the pre-Steam income of around $15,000 monthly.<ref>{{cite magazine |last1=Wolens |first1=Joshua |date=February 2, 2023 |title=Dwarf Fortress releases sales figures since Steam release showing 46,000% increase in earnings |url=https://www.pcgamer.com/dwarf-fortress-releases-sales-figures-since-steam-release-showing-46000-increase-in-earnings/ |magazine=PC Gamer |access-date=June 18, 2023 |archive-date=March 29, 2023 |archive-url=https://web.archive.org/web/20230329003540/https://www.pcgamer.com/dwarf-fortress-releases-sales-figures-since-steam-release-showing-46000-increase-in-earnings/ |url-status=live}}</ref> | |||
=== Further updates === | |||
{{As of|2024|September|post=,}} the latest update was version 50.14,<!--UPDATE WHEN NEEDED --><ref>{{cite web |title=Bay 12 Games: Dwarf Fortress |url=http://www.bay12games.com/dwarves/older_versions.html |website=Bay 12 Games |access-date=October 15, 2021 |archive-date=April 22, 2021 |archive-url=https://web.archive.org/web/20210422200304/http://www.bay12games.com/dwarves/older_versions.html |url-status=live}}</ref> with it completing {{age|2002|10|01}} years in development despite being an alpha version.<ref name="B12Gcurrent">{{cite web |title=Dwarf Fortress Current Development |url=http://www.bay12games.com/dwarves/ |website=Bay 12 Games |archive-url=https://web.archive.org/web/20200130131739/http://www.bay12games.com/dwarves/ |archive-date=January 30, 2020 |url-status=live |access-date=January 30, 2020}}</ref> Starting from version 50.01, which released on December 6, 2022, the developers opted for a new versioning scheme without the leading "0." present in all previous versions of ''Dwarf Fortress''. Adams and his brother have a to-do list of features the game should have before version 1.0 and the version number is the percentage progress of its completion.<ref name="WFenlon2016" /> He says he has been able to maintain focus by shifting his attention to different aspects of the game, given its large coverage. While regular game development aim to perfect their work for release, he considers that a drawback since he continues exploring and learning while adding new features.<ref name="GRose" /> '']'' and '']'' called some of its bug fixes unintentional and funny, with ''PC Gamer'' saying it makes an entertaining ] to subscribe to.<ref name="PCGMcDougall2">{{cite magazine |last=McDougall |first=Jaz |date=July 7, 2010 |title=Dwarf Fortress dev log remains hilariously grim |url=http://www.pcgamer.com/2010/07/07/dwarf-fortress-dev-log-remains-hilariously-grim/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20131103170128/http://www.pcgamer.com/2010/07/07/dwarf-fortress-dev-log-remains-hilariously-grim/ |archive-date=November 3, 2013 |url-status=live |access-date=May 14, 2014}}</ref><ref name="RPS1">{{cite news |author=<!--Staff writer(s); no by-line.--> |date=June 14, 2009 |title=Roburky's Dwarf Fortress Diary |url=http://www.rockpapershotgun.com/2009/06/14/roburkys-dwarf-fortress-diary/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140514201332/http://www.rockpapershotgun.com/2009/06/14/roburkys-dwarf-fortress-diary/ |archive-date=May 14, 2014 |url-status=live |access-date=May 14, 2014}}</ref><ref name="WMastrapa2" /> Adams has two favorite bugs. One is about a farmer dwarf planting his own bed, and the other involves a dwarven executioner, with broken arms, thus unable to use his hammer, delivering punishments by biting his victims and tearing off their limbs, keeping one in his mouth for years.<ref name="PCGMcDougall0b">{{cite interview |last=Adams |first=Tarn |subject-link=Tarn Adams |interviewer=PC Gamer |date=August 2, 2010 |title=Community heroes: Tarn Adams, for Dwarf Fortress |url=http://www.pcgamer.com/2010/08/02/community-heroes-tarn-adams-for-dwarf-fortress/2/ |magazine=PC Gamer |page=2 |archive-url=https://web.archive.org/web/20130114030029/http://www.pcgamer.com/2010/08/02/community-heroes-tarn-adams-for-dwarf-fortress/2/ |archive-date=January 14, 2013 |url-status=live |access-date=July 11, 2012}}</ref> | |||
Adams considers ''Dwarf Fortress'' his life's work, and has stated in 2011 that he does not expect version 1.0 to be released for at least another twenty years, and even after that, he would still continue to update it.<ref name="NYTWeiner" /> Adams calls his game an open-ended "story generator".<ref name="NYTWeiner" /> The game's code base is ], and Adams has stated he has no plans to release it into the ] domain, citing the risk of them going into financial trouble.<ref name="Hastac" /> He explained he would consider releasing its source if he could not maintain it anymore, seeing different game developers taking it up.<ref name="GRose" /> He says that he does not mind any modifications as long as he is not put at financial risk.<ref name="Hastac" /> | |||
Adams describes version 1.0 having an Adventurer mode that would be a regular role-playing game, with changing plots and ordering subordinates to perform various tasks.<ref name="GRose" /> Fortress mode would have a closer relationship with the outside generated world through war, trade and diplomacy.<ref name="GRose" /> The world being bigger, he envisions the game to have many more features like magic, a tutorial, and a better interface.<ref name="GRose" /> According to him, a tutorial is a burden because of the additional need of updating it<ref name="GRose" /> and interface improvement is not a major priority till then—citing numerous existing fan-made applications for improving the game's interface.<ref name="WFenlon2016" /> He said of version 1.0, "sitting down with a fresh DF world would be like sitting down to read a middling fantasy author you haven't read before, but with all the extras that being a video game provides, including the ability to write your own sequels."<ref name="PCGMcDougall0b" /> Modern in-game technologies and 3D graphics were fan requests Adams said he would never implement, yet showing ambivalence about the latter if the task was easy enough.<ref name="Hastac" /><ref name="PCGMcDougall0b" /> | |||
== Reception == | |||
{{Video game reviews | |||
| MC = 93/100{{r|MC}} | |||
| PCGUS = 84/100<ref>{{cite magazine |last=Carpenter |first=Lincoln |date=December 5, 2022 |title=Dwarf Fortress review |url=https://www.pcgamer.com/dwarf-fortress-review/ |magazine=PC Gamer |access-date=December 8, 2022 |archive-date=December 7, 2022 |archive-url=https://web.archive.org/web/20221207223207/https://www.pcgamer.com/dwarf-fortress-review/ |url-status=live}}</ref> | |||
| IGN = 10/10<ref>{{cite news |last=Bolding |first=Jon |date=December 7, 2022 |title=Dwarf Fortress Review |url=https://www.ign.com/articles/dwarf-fortress-review |work=IGN |access-date=December 8, 2022 |archive-date=December 8, 2022 |archive-url=https://web.archive.org/web/20221208000207/https://www.ign.com/articles/dwarf-fortress-review |url-status=live}}</ref> | |||
| TG = {{rating|5|5}}<ref>{{cite news |last=Evans-Thirlwell |first=Edwin |date=December 6, 2022 |title=Dwarf Fortress review – a grand chronicle of inevitable disaster |url=https://www.theguardian.com/games/2022/dec/06/dwarf-fortress-review-a-grand-chronicle-of-inevitable-disaster |work=The Guardian |access-date=December 8, 2022 |archive-date=December 8, 2022 |archive-url=https://web.archive.org/web/20221208045435/https://www.theguardian.com/games/2022/dec/06/dwarf-fortress-review-a-grand-chronicle-of-inevitable-disaster |url-status=live}}</ref> | |||
}} | |||
The game received attention mainly because of its ], ASCII graphics, complexity, poor interface and difficulty. Many reviewers described the game as unusually difficult to learn.<ref name="ATJohnston" /><ref name="IGNSpencer">{{cite news |last=Spencer |first=Alex |date=December 26, 2013 |title=A History of Roguelikes in 6 Free Games |url=https://www.ign.com/articles/2013/12/26/a-history-of-roguelikes-in-6-free-games |work=IGN |archive-url=https://web.archive.org/web/20140413175539/http://www.ign.com/articles/2013/12/26/a-history-of-roguelikes-in-6-free-games |archive-date=April 13, 2014 |url-status=live |access-date=May 15, 2014}}</ref><ref name="NYTWeiner">{{cite magazine |last=Weiner |first=Johah |date=July 21, 2011 |title=The Brilliance of Dwarf Fortress |url=https://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html?pagewanted=all |magazine=The New York Times Magazine |archive-url=https://web.archive.org/web/20120605044049/http://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html?pagewanted=all |archive-date=June 5, 2012 |url-status=live |access-date=May 27, 2012}}</ref><ref name="Hastac" /> It has been compared to other simulation games like '']'' and '']'', '']'', and roguelike games like '']''.<ref name="PCGHogartya" /><ref name="NYTWeiner" /><ref name="WMastrapa2" /> However, reviewers praised Adams' independence and attention to detail.<ref name="RPSGillen">{{cite news |last=Gillen |first=Kieron |author-link=Kieron Gillen |date=February 18, 2011 |title=The Very Important List of PC Games, Part 5/5 |url=http://www.rockpapershotgun.com/2011/02/18/the-greatest-pc-games-ever-5/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140511081200/http://www.rockpapershotgun.com/2011/02/18/the-greatest-pc-games-ever-5/ |archive-date=May 11, 2014 |url-status=live |access-date=May 13, 2014}}</ref><ref name="RPSSmith">{{cite news |last=Smith |first=Graham |date=April 16, 2014 |title=Dwarf Fortress: The Detailed Roguelike That's Easy To Play |url=http://www.rockpapershotgun.com/2014/04/16/dwarf-fortress-the-detailed-roguelike-thats-easy-to-play/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140709191111/http://www.rockpapershotgun.com/2014/04/16/dwarf-fortress-the-detailed-roguelike-thats-easy-to-play/ |archive-date=July 9, 2014 |url-status=live |access-date=May 14, 2014}}</ref> '']'' said, "There have been few indie gaming success stories as big as ''Dwarf Fortress''."<ref name="GHarris">{{cite interview |last=Adams |first=Tarn |subject-link=Tarn Adams |interviewer=Josh Harris |date=February 27, 2008 |title=Interview: The Making Of Dwarf Fortress |url=http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?print=1 |work=Gamasutra |archive-url=https://web.archive.org/web/20131112052256/http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?print=1 |archive-date=November 12, 2013 |url-status=dead |access-date=April 17, 2014}}</ref> ''Wired'' magazine, following one of its updates, described it as an "obtuse, wildly ambitious work-in-progress mashes the brutal ]ing of ]s with the detail-oriented creativity of city-building sims."<ref name="WMastrapa2">{{cite magazine |last=Mastrapa |first=Gus |date=April 1, 2010 |title=Elaborate, Sprawling Freeware Dwarf Fortress Updated |url=https://www.wired.com/2010/04/dwarf-fortress/ |magazine=Wired |archive-url=https://web.archive.org/web/20140815183216/http://www.wired.com/2010/04/dwarf-fortress/ |archive-date=August 15, 2014 |url-status=live |access-date=May 14, 2014}}</ref> | |||
