Dwarf Fortress: Menacing with Spikes

Dwarf Fortress Kitfox Games Cover depicts in the top left hand corner covering most of the image with "Dwarf Fortress". in the bottom right corner is three adventurous dwarves marching towards a tower that sits to the left and underneath the "Dwarf Fortress" title with a path of fluorescencent mushrooms in the left bottom corner. The picture seemly takes place underground.

Dwarf Fortress is a game developed by Bay12 games, started by the Adam brothers (Tarn and Zach) and available for free from their website. Alternatively, there is a developer-backed version, developed by Kitfox games on Steam or Itch.IO that is a graphical upgrade and other improvements available for $29.99 or an approximate equivalent in one's respective country.
 
Dwarf Fortress Bay 12 Official Logo with the title "Dwarf Fortress" and a little pixelated dwarf to the right of the title

For a more modern supported version it is recommended to try the Steam version as it does bridge one of the biggest gaps with learning the game if one is use to graphical interfaces and all that comes with that.

However if you want to first try before you buy one can always try PeridexisErrant's Starter Pack which contains the free game plus a lot of quality of life additions that a player can pick and choose to their liking, although it is created for the older version 47.

If you can enjoy dwarf fortress in its pure ASCII form then the free version is available here. There is nothing wrong with the ASCII and it makes logic sense once one can get used to the symbols, but it is a hard readjustment from someone more accustomed to an image based fidelity.

Dwarf Fortress in its pure ASCII Form. Taken from Bay12 description: "Here the dwarves have carved out a little fotress to live in. The river at this embark location gave us a steep grade to work with. Living quarters are at the top left, furnished with objects created in the workshops at the bottom of the image. The food stockpile is at the top center ( food barrels and seed bags filled with the provisions we brought along). Stone is stockpiled at the bottom left. Orthoclase!"

Which ever version of the game one decides to try it is highly recommended to read the Wiki though, as it is not a game that is immediately user-friendly. KitFox's version does attempt to alleviate that issue but if one wants to fulfill their true aspirations then one has to have a solid foundation of how the systems function and how to get a fortress up to basic functionality.

If one purchases the release version one can find resources here - which a short beginner tutorial series, and here - which is a series of tutorial streams featuring known Dwarf Fortress content creators.

Getting into the core of what Dwarf Fortress is can be described is as a deep simulator fantasy top down game with the option of playing in either the roguelike Adventure Mode or setting down roots and building a legacy in Fortress Mode.

Adventure mode is as the name suggests is when the player generates a character and goes on an adventure throughout a generate world with its own history, legends and artifacts. It allows you to build a player from a large collection of races and one can assign your base skills and attributes. 

The options to build your character can be quite overwhelming when starting out, but they do play an important role in how your character will generally be. That is not to say you have to strictly adhere to these systems, but embracing the role play does make playing a character somewhat easier.

I say somewhat easier as the game mode is hard and extremely open ended in how you can tackle things, it is not uncommon to make a sock a deadly weapon - Reddit post to prove Sock Deadliness, when used by fearsome opponent in the right hands and this crazy consistent logic extends to all aspects of the game.

One can hire a party, complete quests, collect suspect books and deposit them in a library. The fun to be had is by engaging with the systems and having a laugh at some of the craziness you run into and read along the way..

If one makes a strong character and gets to grips with the many systems it becomes a surprisingly decent rogue-like adventure. It is a personal journey where the player can witness and have a direct effect on the history and events of the world.

Speaking of having an effect, if the character is loaded into a world with a player-created fortress it can act as an interesting experience where you can live out your adventures from your own creation and this can lead to interesting gameplay experiments where you can build a fortress for mystery, mayhem, growth, sanctuary or as a personal challenge. The possibilities are only limited to the what a player could conceivably think up.

Its draw is that this adventure is your story and how it can end is like any other being in the world which makes extraordinary achievements feel more impactful as it is framed as something no mere mortal should achieve aligning with whatever value that a player deems worth the amount of effect one is willing to put in.


