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Dwarf Fortress (previously officially named 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. The primary game mode is set in a procedurally generated fantasy world in which the player indirectly controls a group of dwarves, and attempts to construct a successful and wealthy fortress. 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.
For the vast majority of the game's history, it solely had text-based graphics (using the CP437 character set), but the Premium edition released in 2022 added the option to use a tile set to represent the game world. It is open-ended with no main objectives. Before playing, the player has to set in motion a process which generates a fantasy world with continents, oceans, and islands, produced via generative geology and hydrogeology, meteorology, and biogeography, and then simulates the evolution of all civilizations down to the lives of their inhabitants in order to yield a coherent world with internally consistent lore and history. The main game mode, Dwarf Fortress mode, is a colony management game that starts with selecting a suitable site from the generated world, establishing a successful colony or fortress, combating threats like goblin invasions, monster sieges, or undead hordes, generating economic wealth and taking care of the dwarves. Each creature, from animal to dwarf, is modeled down to its body parts, bodily fluids, organs, bones, teeth, hair, and tissues (which, depending on the creature, can be made of more unusual fantastic materials such as metal or stone, or even mist, fire, or moss) each of which can be injured or lost. Each creature has a discrete mind and individual personality, including likes and dislikes, and possesses specific trainable or innate skills in various labors and abilities, as well as short and long term memories to facilitate all this, as well as influencing its current emotional state. The second main game mode, Adventurer mode, is a turn-based, open-ended, open world roguelike where the player starts off as a player made adventurer in the world and is free to explore, complete quests, or visit old abandoned fortresses. The combat system in both modes is anatomically detailed with combat logs describing events like organs getting pierced, fat getting bruised and limbs getting severed. Creatures have no hit points, and instead death occurs as a result of the impairment or disruption of vital functions.
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.[28] 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.[18][28] These artifacts will be added to the world's records[27] 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).[28][19]
[I]nstead of rewriting the game, I thought, well maybe it should be dwarves instead. And it should be real-time to combat the [lag] 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.
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.[38] 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.[10] 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.[39] 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.\"[10]
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.[42] 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.[34] Being used to the text-based graphics in roguelikes, he did not want graphical tilesets.[34] 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.[40] He graduated in ancient history and books like The Twelve Caesars and the writings of Assyrian kings influenced the game.[34]
Hack, Starflight and the Ultima series were Adams' main influences.[43] The 1985 roguelike Hack inspired Adams because of its randomly generated levels, deceased character persistence[43] and detailed mechanics.[38] Adams cited Ultima series as the inspiration for his generated worlds.[10] 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.[34] He said midpoint displacement generates the elevation of the world and its initial basic elements use fractals, which give it an overall natural look.[11] He further explained that he made an algorithm to simulate rain shadows which occur in areas at the side of mountain deserts.[11] For the distinct personalities of each unit, he took it from NEO PI-R test of which he admitted knowing little about.[44] 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.[33] 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.[10] Adams composed the game's flamenco-inspired music.[45]
In March 2019, the Adams brothers announced they will be releasing a paid-for enhanced version of Dwarf Fortress for Windows, featuring a graphical tileset and other improvements through Steam and itch.io, published by Kitfox Games. Adams stated this will 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 version includes support for Steam Workshop, which allows users to provide modifications to the game.[51] The enhanced version was released on December 6, 2022.[52]
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.[53] 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.[54] The game was the best-selling title on Steam upon release.[55] 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 3000 people replied \"Yes\".[54][56]
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.\"[44] 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.\"[49] Adams has admitted that some feats of the community surprised even him.[44] 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.[84] 59ce067264
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