''Dwarf Fortress'' was praised for its depth and complexity. Jonah Weiner from '']'' stated, "Many simulation games offer players a bag of building blocks, but few dangle a bag as deep, or blocks as small and intricately interlocking, as ''Dwarf Fortress''."<ref name="NYTWeiner" /> ''PC Gamer''{{'s}} Steve Hogarty commented, "''Dwarf Fortress''{{'s}} reluctance to expend even a joule of energy in prettying itself results in astonishing hidden complexity."<ref name="PCGHogartya">{{cite magazine |last=Hogarty |first=Steve |date=August 9, 2011 |title=Dwarf Fortress diary: How seven drunks opened a portal to Hell |url=http://www.pcgamer.com/how-seven-drunks-opened-a-portal-to-hell/ |magazine=PC Gamer UK |issue=228 |page=1 |archive-url=https://web.archive.org/web/20140727062822/http://www.pcgamer.com/2011/08/09/dwarf-fortress-feature-how-seven-drunks-opened-a-portal-to-hell/ |archive-date=July 27, 2014 |url-status=live |access-date=April 17, 2014}}</ref> Regarding the open-ended nature and emergent gameplay, '']''{{'s}} Graham Smith found that with its procedurally generated world and characters simulated "down to the most minute detail", the game's results are "often hilarious, occasionally tragic, and always surprising."<ref name="RPSSmith" /> Mike Rose from Gamasutra said, "... to an outsider looking in on this game so many years into development, with such a wide scope of features and potential play styles, it's fair to say that getting into ''Dwarf Fortress'' is perhaps one of the most daunting tasks the video game industry as a whole can provide."<ref name="GRose">{{cite news |last=Rose |first=Mike |date=July 2, 2013 |title=Dwarf Fortress in 2013 |url=http://www.gamasutra.com/view/feature/195148/dwarf_fortress_in_2013.php?print=1 |work=Gamasutra |archive-url=https://web.archive.org/web/20140511024509/http://www.gamasutra.com/view/feature/195148/dwarf_fortress_in_2013.php?print=1 |archive-date=May 11, 2014 |url-status=dead |access-date=April 18, 2014}}</ref> | |||
The lack of graphics, poor interface and controls were seen as the reasons for the game's difficulty. However, the reviewers also noted most of it having a role in gameplay and the argument that the ASCII graphics forces players to use their own imagination, making it more engaging.<ref name="NYTWeiner" /><ref name="PCGSenior">{{cite magazine |last=Senior |first=Tom |date=September 24, 2010 |title=Explore your Dwarf Fortress dungeon in Minecraft |url=http://www.pcgamer.com/2010/09/24/explore-your-dwarf-fortress-dungeon-in-minecraft/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20140227230822/http://www.pcgamer.com/2010/09/24/explore-your-dwarf-fortress-dungeon-in-minecraft/ |archive-date=February 27, 2014 |url-status=live |access-date=May 14, 2014}}</ref> Weiner wrote, " may not look real, but once you're hooked, it feels vast, enveloping, alive. A micro-manager's dream, the game gleefully blurs the distinction between painstaking labor and creative thrill."<ref name="NYTWeiner" /> Quintin Smith from ''Rock, Paper, Shotgun'' said, "The interface has a tough job to do, bless it, but getting it to do what you want is like teaching a beetle to cook."<ref name="RPSSmith1">{{cite news |last=Smith |first=Quintin |date=September 23, 2010 |title=Dwarf Fortress: The Song Of Onionbog, Pt 1 |url=http://www.rockpapershotgun.com/2010/09/23/dwarf-fortress-the-song-of-onionbog-pt-1/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140514151900/http://www.rockpapershotgun.com/2010/09/23/dwarf-fortress-the-song-of-onionbog-pt-1/ |archive-date=May 14, 2014 |url-status=live |access-date=May 28, 2014}}</ref> '']''{{'s}} Casey Johnston highlighted the difficulty in performing basic actions and felt that tinkering or experimenting ended up being unproductive; she compared it to "trying to build a skyscraper by banging two rocks together".<ref name="ATJohnston">{{cite news |last=Johnston |first=Casey |date=February 25, 2013 |title=Dwarf Fortress: Ten hours with the most inscrutable video game of all time |url=https://arstechnica.com/gaming/2013/02/dwarf-fortress-ten-hours-with-the-most-inscrutable-video-game-of-all-time/ |work=Ars Technica |archive-url=https://web.archive.org/web/20140812091921/http://arstechnica.com/gaming/2013/02/dwarf-fortress-ten-hours-with-the-most-inscrutable-video-game-of-all-time/ |archive-date=August 12, 2014 |url-status=live |access-date=May 12, 2014}}</ref> She pointed out the lack of in-game tutorial and said how players can learn by themselves in other games, which are also open-ended or have intuitive mechanics, but in ''Dwarf Fortress'', there is no autonomy "even after hours" of gameplay.<ref name="ATJohnston" /> | |||
The editors of '']'' presented ''Dwarf Fortress'' with their 2006 "Best Free Game" award.<ref name="cgm16th">{{cite magazine |author=<!--Staff writer(s); no by-line.--> |date=March 2007 |title=The Best (and Worst) of 2006; The 16th Annual ''Computer Games'' Awards |magazine=Computer Games Magazine |issue=195 |pages=46–51}}</ref> | |||
In 2016, ''Dwarf Fortress'' was ranked as #1 in "The 50 best free PC games" list by '']''.<ref>{{cite magazine |last=Sykes |first=Tom |date=May 27, 2016 |title=The 50 best free PC games |url=http://www.pcgamer.com/the-50-best-free-pc-games/5/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20161121131659/http://www.pcgamer.com/the-50-best-free-pc-games/5/ |archive-date=November 21, 2016 |url-status=dead |access-date=March 5, 2024}}</ref> In February 2019, ''PC Gamer'' listed ''Dwarf Fortress'' as one of the best open world games.<ref>{{cite magazine |author=<!--Staff writer(s); no by-line.--> |date=November 17, 2020 |title=The best open world games |url=https://www.pcgamer.com/best-open-world-games/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20211202084212/https://www.pcgamer.com/best-open-world-games/ |archive-date=December 2, 2021 |url-status=deviated |access-date=October 15, 2021}}</ref> | |||
In 2015, ''Rock Paper Shotgun'' ranked ''Dwarf Fortress'' 7th on its The 50 Best Free Games On PC list.<ref>{{cite news |author=<!--Staff writer(s); no by-line.--> |date=October 16, 2015 |title=The 50 Best Free Games On PC |url=https://www.rockpapershotgun.com/2015/10/16/best-free-games-on-pc/45/ |website=Rock Paper Shotgun |page=45 |archive-url=https://web.archive.org/web/20161009103407/https://www.rockpapershotgun.com/2015/10/16/best-free-games-on-pc/45/ |archive-date=October 9, 2016 |url-status=dead |access-date=October 9, 2016}}</ref> In 2020, ''Rock Paper Shotgun'' rated ''Dwarf Fortress'' the third best ] on the PC.<ref>{{cite news |last=Smith |first=Graham |date=November 24, 2020 |title=The best management games on PC |url=https://www.rockpapershotgun.com/2020/11/24/best-management-games-on-pc-2020/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20201124175245/https://www.rockpapershotgun.com/2020/11/24/best-management-games-on-pc-2020/ |archive-date=November 24, 2020 |url-status=dead |access-date=November 29, 2020}}</ref> | |||
In 2023, the ] awarded ''Dwarf Fortress'' with "]" at the ].<ref>{{cite news |last=Kuhnke |first=Oisin |date=February 24, 2023 |title=All The DICE Awards Winners Revealed |url=https://www.gamespot.com/articles/all-the-dice-awards-winners-revealed/1100-6511806/ |work=GameSpot |access-date=February 24, 2023 |archive-date=February 24, 2023 |archive-url=https://web.archive.org/web/20230224232308/https://www.gamespot.com/articles/all-the-dice-awards-winners-revealed/1100-6511806/ |url-status=live}}</ref><ref>{{cite web |author=<!--not stated--> |title=Academy of Interactive Arts and Sciences Announces Winners of 2022's Best Video Games at 26th Annual D.I.C.E. Awards |url=https://www.interactive.org/news/26th_annual_dice_awards_winners.asp |website=Academy of Interactive Arts & Sciences |access-date=February 24, 2023 |archive-date=February 25, 2023 |archive-url=https://web.archive.org/web/20230225011339/https://www.interactive.org/news/26th_annual_dice_awards_winners.asp |url-status=live}}</ref> | |||