Fortress mode is a colony simulation that is only restricted by a player's imagination. There are a multitude of systems all running in the background that once one comes to grips with it can start to really appreciate it. This mode that can strain any computer if a player is determined to push the limits with all the intricacies of the game has to offer.

KitFox Dwarf Fortress - Choosing a landing spot for an embark. In the top middle it states: "Quick start and short tutorial? Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial? Non-interactive help will be available whatever you decide." Below that is a "Start Tutorial" and "Skip Tutorial" button The simulation starts off simple enough and the initial needs of the fortress is a source of alcohol and food with dwarves preferably having shelter. As the fortress grows so do the needs of its people and the need for leadership, trade, military, industry, security and culture become growing concerns. 

Every dwarf is an evolving entity that over time develops memories and traits and these shape how they live and develop into the type of dwarf they will become. These traits and memories can evolve with their environment and over time dwarves will either adapt to situations or suffer some form of trauma that can either be for the better or worse. This adaption can further develop into cliques based off their interactions with each other.

And this is just the surface elements that the game exposes the player to. It is a game that is simple on the front end display but intricate on the back end technicalities. It demands an effort from the player to get accustomed to, but once that hurdle is overcome they are presented with something that is extremely deep with its systems and possibilities.

It is not all building and planning though as soon enough if measures are not put in place one could harbour all manner of dangers from a sneaky vampire who discreetly murders your citizens, a foreign traveler turning into a werebeast inside of your fortress, goblin scavengers stealing children and so much more. It is a constant struggle of being given a problem or problems at the same time and then with the tools available expected to figure out a solution.

The early days of a fortress is stressful, however with time and patience the systems and procedures to get it up and running become easier. With that familiarity it encourages the player to work on ways to try new things. This could be optimising workflow and pathing, designing intricate dungeons and defences, work out ways to integrate infrastructure projects such as internal mountain wells and showers, burial grounds, trading hubs and pubs to name a few off the top of my head.

KitFox Fortress taking shape. Image of a small dwarven fortress, located in the middle of the map, with basic amenitites. It has an enclosed area where animals are kept and further into the fortress is a store room located in the northern most rooms containing barrels of good and provisions with additional storage located above the barrels containing crates. Below the barrels is a crafting area and in the southern most room is set up a distillery
The list of things a player is able to fiddle with and try is immense as the game does simulate physics and thermodynamics and if one is not careful their wells could run the risk of flooding a fort by not accounting for water pressure or when attempting pumping lava to a higher elevation and not ensuring every part of the pipeline is magma-proof can lead to very unfortunate circumstances.

Every fortress should always prepare for the dangers that can assault it, a quick and easy way to do so is with a basic defence of a deep trench with a draw bridge mechanism that seals the fortress up, but limits its reliability on the supplies on hand to hold out against the enemy until they give up. It is possible to be completely sealed in and develop a Dwarven society, but requires exploring deeper depths of your location to unlock such secrets.

Although sometimes a siege needs to be broken for matters of trade or exploration and in service of this the training of soldiers is important. Dwarves can train in wide variety of weapons and shields types with additional training getting use to using armour as well.

KitFox Castle of Glass. In the middle, to off-center left is a surface glass "castle" built in a rocky desert
To this end one can schedule drills to keep your soldier skills sharp, design clever obstacle courses to refine and sharpen their defensive skills and one can, if they are so inclined, capture enemies and use these "volunteers" in any state the captor desires to harden and acclimatise a soldier to the horrors of war.

These hard conditions breed hardy dwarves and through this hardiness allows them to defend your society from things up to a certain level and eventually to a the realm of producing legendary soldiers that stand a chance against things like a "Circus" incident or the more nasty varieties of Forgotten Beasts and even then will give well armoured and armed veterans trouble.

That doesn't mean that a dwarf cannot go above and beyond the call of duty and they sometimes are able to do feats that can surprise one with uncanny showings of heroism.