''Dwarf Fortress'' currently has "universal acclaim" on ], with a score of 93 out of a 100, from 12 reviews.<ref name="MC">{{cite web |author=<!--not stated--> |title=Dwarf Fortress |url=https://www.metacritic.com/game/dwarf-fortress/critic-reviews/?platform=pc |website=Metacritic |access-date=February 2, 2023 |archive-date=March 12, 2024 |archive-url=https://web.archive.org/web/20240312205441/https://www.metacritic.com/game/dwarf-fortress/critic-reviews/?platform=pc |url-status=live}}</ref> The Steam release sold 160,000 copies within 24 hours of release, and 300,000 copies within its first week.<ref name="Tanya-160k">{{cite tweet |author=Tanya X. Short |user=tanyaxshort |number=1600492945345597441 |title=welp, we hit that in under 24 hours. hooray for Dwarf Fortress fans and hooray for Tarn and Zach's brilliance! (and thanks to you too, Steam algorithm!) |archive-url=https://web.archive.org/web/20221212213611/https://twitter.com/tanyaxshort/status/1600492945345597441 |archive-date=December 12, 2022 |access-date=December 12, 2022}}</ref><ref name="Tanya-sales">{{cite tweet |author=Tanya X. Short |user=tanyaxshort |number=1598706787976302592 |title=you: 'How many copies will Dwarf Fortress sell?' economist, studying historical Kitfox data: 'uhh, ~160k units in 2 months' |archive-url=https://web.archive.org/web/20221212214532/https://twitter.com/tanyaxshort/status/1598706787976302592 |archive-date=December 12, 2022 |access-date=December 12, 2022}}</ref><ref name="PCGamer-interview">{{cite magazine |last=Fenlon |first=Wes |date=December 12, 2022 |title=After spending 20 years simulating reality, the Dwarf Fortress devs have to get used to a new one: being millionaires |url=https://www.pcgamer.com/after-spending-20-years-simulating-reality-the-dwarf-fortress-devs-have-to-get-used-to-a-new-one-being-millionaires/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20221213183717/https://www.pcgamer.com/after-spending-20-years-simulating-reality-the-dwarf-fortress-devs-have-to-get-used-to-a-new-one-being-millionaires/ |archive-date=December 13, 2022 |url-status=live |access-date=December 13, 2022}}</ref> By the end of 2022, they had generated over half a million sales,<ref>{{cite magazine |last=Bourdeau |first=Ian |date=January 4, 2023 |title=Dwarf Fortress sales hit nearly 500,000 in December |url=https://www.pcgamesn.com/dwarf-fortress/sales-numbers-steam-december |magazine=PCGamesN |access-date=January 5, 2023 |archive-date=January 5, 2023 |archive-url=https://web.archive.org/web/20230105010726/https://www.pcgamesn.com/dwarf-fortress/sales-numbers-steam-december |url-status=live}}</ref> and over 600,000 copies had been sold by March 2023.<ref>{{cite magazine |last=Chalk |first=Andy |date=March 22, 2023 |title=Dwarf Fortress has now racked up 600,000 copies sold on Steam |url=https://www.pcgamer.com/dwarf-fortress-has-now-racked-up-600000-copies-sold-on-steam/ |magazine=PC Gamer |access-date=March 23, 2023 |archive-date=March 23, 2023 |archive-url=https://web.archive.org/web/20230323022629/https://www.pcgamer.com/dwarf-fortress-has-now-racked-up-600000-copies-sold-on-steam/ |url-status=live}}</ref> Within its first year, ''Dwarf Fortress'' sold a total of over 800,000 copies.<ref>{{Cite web |last=Kerr |first=Chris |date=April 5, 2024 |title=''Dwarf Fortress'' has topped 800,000 sales in just over a year |url=https://www.gamedeveloper.com/business/dwarf-fortress-has-topped-800-000-sales-in-just-over-a-year |access-date=April 13, 2024 |website=] |language=en}}</ref> | |||
== Community == | |||
''Dwarf Fortress'' has attracted a significant ].<ref name="WMoore">{{cite magazine |last=Moore |first=Bo |date=July 7, 2014 |title=Now You Can Play ''Dwarf Fortress'' in Real-Time 3-D |url=https://www.wired.com/2014/07/dwarf-fortress-3d/ |magazine=Wired |archive-url=https://web.archive.org/web/20140726001833/http://www.wired.com/2014/07/dwarf-fortress-3d/ |archive-date=July 26, 2014 |url-status=live |access-date=July 24, 2014}}</ref><ref name="GIPearson2">{{cite news |last=Pearson |first=Dan |date=July 2, 2013 |title=Dwarf Fortress creators were offered '6 figures' by a publisher |url=http://www.gamesindustry.biz/articles/2013-07-02-dwarf-fortress-creators-were-offered-6-figures-by-a-publisher |work=GamesIndustry.biz |archive-url=https://web.archive.org/web/20140202154507/http://www.gamesindustry.biz/articles/2013-07-02-dwarf-fortress-creators-were-offered-6-figures-by-a-publisher |archive-date=February 2, 2014 |url-status=live |access-date=July 24, 2014}}</ref><ref name="PCGChalk">{{cite magazine |last=Chalk |first=Andy |date=June 2, 2014 |title=Dwarf Fortress update coming in July, the first in two years |url=http://www.pcgamer.com/2014/06/02/dwarf-fortress-update-coming-in-july-the-first-in-two-years/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20140727070730/http://www.pcgamer.com/2014/06/02/dwarf-fortress-update-coming-in-july-the-first-in-two-years/ |archive-date=July 27, 2014 |url-status=live |access-date=July 25, 2014}}</ref> The game's difficulty, with most fortresses eventually succumbing to various forms of defeat, led to its unofficial slogan "Losing is fun!"<ref name="NYTWeiner" /><ref name="PCGElliott" /> Adams has said that the slogan was originally a throw-away joke from the game manual, and is meant to create comfort with the concept of ].<ref name="GHarris" /> The slogan 'strike the earth' is used in marketing and community content. Tarn and Zach Adams answer questions from players on the game's official ], "Dwarf Fortress Talk".<ref name="WMastrapa2" /> Donors receive personalized crayon drawings or short stories from Tarn Adams, and their names are displayed on a "Champions' List" online. In addition to cash donations, Adams said he has received many ]. For example, volunteers handle the ].<ref name="GRose" /> | |||
Players and members of the community have often written creative interpretations of game events. They have made diaries, short videos, comics and audio depicting their stories whether it involved success or defeat.<ref name="IGNSpencer" /> Besides testing the game, sharing it with others and supporting it through donations, they make suggestions, help newcomers, share stories, and information in the Bay 12 Games forums. They maintain the dedicated ]; there are also fan-organized podcasts and meet-ups.<ref name="Hastac" /> In 2006, a saga called '']'', where fans passed around a single fortress and each played the game and saved it before sending it to another, was portrayed in detail from the start to its destructive end. This spread around gaming sites and boosted the game's popularity.<ref name="WMastrapa">{{cite magazine |last=Mastrapa |first=Gus |date=September 10, 2010 |title=Kiwi Comic Tells Tale of Dwarf Fortress Failure |url=https://www.wired.com/2010/09/oilfurnace/ |magazine=Wired |archive-url=https://web.archive.org/web/20141020122554/http://www.wired.com/2010/09/oilfurnace/ |archive-date=October 20, 2014 |url-status=live |access-date=May 14, 2014}}</ref><ref name="KPlunkett">{{cite news |last=Plunkett |first=Luke |date=January 30, 2013 |title=After Years of Playing A Game, These Guys Turned Their Exploits into A Giant Story |url=http://kotaku.com/5980344/after-years-of-playing-a-game-these-guys-turned-their-exploits-into-a-giant-story |work=Kotaku |archive-url=https://web.archive.org/web/20150222162141/http://kotaku.com/5980344/after-years-of-playing-a-game-these-guys-turned-their-exploits-into-a-giant-story |archive-date=February 22, 2015 |url-status=live |access-date=May 15, 2014}}</ref><ref name="PCGMcDougall">{{cite magazine |last=McDougall |first=Jaz |date=September 7, 2010 |title=Oilfurnace: an illustrated Dwarf Fortress tale |url=http://www.pcgamer.com/2010/09/07/oilfurnace-an-illustrated-dwarf-fortress-tale/ |magazine=PC Gamer |archive-url=https://web.archive.org/web/20140608024829/http://www.pcgamer.com/2010/09/07/oilfurnace-an-illustrated-dwarf-fortress-tale/ |archive-date=June 8, 2014 |url-status=live |access-date=May 14, 2014}}</ref> There have been tutorials on ] with one being a 15-part series, and another 12-part written series called "The Complete and Utter Newby Tutorial for Dwarf Fortress".<ref name="RPSGillen2">{{cite news |last=Gillen |first=Kieron |date=January 8, 2009 |title=Losing Is Fun, Learning is Better: DF UltraTutorials |url=http://www.rockpapershotgun.com/2009/01/08/losing-is-fun-learning-is-better-dwarf-fortress-tutorials/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140514201747/http://www.rockpapershotgun.com/2009/01/08/losing-is-fun-learning-is-better-dwarf-fortress-tutorials/ |archive-date=May 14, 2014 |url-status=live |access-date=July 24, 2014}}</ref><ref name="RPSGillen6">{{cite news |last=Gillen |first=Kieron |date=March 10, 2009 |title=Dwarf Fortress For Minors: Newbie Tutorials |url=http://www.rockpapershotgun.com/2009/03/10/dwarf-fortress-for-minors-newbie-tutorials/ |work=Rock Paper Shotgun |archive-url=https://web.archive.org/web/20140514201318/http://www.rockpapershotgun.com/2009/03/10/dwarf-fortress-for-minors-newbie-tutorials/ |archive-date=May 14, 2014 |url-status=live |access-date=July 25, 2014}}</ref> An illustrated guide to the game, called ''Getting Started with Dwarf Fortress: Learn to play the most complex video game ever made'' was released by technology publisher ] in 2012 written by Peter Tyson. Containing 240 pages, it has a foreword from Adams and is updated along with the game's development.<ref name="EBrown">{{cite magazine |last=Brown |first=Nathan |date=June 12, 2012 |title=Dwarf Fortress guide published |url=http://www.edge-online.com/news/dwarf-fortress-guide-published/ |magazine=Edge |archive-url=https://web.archive.org/web/20130404080152/http://www.edge-online.com/news/dwarf-fortress-guide-published/ |archive-date=April 4, 2013 |url-status=dead |access-date=July 24, 2014}}</ref> | |||
On the game's community, Adams said, "They are the reason I've been able to make the step from hobbyist to full-time developer. I'm lucky to be able to run with whatever ideas we have and try new things."<ref name="Hastac" /> On players sending him forum posts or emails detailing their stories or events that happened during the game, Adams said, "It's really gratifying, because it's one of the things we set out to do is to get people to write these narratives about their game."<ref name="ELaVignec" /> Adams has admitted that some feats of the community surprised even him.<ref name="Hastac" /> Adams stated that the most impressive thing he had ever seen done with the game was when a player managed to create a ] ] computer powered by dwarves.<ref name="WGanpati">{{cite magazine |last=Ganapati |first=Priya |date=October 12, 2010 |title=Geeky Gamers Build Working Computers out of Virtual Blocks |url=https://www.wired.com/2010/10/virtual-computers/ |magazine=Wired |archive-url=https://web.archive.org/web/20140524025808/http://www.wired.com/2010/10/virtual-computers |archive-date=May 24, 2014 |url-status=live |access-date=May 14, 2014}}</ref> | |||
Third-party utilities and mods like "Dwarf Therapist" help players manage toggling labors and skills.<ref name="ATJohnston" /><ref name="RPSSmith3" /> The utility "Stonesense", based on the "DFHack" ], can render the game in a 3D isometric view.<ref name="WMoore" /> The "DF to Minecraft" utility allows players to view their ''Dwarf Fortress'' maps by converting them into ''Minecraft'' structures.<ref name="PCGSenior" /> Adams has acknowledged the role of the community in supporting development and endorsed third-party tools, visualizers and interface code; indeed, he has said that he admires third-party developers who create tools for ''Dwarf Fortress'' in spite of the fact that the game is closed-source.<ref name="WFenlon2016">{{cite magazine |last=Fenlon |first=Wes |date=March 31, 2016 |title=Dwarf Fortress' creator on how he's 42% towards simulating existence |url=http://www.pcgamer.com/dwarf-fortress-creator-on-how-hes-42-towards-simulating-existence/3/ |magazine=PC Gamer |page=3 |archive-url=https://web.archive.org/web/20160923190216/http://www.pcgamer.com/dwarf-fortress-creator-on-how-hes-42-towards-simulating-existence/3/ |archive-date=September 23, 2016 |url-status=live |access-date=September 23, 2016}}</ref> | |||
On June 11, 2016, an event called ''Dwarfmoot'' was held at Mox Boarding House in ], to celebrate the ten-year anniversary of the game's release. It was organized by video game developer Kinnon Stephens. The Adams brothers attended and though he was unable to attend in person, ], the creator of '']'' provided a pre-recorded introduction.<ref name="seattleweekly">{{cite news |last=Sears |first=Kelton |date=June 8, 2016 |title=How Two Brothers From Silverdale Made The World's Most Complex Video Game |url=http://www.seattleweekly.com/arts/enormous-dwarf-2610456/ |work=Seattle Weekly |archive-url=https://web.archive.org/web/20160609144332/http://www.seattleweekly.com/arts/enormous-dwarf-2610456/ |archive-date=June 9, 2016 |url-status=live |access-date=June 13, 2016}}</ref> | |||
== Legacy == | |||
The game influenced '']'', which reviewers considered a more user-friendly version of ''Dwarf Fortress''.<ref name="WGoldbergLarsson">{{cite magazine |last1=Goldberg |first1=Daniel |last2=Larsson |first2=Linus |date=November 5, 2013 |title=The Amazingly Unlikely Story of How Minecraft Was Born |url=https://www.wired.com/2013/11/minecraft-book/all/ |magazine=Wired |archive-url=https://web.archive.org/web/20140615133935/http://www.wired.com/2013/11/minecraft-book/all/ |archive-date=June 15, 2014 |url-status=dead |access-date=June 10, 2014}}</ref><ref name="NYTWeiner" /><ref name="KPlunkett2">{{cite news |last=Plunkett |first=Luke |date=November 12, 2010 |title=The PC's Best Free Games Right Now |url=http://kotaku.com/5687049/the-pcs-best-free-games-right-now |work=Kotaku |archive-url=https://web.archive.org/web/20131224090808/http://kotaku.com/5687049/the-pcs-best-free-games-right-now |archive-date=December 24, 2013 |url-status=live |access-date=May 15, 2014}}</ref> Adams says he is thankful for the ''Minecraft'' developers citing ''Dwarf Fortress'' because that drew more players to his game.<ref name="GRose" /> | |||
'']'' developer Tynan Sylvester said ''Dwarf Fortress'' "amazed me because of the stories people wrote from it. I read generated tales like Boatmurdered and Gemclod and was fascinated by how the player and game could work together to create a narrative that actually worked. I wanted to push that even further – and to do it in a way that's approachable, and without falling into some of the design traps that have, in my opinion, marred ''Dwarf Fortress''."<ref>{{cite news |last=Moser |first=Cassidee |date=August 11, 2016 |title=How RimWorld fleshes out the Dwarf Fortress formula |url=https://www.gamasutra.com/view/news/278691/How_RimWorld_fleshes_out_the_Dwarf_Fortress_formula.php |work=Gamasutra |archive-url=https://web.archive.org/web/20210429064557/https://www.gamasutra.com/view/news/278691/How_RimWorld_fleshes_out_the_Dwarf_Fortress_formula.php |archive-date=April 29, 2021 |url-status=dead |access-date=March 4, 2024}}</ref> | |||
Upon the game's Steam release, many indie game developers came out to praise ''Dwarf Fortress'' and cite its influence on their own games, including the developers of '']'', '']'', '']'', and '']''.<ref>{{cite magazine |last=Fenlon |first=Wes |date=December 6, 2022 |url=https://www.pcgamer.com/tons-of-game-developers-are-praising-dwarf-fortress-today-in-celebration-of-its-steam-launch/ |title=Tons of game developers praise Dwarf Fortress in celebration of its Steam launch |magazine=PC Gamer |archive-url=https://web.archive.org/web/20221207055852/https://www.pcgamer.com/tons-of-game-developers-are-praising-dwarf-fortress-today-in-celebration-of-its-steam-launch/ |archive-date=December 7, 2022 |url-status=live |access-date=December 7, 2022}}</ref><ref>{{cite tweet |author=The Indie Stone |user=theindiestone |number=1600896101514870785 |title=Dwarf Fortress is the OG simulation game on PC. Its development, and developers @bay12games, are LEGENDARY and built the road that Project Zomboid travels on each and every day. Now DF is finally on Steam, and we implore you all to join in the fun! |access-date=January 3, 2023}}</ref> Homages to ''Dwarf Fortress'' appear in '']''.<ref name="NYTWeiner" /> | |||
In March 2012, the ] in New York City exhibited ''Dwarf Fortress'' ] to depict the history of video gaming.<ref name="GSMakuch">{{cite news |last=Makuch |first=Eddie |date=November 29, 2012 |title=Museum of Modern Art opening game gallery |url=http://www.gamespot.com/articles/museum-of-modern-art-opening-game-gallery/1100-6400785/ |work=GameSpot |archive-url=https://web.archive.org/web/20150209083227/http://www.gamespot.com/articles/museum-of-modern-art-opening-game-gallery/1100-6400785/ |archive-date=February 9, 2015 |url-status=live |access-date=June 10, 2014}}</ref> As new updates are made available, the Museum of Modern Art instantly downloads them and archives them in their server.<ref>{{cite news |last=Hall |first=Charlie |date=August 6, 2014 |title=Dwarf Fortress is changing how the MOMA preserves art |url=http://www.polygon.com/2014/8/6/5973295/dwarf-fortress-is-changing-how-moma-preserves-art |work=Polygon |archive-url=https://web.archive.org/web/20150818082206/http://www.polygon.com/2014/8/6/5973295/dwarf-fortress-is-changing-how-moma-preserves-art |archive-date=August 18, 2015 |url-status=live |access-date=October 19, 2015}}</ref> Curator of the exhibition, ], said she was amazed by the combination of "beautiful aesthetics" and "mind-boggling" complexity in the game.<ref name="NYTWeiner" /> In July 2014, the game won a poll conducted by ] as the community's most "Beautiful Game"; games were nominated by fans posting videos, images or text, and a list was compiled by the community which also contained '']'', '']'' and '']''.<ref name="G1">{{cite press release |author=<!--not stated--> |date=July 23, 2014 |title=Dwarf Fortress tops Turtle Beach poll to find players' 'Beautiful Game' |url=http://www.gamasutra.com/view/pressreleases/221680/Media_Alert_Dwarf_Fortress_tops_Turtle_Beach_poll_to_findplayersrsquo_ldquoBeautiful_Gamerdquo.php |website=Gamasutra |archive-url=https://web.archive.org/web/20141022142905/http://www.gamasutra.com/view/pressreleases/221680/Media_Alert_Dwarf_Fortress_tops_Turtle_Beach_poll_to_findplayersrsquo_ldquoBeautiful_Gamerdquo.php |archive-date=October 22, 2014 |url-status=dead |access-date=September 21, 2014}}</ref> Justin Ma, one of the developers of '']'', commented on its use of ASCII graphics, "Part of the reason ''Dwarf Fortress'' can include a breadth of mechanics unseen in other games is because complex mechanics are expressed in the most simple of visual forms."<ref name="GIPearson">{{cite news |last=Pearson |first=Dan |date=January 31, 2013 |title=Where I'm @: A Brief Look at the Resurgence of Roguelikes |url=http://www.gamesindustry.biz/articles/2013-01-30-where-im-a-brief-look-at-the-resurgence-of-roguelikes |work=GameIndustry.biz |archive-url=https://web.archive.org/web/20140903135329/http://www.gamesindustry.biz/articles/2013-01-30-where-im-a-brief-look-at-the-resurgence-of-roguelikes |archive-date=September 3, 2014 |url-status=live |access-date=July 24, 2014}}</ref> | |||