What is captured to followed is one of those moments when a newly promoted Militia Captain preformed exceptionally in single combat by fighting and killing a Forgotten Beast Cyclops.

Personal Account of a Heroic Dwarf Page 1. It depicts the heroic tale of a lone dwarf fighting and stabbing a forgotten beast cyclops with a short iron sword. It describes in detail the conflict with the dwarf blocking with their iron shield, dodging, slashing and even getting their sword embedded into the cylcops
Personal Account of a Heroic Dwarf Page 2- The heroic dwarf is able to overwhelm the cyclops with his masterful swordmanship and causes it to collapse from the pain. It takes this opportunity to deliver a devastating and relentless assault to put down and defeat the cyclops for good
Bio while in Combat with the Cyclops. The thoughts of this hero is filled with remorse for his fallen comrades, he is acclimatised to seeing non-dwarven corpses. They are also do not feel anything from combat. The rest is a detailed account of their lifetime memories and moodAftermath of the Forgotten Beast Cyclops Attack. The image depicts to the right a large bridge, with a deep trench running under and through it, which is connected to a road lined with dwarven statues. To the bottom and slightly off center is a hunter camp and in the left corner is the remains of the defeated cyclops. On the middle right is the site of conflict with a few dwarven corpses, a large amount of blood and a few dismembered parts lying around the zone of the recent conflict
All this as their First Real Combat Experience. Image shows that the first kill was the forgotten best that the dwarf bested.
Bio once the Aftermath of Battle has settled. Here the hero resumes their work and reflects upon all their improvements from the recent events while still feeling the effects of celebrating his victory

The game is built upon the machinations of the esoteric code that lies beneath and you the player are only a guiding hand in the grand scheme of things. It is a game that will take time to understand what and how to do things, reach a level of competence and then soon realise that you have only scratched the surface.
 
It is honestly pretty scary the level of detail involved in the game with all the systems chugging away in the background and one's fun is only really limited to how much the player is willing to push the envelope of what is possible.
 
Dwarven !SCIENCE! in progress. A mine work system that is built through the center of the map with a pool of lava in the bottom right corner. The dwarves have harnessed the power of lava to run their forges in the center. In the bottom off center right lava is being funneled to provide easier access to refueling the forges by means of tunnels that were dug out to direct its flow.The term Dwarven !SCIENCE! is a meant to describe this process and through experimental one can learn of the lethality of mine cart coin projectiles, how many z-levels can an average entity fall and still survive, the destructive power of atomic compactors and effective means to seal an unfortunate and dangerous experiment in case of misjudging the danger. It is all part of the charm to be able to come up with an idea, test it and come up with a conclusion to either refine it or scrap it.

These experiments are only limited by a players imagination and the complexity, scale and scope can grow to incredible proportions with those truly dedicated to their craft and dedication to !SCIENCE!. If one is curious about this, there is a Wiki article that deals with Megaprojects, which deals with this line of thinking.

With all that in mind, it must be noted that Dwarf Fortress is not a game for everyone, there is no defined end goal and is more of a very large and story rich sandbox where you oversee the creation of a fortress or decide to try your luck as an Adventurer being the point of the game and it does this with very deep systems that interact and play out in a remarkable manner when one can take a look at what care and attention is on display. It is truly a labour of love, a very complicated and intertwined labour, but it is there.

It is intimating game to get into and why the moniker of "Losing is FUN" is a core principal of its enjoyment as you, the player, will lose a lot while playing and those loses will at times feel unfair but in its own way some of the most memorable moments come from inviting danger and watching your failure cascade and how the system reacts. 
 
It through these failures one learns something new and over time one can see the multilayered evolution of a society that hopefully through all its troubles can adapt and overcome, or they all die horribly and you are left with lessons how to avoid that situation in future and refine your play to account for such extreme "failure" states.



Image Source:

Bay12Games

KitFoxGames

Video Source:

Dwarf Fortress Adventure Mode Announcement Trailer

Dwarf Fortress Steam Edition Launch Trailer



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