Game designer Craig Ellsworth commended ''Dwarf Fortress'' for having a uniquely long "staying power". According to Ellsworth, it will not be replaced by any other more advanced game of its genre: "There is simply no such thing as a flashier ''Dwarf Fortress'', and there can't be, by definition."<ref name="IGEllsworth">{{cite news |last=Ellsworth |first=Craig |date=March 24, 2013 |title=Dwarf Fortress: A game that will live forever? |url=http://indiegames.com/2013/03/dwarf_fortress_a_game_that_wil.html |work=IndieGames.com |archive-url=https://web.archive.org/web/20130602135652/http://indiegames.com/2013/03/dwarf_fortress_a_game_that_wil.html |archive-date=June 2, 2013 |url-status=dead |access-date=July 24, 2014}}</ref> He predicted that the game's popularity "will reach its apex" at its final release. | |||
=== Use in academia === | |||
The game has been the subject of several academic papers investigating a range of fields. These include studies on ],<ref>{{cite conference |last=Ryan |first=James |date=November 2015 |title=Toward Characters Who Observe, Tell, Misremember, and Lie |book-title=Experimental AI in Games: Papers from the AIIDE 2015 Workshop |url=https://www.researchgate.net/publication/292437242 |access-date=February 19, 2020 |archive-date=March 12, 2024 |archive-url=https://web.archive.org/web/20240312205408/https://www.researchgate.net/publication/292437242_Toward_Characters_Who_Observe_Tell_Misremember_and_Lie |url-status=live}}</ref> computer game landscapes<ref>{{cite conference |last=Martin |first=Paul |date=2012 |title=Landscape and Gamescape in Dwarf Fortress |url=https://gamephilosophy2013.w.uib.no/files/2013/09/martin_LandscapeAndGamescapeInDF_Final.pdf |book-title=The Philosophy of Computer Games Conference |access-date=February 19, 2020 |archive-date=October 1, 2020 |archive-url=https://web.archive.org/web/20201001000921/https://gamephilosophy2013.w.uib.no/files/2013/09/martin_LandscapeAndGamescapeInDF_Final.pdf |url-status=live}}</ref> and computer game ].<ref>{{cite journal |last=McKee |first=Connor |date=2020 |title=Differentiation Techniques and Their Effectiveness for Video Game Art and Design Lectures in Higher Education |journal=The Computer Games Journal |volume=9 |pages=75–90 |doi=10.1007/s40869-020-00096-3 |s2cid=210716123}}</ref> | |||
== References == | |||
{{Reflist|30em}} | |||
=== Bibliography === | |||
* {{cite book |last=Tyson |first=Peter |date=May 25, 2012 |title=Getting Started with Dwarf Fortress: Learn to play the most complex video game ever made |url=https://books.google.com/books?id=9NthB1geq2sC |publisher=O'Reilly Media |isbn=978-1-4493-1494-1}} | |||
== External links == | |||
{{Portal|Video games}} | |||
* {{Official website}} <!-- taken from Wikidata instance Q248810 --> | |||
* | |||
* , at ''Rock Paper Shotgun'' | |||
* from IndieGames.com (archived) | |||
* from the Let's Play Archives | |||
{{Authority control}} | |||
{{Kitfox Games}} | |||
==External links== | |||
* official website at Bay 12 Games | |||
* | |||
* stories told by players of Dwarf Fortress | |||
* database of maps uploaded by players | |||
* isometric visualizer Stonesense project page | |||
{{DEFAULTSORT:Slaves To Armok Ii: Dwarf Fortress}} | |||
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Latest revision as of 21:20, 1 January 2025
2006 roguelike management simulation video game Not to be confused with dwarf forest. 2006 video gameDwarf Fortress | |
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Developer(s) | Bay 12 Games |
Publisher(s) |
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Designer(s) |
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Platform(s) | Windows, macOS, Linux |
Release |
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Genre(s) | Construction and management simulation, roguelike, survival |
Mode(s) | Single-player |
Dwarf Fortress (previously titled Slaves to Armok: God of Blood Chapter II: Dwarf Fortress) is a construction and management simulation and roguelike indie video game created by Bay 12 Games. Available as freeware and in development since 2002, its first alpha version was released in 2006 and received attention for being a two-member project surviving solely on donations.
Originally displayed using ASCII graphics, the game is set in a detailed, procedurally generated fantasy world with randomized creatures, NPCs, and history. Players can control a colony of dwarves in a fortress or explore the world as a player character. Its mechanics have been lauded for their depth and complexity.
Prior to Dwarf Fortress, Tarn Adams was working on a project called Slaves to Armok: God of Blood which was a role-playing game. By 2004, Adams decided to shift from the original Armok to Dwarf Fortress after the former became difficult to maintain. Adams calls it his life's work and said in 2011 that version 1.0 will not be ready for at least another 20 years, and even after that he would continue to work on it. A paid edition with graphical tiles and a new soundtrack was published by Kitfox Games and released to Steam and Itch.io in 2022.
Critics praised its complex and emergent gameplay but had mixed reactions to its difficulty. The game influenced Minecraft, RimWorld, and others, and was selected among other games to be featured in the Museum of Modern Art to show the history of video gaming in 2012. The game has a cult following and an active online community. As there are no win conditions, every fortress, no matter how successful, will eventually fall; this has prompted the community motto: "Losing is Fun!"
Gameplay
Overview and game modes
Dwarf Fortress has three primary game modes which take place in worlds created by the player, where most of the elements are randomly generated.
- Fortress mode, a construction and management simulation of a colony of dwarves. There are no objectives, with the player being free to decide how to go about managing the colony and making them interact with the environment, thus making it an open-ended and sandbox-style game. Since there is no way to win, it only ends when the entire colony is defeated by the various possible threats, or the player decides to abandon or retire the fortress.
- Adventure mode, a turn-based, open-ended roguelike where the player starts off as an adventurer.
- In Legends mode, players can view maps, histories of each civilization and any figure who has lived or died in the generated world. Any noticeable achievement made by the player in any of the two game modes is recorded and is viewable in Legends mode.
- An object testing arena is present, where players can simulate battles between selected units in various conditions. It is also used for testing mods.
The world is represented by letters, numbers, box-drawing characters and symbols in sixteen different colors. For example, a dwarf is represented by the character ☺
, a cat is a dark gray c
, a dog is a brown d
, and a giant spider is a light gray S
. The tile-based graphics use code page 437 characters as tiles, giving it the appearance of a text-based game. The paid edition replaces the characters with pixel art sprites and includes an option to switch between the new and old visuals in the settings menu.
World generation
The first step in Dwarf Fortress is generating a playable world; only one game can be played per world at a time. The player can adjust certain parameters governing size, savagery, mineral occurrences and the length of history. The map shows symbols representing roads, hills, towns and cities of the various civilizations, and it changes as the generation progresses.
The process involves procedurally generated basic elements like elevation, rainfall, mineral distribution, drainage and temperature. For example, a high-rainfall and low-drainage area would make a swamp. Areas are thus categorized into biomes, which also have two variables: savagery and alignment. They have their own specific type of plant and animal populations. The next phase is erosion—which the drainage simulates. Rivers are created by tracing their paths from the mountains (which get eroded) to its end which is usually an ocean; some form into lakes. The salinity field defines oceans, mangroves or alluvial plains. Names are generated for the biomes and rivers. The names depend on the area's good/evil variable (the alignment) and though in English, they are originally in one of the four in-game languages of dwarves, elves, humans and goblins; these are the four main races in any generated world.
After a few minutes the world is populated and its history develops for the number of in-game years selected in the history parameter. Civilizations, races and religions spread and wars occur, with the "population" and "deaths" counters increasing. The ticker stops at the designated "years" value, at which point the world can be saved for use in any game mode. Should the player choose to retire a fortress or adventure mode character, or should they be defeated, this world will persist and will become available for further games.
Fortress mode
Basics
When Fortress mode is selected, the player is given the option to choose the embark location in the world. The player can consider the environment, elevations, biome, soil types and mineral concentrations which can pose significant challenges to the development or survival of the fortress. Customizing the colony's supplies, domestic animals and skills are available, but each dwarf's mental and physical attributes are randomly generated. The game describes in detail each dwarf's physical appearance, like hair and facial features. The mental abilities, individual preferences and desires are also randomly generated. Each dwarf's relationships with others and the deities they worship can be viewed.
The player embarks with the expedition team (seven dwarves, their livestock and supplies), and does not have direct control over them. In order to construct and operate the fortress, the player has to designate specific tasks to be performed and the dwarves will go about it. They can be assigned any labors, but their work still depends on their relative skill with it, which can increase as they perform said task. Some task categories are stone-working, woodworking, metalworking, farming, and crafting; there are further combat-related skills. They are categorized further, such as leatherworking, butchery, clothesmaking, gem cutting, glassmaking, and pottery. Activities take place in workshops which need to be constructed; for example, stills for brewing alcohol. The metal industry has a very important role because it produces weapons and armor for the military, trap components for defense, and high-value furniture and decorations.
Functional mechanics
The player initially can see a top-down view of the surface-level of the fortress site; each layer of a z-axis level can be viewed when the player changes it. An entire underground level would be seen as its entire section of terrain while a mountain at the surface level would have only its section visible with the remaining surface landscape. Thus, for digging, the player can designate, for every z-level starting from the surface, staircases to be carved, and, at the final designated level, end the staircase by having it dug into a room.
The geology in Dwarf Fortress is fairly accurate. Rocks like olivine and gabbro can be dug up. The topmost layer usually consists of sand, clay or plain soil—this can be used for underground farming. Deeper levels will be layers of rock; minerals appear in layers or clusters around the right depth. Gems like tourmalines appear in rare clusters. Water is simulated like falling sand; every tile can contain up to seven levels of it. A tile having one level of water is the lowest, while a tile with seven is full. There is a system for simulating temperature and heat. Fires can spread and burn dwarves and furniture. There are four basic seasons in an in-game year: spring, summer, autumn and winter.
Mineral ores can be mined just like normal stone and the raw ore can be smelted to produce their corresponding metal bars. Different ores or metal bars can be alloyed together for higher quality materials. For steel production, flux stones are used to make pig iron bars and smelt it with regular iron and coke (or charcoal). Specific metal items can be melted back to their respective bars. Without steel, the alloy bronze or regular iron are the next best suitable metals to use. Bronze requires two ores or bars of tin and copper. The metal adamantine, found deep below, is extremely light but very strong, making it excellent for sharp weapons and armor. Raw adamantine can be extracted into strands and can further be either woven in cloth or smelted into wafers.
Fortress management and growth
Underground farming has customized crops like "plump helmet" mushrooms, which can be brewed to make dwarven wine. As the fortress prospers, migrants come in larger numbers from the mountainhome (the colony's home civilization) and will need further accommodation. Trading caravans, which can be from the various neighboring civilizations including the home civilization, visit the fortress on a yearly basis and are useful for getting supplies not available in the player's fortress area. The role of bookkeeper, manager and broker can be assigned to any dwarf during early game. The bookkeeper maintains records of every item present in the fort, the manager auto-assigns jobs and the broker deals with trading caravans. The production of crafts from any material are useful for trading. The caravans come from civilizations of elves and humans but depending on the embark region and history, they may be absent or sometimes even hostile.
Dwarves need to be provided with food and drink (mostly in the form of alcohol). A dwarf will get negative thoughts for drinking plain water and even for drinking the same type of alcohol, making it necessary to grow different crops for producing different drinks. Things like not having a separate bedroom can upset a dwarf. They may make friends and sometimes marry; females give birth. Dwarves can get upset by sustaining injuries, having poor clothing, losing their pets, friends or relatives; interacting with or seeing their corpses can aggravate this. A frustrated dwarf may break furniture or attack others. Continuous stress will cause them to throw tantrums and eventually go insane, whether going berserk and attacking their comrades in a homicidal rage, becoming suicidally depressed and jumping off a cliff, or simply going "stark raving mad" and stumbling around randomly until their untimely death. Their quality of life can be improved by giving them luxurious personal bedrooms and a well-decorated dining room, medical care, and providing them with a variety of drinks and well-cooked meals. A chain reaction where a single dwarf's unhappiness causes the entire fortress's population to start throwing tantrums can begin when one dwarf throws a tantrum, attacks and kills another one with many friends, which drastically affects the happiness of many more.
As the fortress expands and develops, new noble positions become available. While regular dwarves will be happy with simple rooms provided to them, dwarves appointed or elected to noble positions will need more luxurious accommodation. Nobles will even make demands and mandates, getting negative thoughts if they are not fulfilled. A justice system is present to punish criminals, such as dwarves who injure or kill another dwarf or destroy furniture. Occasionally, a vampire dwarf, with a false background history, may arrive with a migrant wave and start killing and feeding on the other citizens without being noticed.
Inspired dwarves will occasionally get into a "Strange Mood". They will take over a workshop and go searching for the required materials to begin construction of an artifact. If they cannot find the materials, the dwarf will wait at the workshop, demanding it until it is available. After a few in-game weeks, the work results in a legendary artifact, an item so masterfully crafted that it is usually worth more than a beginning fortress' total wealth put together. These artifacts will be added to the world's records and its exact description can be viewed. Through this entire period of being in a strange mood, a dwarf will not eat, drink or sleep and will eventually go insane if they are unable to complete the artifact due to any reason (such as unavailability of materials).
Threats, defense and delving deeper
The first in-game year will usually consist of kobold thieves and goblin snatchers trying to infiltrate the fortress. Thieves try to steal valuables, while snatchers try to kidnap dwarven children to raise them as future soldiers. Goblin and kobold civilizations near the fortress will always be hostile and a source of frequent attacks. Wildlife is usually harmless, but depending on the fortress' location, more fierce elephants, bears, unicorns, giant spiders and wolves may be a threat. Wealthier and more populated fortresses will get ambushes and sieges from neighboring goblin (or other enemy) civilizations. A thriving fortress will attract certain "megabeasts" like hydras, titans or dragons, and randomly generated creatures called "Forgotten Beasts". These unique creatures have randomized physical qualities and abilities, thus giving them the potential to be very powerful. Undead attack mainly in evil biomes or if the player embarks near a necromancer's tower. Undead are harder to kill, and often reanimate once they are defeated, with their body parts being separate units to fight.
Military squads can be assigned to barracks to train and be equipped with a uniform (armor and a weapon). Squads can be directly commanded to attack enemies. Crossbows can be made for ranged attacks and a range with targets can be constructed for training. Walls can be carved into fortifications and be used by ranged-units during attacks. Training areas can be made to train war animals, such as dogs. Players can use traps and engineering in addition to training an army. Traps can be made by constructing mechanisms and using metal or wood to construct large weapons like spikes, axe blades or cages. More complex lever-operated and pressure plate-triggering trap components are available.
The combat system in Dwarf Fortress is anatomically detailed. Combat is displayed by viewing the log which describes each weapon striking a specific part of the character's body. Internal organs can get punctured, combatants can fall to the ground, vomit, and lose body parts. Each dwarf has individually detailed limbs, each with damageable bone, fat, nerves, muscle and skin. Fat can be bruised without breaking bones and vice versa. Injuries sometimes can be permanent. There is a medical system where a hospital can be set up, where crutches for disabled dwarves, traction benches, plasters and cloth for casts and bandages, thread for suturing, soap for preventing infection, and splints can be provided to help with the healing process.
Digging deeper is usually done for finding magma, which, as a fuel source, removes the player's dependence on coal or wood. Another reason to dig deeper is for searching for specific raw materials, ores or gems. Magma pools or the even bigger, world-spanning, magma sea are found while digging into warm rock. Near the magma sea, raw adamantine strata can be found. They are shaped like columns, which pass down through the entire magma sea. These columns are hollow and can be broken, revealing an entire shaft leading deeper into the underworld or hell. Underworld creatures are countless and nearly always bring a fortress to ruin.
Adventurer mode
Adventurer is the secondary game mode in Dwarf Fortress. Unlike Fortress mode, Adventurer mode has the player control a single character. In Adventurer mode, character creation works similar to other role-playing games, with the player choosing the name, gender, race and personality of the character. Players also select from a choice of various skills and attributes, such as strength and agility. Like in Fortress mode, these skills further improve normally through exercised use unlike regular experience. They play in the same generated worlds, and these worlds continue to develop and advance while time passes as in Fortress mode. The character starts off in a town of their choosing, depending on the character's chosen civilization, and can interact with the various non-playable characters (NPCs). NPCs can speak about the surrounding areas or offer to follow and help the player. Quests are given via a "rumor" system, where rumors can spread among the NPCs, or players can decide to serve a leader and attain more traditional quests from them via an "Agreement". Characters can also write poems, books and music compositions, based on procedurally generated forms and styles. The player can choose to form a site and build using materials they collect. Players can use the quick travel mode to quickly travel between geographical regions.
Like regular characters in Fortress mode, characters have thirst, hunger and exhaustion levels. To survive, they must eat, drink and sleep. They need to take shelter at night when evil creatures like bogeymen come out. In addition to the regular combat mechanism, in this mode, the player can also choose which body parts to strike. A player can visit their retired or ruined fortresses made in Fortress mode. Instead of quitting, the character can be retired, and depending on the player's achievements, their life events will be documented in the Legends mode among the historical figures.
Legends mode
Legends is the third way of interacting with a generated world, a listing of the events of historical figures, sites such as towns or fortresses, regions and civilizations. Legends also includes a "historical map" tool in which players can examine conflicts and other activities between civilizations. These generally take the form of sentences describing the actions of the characters, as well as notable completed events. Some historical entries also include notable kills, megabeasts, and allies and enemies within the game world. The character referenced in these details generally have their own historical entries alongside.
At any time, the player can create an XML dump in which players can examine history outside of the game. Similarly, players can export detailed maps that show world details such as biome boundaries, rainfall and drainage. These XML files and map images can be used in third party software to view the generated world and its history in a more user friendly and comprehensive interface.
History
Early development (2002–2006)
Tarn Adams in 2013; he has been designing games since high school.His older brother, Zach, who helped him with his game projects and Dwarf FortressOne of Tarn and Zach Adams' early works was a text based adventure game called dragslay, written in the BASIC language and influenced by Dungeons & Dragons. This was the brothers' first fantasy project. In high school, Tarn Adams taught himself the C programming language and developed it further. dragslay would later have an important influence on Dwarf Fortress. Adams explained his interest in fantasy games, that he had grown up "surrounded by that sort of thing ... along with generic sci-fi, generic fantasy is part of our heritage." Years later, before entering graduate school in mathematics, Adams began working on a project he called Slaves to Armok: God of Blood. It was named after a deity in dragslay, originally named for a variable "arm_ok"—which counted the limbs the player still had attached. This new project was a two-dimensional (later to have 3D graphics) isometric fantasy role-playing game in which the player encountered and fought goblins.
Adams took some time off Armok to work on small side-projects, and another one which would inspire Dwarf Fortress was Mutant Miner. It was turn-based, loosely inspired by a game called Miner VGA. Mutant Miner involved the player digging underneath buildings, searching for ores, fighting monsters, and carrying radioactive "goo" back to the surface to grow extra limbs and gain other abilities. Adams was dissatisfied with only having a single miner, and the game began to lag because it was turn-based. Adams said:
nstead of rewriting the game, I thought, well maybe it should be dwarves instead. And it should be real-time to combat the problem. Now, you'd be digging out minerals in a mountain, combating threats inside, and making little workshops. Then I thought, well, how should the high score list work? We really like to keep records of plays. Not just high score lists, but expansive logs. So we'll often try to think of ways to play with the idea. This time, the idea was to let your adventurer come into the fortress after you lose and find the goblets you've made, and journals it generates.
First release (2006)
Adams began working on Dwarf Fortress in October 2002, estimating that the project would take two months, but suspended development soon after, in order to finish his previous work, Armok. He explained that it began like the 1982 arcade game Dig Dug. The Adams brothers started the Bay 12 Games company, launching its website and releasing their games online. Armok became harder to maintain due to him focusing on adding features to Dwarf Fortress instead, in addition to its inferior code and 3D graphics. By 2004, Adams announced on his website that he would be switching his main project to Dwarf Fortress after he struggled to continue working on it. Adams explained that it would be a simulation game with dwarves but kept Adventurer mode as a surprise feature, which was revealed during its release. At that time, his fan base consisted of a few dozen people and more came in when he made this announcement. He put up a PayPal button after a request from a fan; similarly, a subscriber system was added later. In the next five months, they made around $300, which brought in only enough to cover the site's $20 hosting cost. He dubbed the game Slaves to Armok, God of Blood II: Dwarf Fortress; Adams explained that it was a sequel because it continued to work on much of Armok's code but said its cumbersome name was mostly "for kicks".
Adams decided to focus on the game's development full-time during his first year of his math post-doctorate at Texas A&M in 2006. The university offered him $50,000 if he would stay another year. Adams agreed and commented on this, "I woke up the morning after I gave notice, like, I can actually make this work." Later, Adams expected he would use his $15,000 savings for a year and then have to get a job in order to support himself because the game had not been released yet. Development continued until August 8, 2006, when the first alpha version (version 0.21.93.19a) was released. Donations reached $800–1,000 in the following months, an average that increased gradually until they were financially stable. He then decided to solely rely on donations.
Development (2007–present)
According to Adams, Dwarf Fortress is written in an "unsanctioned messy combination" of C and C++ using a free edition of Microsoft Visual Studio as the IDE. Adams did not use the 3D graphics which Armok had since its development was hampered because of it. He cited the ease in development of features like fluid simulation, copyright issues with the art and more unhindered possibilities as further reasons for not using it. Being used to the text-based graphics in roguelikes, he did not want graphical tilesets. The story-generation originated first from Armok, although present to some extent in dragslay. Tarn and Zach would write different chapters of events they would like to see, mix it together and try to implement it. Most of this story writing is managed by Zach, who has a role in the game's development. He graduated in ancient history and books like The Twelve Caesars and the writings of Assyrian kings influenced the game.
Hack, Starflight and the Ultima series were Adams' main influences. The 1985 roguelike Hack inspired Adams because of its randomly generated levels, deceased character persistence and detailed mechanics. Adams cited Ultima series as the inspiration for his generated worlds. The body part and wound system was inspired by 1990 role-playing game Cyberpunk 2020. He prefers modeling on individual elements, rather than entire systems, for better simulations with the outcomes being under his control. He said midpoint displacement generates the elevation of the world and its initial basic elements use fractals, which give it an overall natural look. He further explained that he made an algorithm to simulate rain shadows which occur in areas at the side of mountain deserts. For the distinct personalities of each unit, he took it from NEO PI-R test of which he admitted knowing little about. The feature of carps eating dwarves was unexpected when the game was released. He had written them having the same size and carps were designed to be carnivorous. A tough part of the game for him to implement was the A* search algorithm for in-game character's pathfinding which, depending on their numbers and complexity of the path, can cause a heavy load on a computer. Adams composed the game's flamenco-inspired music.
A z-axis was introduced in the 2007 release because he felt the limitations with a single plane increasing; the feature of making various constructions like walls was also added at this time. In the earlier version, players could dig only into a mountainside and not underground because of having only one "z-level", thus it was considered "2D". This was significantly easier to maintain due to the limited playable area. Adams commented that this major change was further difficult to implement because of considering details like fluid mechanics and cave-ins. Vampiric and lycanthropic infections with necromancers and undead were added in 2012.
On his reliance on PayPal donations, Adams says he is content since he feels that people really like his work or they would not pay. Adams said that donations remain stable except during a new version update, where there is a sudden increase. Their expenses being low, he has maintained that he is happy as long as the game is self-sustaining and will not charge for it. In 2011, Adams refused a job offer from an unspecified major game developer and a $300,000 deal to license the name Dwarf Fortress from another company. Adams felt that this amount would not equate to long-term donations and that he prefers working on his own—not being part of the gaming industry. Adams said, "Barely in the black one month, a little in the red another month. ... It's a risk I'm willing to take, and really I couldn't have it any other way." He has spent no money on advertising and was happy when bloggers, reviewers like former game journalist Kieron Gillen from PC Gamer and Games for Windows, wrote about his game. In 2015, Bay 12 Games set up a Patreon account to help fund it.
Steam and Itch.io release (2022)
In March 2019, the Adams brothers announced they would be releasing a paid edition of Dwarf Fortress, featuring a new graphical tileset and music through Steam and Itch.io, published by Kitfox Games. Adams stated this would not affect the ongoing free version of Dwarf Fortress, but due to family situations at the time and the waning income from Patreon, they wanted to find another way to monetize the game. The Steam edition includes support for Steam Workshop, which allows users to provide modifications to the game. It was released on December 6, 2022.
Kitfox Games enlisted the help of an economist to perform an analysis of the game's projected sales, using the number of wishlists and sales data of games Kitfox had previously published as a reference. The initial estimate was that Dwarf Fortress would sell around 160,000 units within two months, but that goal was exceeded within the first day. The game was the best-selling title on Steam upon release. One Steam user expressed incredulity at the amount of positive reviews the game garnered in such a short amount of time, and took to the Steam forums to ask if people had "been playing free DF for 25 years [sic] and just waiting for an opportunity to pay $30?", to which over 3,000 people replied "Yes".
Shortly after the release, the Adams brothers announced they had brought a third person onto the Dwarf Fortress team, a community member named Putnam, to help with development along with a community manager. In February 2023, they revealed on the Bay 12 forums that revenue from the game in January 2023 was over $7.2 million, an over 400-fold increase from the pre-Steam income of around $15,000 monthly.
Further updates
As of September 2024, the latest update was version 50.14, with it completing 22 years in development despite being an alpha version. Starting from version 50.01, which released on December 6, 2022, the developers opted for a new versioning scheme without the leading "0." present in all previous versions of Dwarf Fortress. Adams and his brother have a to-do list of features the game should have before version 1.0 and the version number is the percentage progress of its completion. He says he has been able to maintain focus by shifting his attention to different aspects of the game, given its large coverage. While regular game development aim to perfect their work for release, he considers that a drawback since he continues exploring and learning while adding new features. Wired and Rock Paper Shotgun called some of its bug fixes unintentional and funny, with PC Gamer saying it makes an entertaining RSS feed to subscribe to. Adams has two favorite bugs. One is about a farmer dwarf planting his own bed, and the other involves a dwarven executioner, with broken arms, thus unable to use his hammer, delivering punishments by biting his victims and tearing off their limbs, keeping one in his mouth for years.
Adams considers Dwarf Fortress his life's work, and has stated in 2011 that he does not expect version 1.0 to be released for at least another twenty years, and even after that, he would still continue to update it. Adams calls his game an open-ended "story generator". The game's code base is proprietary, and Adams has stated he has no plans to release it into the open-source domain, citing the risk of them going into financial trouble. He explained he would consider releasing its source if he could not maintain it anymore, seeing different game developers taking it up. He says that he does not mind any modifications as long as he is not put at financial risk.
Adams describes version 1.0 having an Adventurer mode that would be a regular role-playing game, with changing plots and ordering subordinates to perform various tasks. Fortress mode would have a closer relationship with the outside generated world through war, trade and diplomacy. The world being bigger, he envisions the game to have many more features like magic, a tutorial, and a better interface. According to him, a tutorial is a burden because of the additional need of updating it and interface improvement is not a major priority till then—citing numerous existing fan-made applications for improving the game's interface. He said of version 1.0, "sitting down with a fresh DF world would be like sitting down to read a middling fantasy author you haven't read before, but with all the extras that being a video game provides, including the ability to write your own sequels." Modern in-game technologies and 3D graphics were fan requests Adams said he would never implement, yet showing ambivalence about the latter if the task was easy enough.
Reception
ReceptionAggregator | Score |
---|---|
Metacritic | 93/100 |
Publication | Score |
---|---|
IGN | 10/10 |
PC Gamer (US) | 84/100 |
The Guardian |
The game received attention mainly because of its emergent gameplay, ASCII graphics, complexity, poor interface and difficulty. Many reviewers described the game as unusually difficult to learn. It has been compared to other simulation games like SimCity and The Sims, Dungeon Keeper, and roguelike games like NetHack. However, reviewers praised Adams' independence and attention to detail. Gamasutra said, "There have been few indie gaming success stories as big as Dwarf Fortress." Wired magazine, following one of its updates, described it as an "obtuse, wildly ambitious work-in-progress mashes the brutal dungeon crawling of roguelikes with the detail-oriented creativity of city-building sims."
Dwarf Fortress was praised for its depth and complexity. Jonah Weiner from The New York Times stated, "Many simulation games offer players a bag of building blocks, but few dangle a bag as deep, or blocks as small and intricately interlocking, as Dwarf Fortress." PC Gamer's Steve Hogarty commented, "Dwarf Fortress's reluctance to expend even a joule of energy in prettying itself results in astonishing hidden complexity." Regarding the open-ended nature and emergent gameplay, Rock Paper Shotgun's Graham Smith found that with its procedurally generated world and characters simulated "down to the most minute detail", the game's results are "often hilarious, occasionally tragic, and always surprising." Mike Rose from Gamasutra said, "... to an outsider looking in on this game so many years into development, with such a wide scope of features and potential play styles, it's fair to say that getting into Dwarf Fortress is perhaps one of the most daunting tasks the video game industry as a whole can provide."
The lack of graphics, poor interface and controls were seen as the reasons for the game's difficulty. However, the reviewers also noted most of it having a role in gameplay and the argument that the ASCII graphics forces players to use their own imagination, making it more engaging. Weiner wrote, " may not look real, but once you're hooked, it feels vast, enveloping, alive. A micro-manager's dream, the game gleefully blurs the distinction between painstaking labor and creative thrill." Quintin Smith from Rock, Paper, Shotgun said, "The interface has a tough job to do, bless it, but getting it to do what you want is like teaching a beetle to cook." Ars Technica's Casey Johnston highlighted the difficulty in performing basic actions and felt that tinkering or experimenting ended up being unproductive; she compared it to "trying to build a skyscraper by banging two rocks together". She pointed out the lack of in-game tutorial and said how players can learn by themselves in other games, which are also open-ended or have intuitive mechanics, but in Dwarf Fortress, there is no autonomy "even after hours" of gameplay.
The editors of Computer Games Magazine presented Dwarf Fortress with their 2006 "Best Free Game" award.
In 2016, Dwarf Fortress was ranked as #1 in "The 50 best free PC games" list by PC Gamer. In February 2019, PC Gamer listed Dwarf Fortress as one of the best open world games.
In 2015, Rock Paper Shotgun ranked Dwarf Fortress 7th on its The 50 Best Free Games On PC list. In 2020, Rock Paper Shotgun rated Dwarf Fortress the third best management game on the PC.
In 2023, the Academy of Interactive Arts & Sciences awarded Dwarf Fortress with "Strategy/Simulation Game of the Year" at the 26th Annual D.I.C.E. Awards.
Dwarf Fortress currently has "universal acclaim" on Metacritic, with a score of 93 out of a 100, from 12 reviews. The Steam release sold 160,000 copies within 24 hours of release, and 300,000 copies within its first week. By the end of 2022, they had generated over half a million sales, and over 600,000 copies had been sold by March 2023. Within its first year, Dwarf Fortress sold a total of over 800,000 copies.
Community
Dwarf Fortress has attracted a significant cult following. The game's difficulty, with most fortresses eventually succumbing to various forms of defeat, led to its unofficial slogan "Losing is fun!" Adams has said that the slogan was originally a throw-away joke from the game manual, and is meant to create comfort with the concept of permadeath. The slogan 'strike the earth' is used in marketing and community content. Tarn and Zach Adams answer questions from players on the game's official podcast, "Dwarf Fortress Talk". Donors receive personalized crayon drawings or short stories from Tarn Adams, and their names are displayed on a "Champions' List" online. In addition to cash donations, Adams said he has received many in-kind donations. For example, volunteers handle the bug tracking system.
Players and members of the community have often written creative interpretations of game events. They have made diaries, short videos, comics and audio depicting their stories whether it involved success or defeat. Besides testing the game, sharing it with others and supporting it through donations, they make suggestions, help newcomers, share stories, and information in the Bay 12 Games forums. They maintain the dedicated wiki; there are also fan-organized podcasts and meet-ups. In 2006, a saga called Boatmurdered, where fans passed around a single fortress and each played the game and saved it before sending it to another, was portrayed in detail from the start to its destructive end. This spread around gaming sites and boosted the game's popularity. There have been tutorials on YouTube with one being a 15-part series, and another 12-part written series called "The Complete and Utter Newby Tutorial for Dwarf Fortress". An illustrated guide to the game, called Getting Started with Dwarf Fortress: Learn to play the most complex video game ever made was released by technology publisher O'Reilly Media in 2012 written by Peter Tyson. Containing 240 pages, it has a foreword from Adams and is updated along with the game's development.
On the game's community, Adams said, "They are the reason I've been able to make the step from hobbyist to full-time developer. I'm lucky to be able to run with whatever ideas we have and try new things." On players sending him forum posts or emails detailing their stories or events that happened during the game, Adams said, "It's really gratifying, because it's one of the things we set out to do is to get people to write these narratives about their game." Adams has admitted that some feats of the community surprised even him. Adams stated that the most impressive thing he had ever seen done with the game was when a player managed to create a Turing-complete 8-bit computer powered by dwarves.
Third-party utilities and mods like "Dwarf Therapist" help players manage toggling labors and skills. The utility "Stonesense", based on the "DFHack" library, can render the game in a 3D isometric view. The "DF to Minecraft" utility allows players to view their Dwarf Fortress maps by converting them into Minecraft structures. Adams has acknowledged the role of the community in supporting development and endorsed third-party tools, visualizers and interface code; indeed, he has said that he admires third-party developers who create tools for Dwarf Fortress in spite of the fact that the game is closed-source.
On June 11, 2016, an event called Dwarfmoot was held at Mox Boarding House in Bellevue, Washington, to celebrate the ten-year anniversary of the game's release. It was organized by video game developer Kinnon Stephens. The Adams brothers attended and though he was unable to attend in person, Richard Garfield, the creator of Magic: The Gathering provided a pre-recorded introduction.
Legacy
The game influenced Minecraft, which reviewers considered a more user-friendly version of Dwarf Fortress. Adams says he is thankful for the Minecraft developers citing Dwarf Fortress because that drew more players to his game.
RimWorld developer Tynan Sylvester said Dwarf Fortress "amazed me because of the stories people wrote from it. I read generated tales like Boatmurdered and Gemclod and was fascinated by how the player and game could work together to create a narrative that actually worked. I wanted to push that even further – and to do it in a way that's approachable, and without falling into some of the design traps that have, in my opinion, marred Dwarf Fortress."
Upon the game's Steam release, many indie game developers came out to praise Dwarf Fortress and cite its influence on their own games, including the developers of Terraria, Caves of Qud, Prison Architect, and Project Zomboid. Homages to Dwarf Fortress appear in World of Warcraft.
In March 2012, the Museum of Modern Art in New York City exhibited Dwarf Fortress among other games selected to depict the history of video gaming. As new updates are made available, the Museum of Modern Art instantly downloads them and archives them in their server. Curator of the exhibition, Paola Antonelli, said she was amazed by the combination of "beautiful aesthetics" and "mind-boggling" complexity in the game. In July 2014, the game won a poll conducted by Turtle Beach as the community's most "Beautiful Game"; games were nominated by fans posting videos, images or text, and a list was compiled by the community which also contained The Legend of Zelda: The Wind Waker, Far Cry 3 and The Last of Us. Justin Ma, one of the developers of FTL: Faster Than Light, commented on its use of ASCII graphics, "Part of the reason Dwarf Fortress can include a breadth of mechanics unseen in other games is because complex mechanics are expressed in the most simple of visual forms."
Game designer Craig Ellsworth commended Dwarf Fortress for having a uniquely long "staying power". According to Ellsworth, it will not be replaced by any other more advanced game of its genre: "There is simply no such thing as a flashier Dwarf Fortress, and there can't be, by definition." He predicted that the game's popularity "will reach its apex" at its final release.
Use in academia
The game has been the subject of several academic papers investigating a range of fields. These include studies on artificial intelligence, computer game landscapes and computer game pedagogy.
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Bibliography
- Tyson, Peter (May 25, 2012). Getting Started with Dwarf Fortress: Learn to play the most complex video game ever made. O'Reilly Media. ISBN 978-1-4493-1494-1.
External links
- Official website
- The Dwarf Fortress Wiki
- "You Should Be Watching: Matul Remrit", at Rock Paper Shotgun
- "Bravemule: a Dwarf Fortress story" from IndieGames.com (archived)
- "Boatmurdered" from the Let's Play Archives
Kitfox Games | |
---|---|
- 2006 video games
- Construction and management simulation games
- Fantasy video games
- Freeware games
- Indie games
- Kitfox Games games
- Linux games
- MacOS games
- Mythopoeia
- Open-world video games
- Proprietary cross-platform software
- Retro-style video games
- Roguelike video games
- Single-player video games
- Top-down video games
- Video games about dwarves
- Video games developed in the United States
- Video games developed in the United Kingdom
- Video games using procedural generation
- Video games with Steam Workshop support
- Windows games