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.
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.
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. 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.
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.
Image Source:
Video Source:
Dwarf Fortress Adventure Mode Announcement Trailer
Dwarf Fortress Steam Edition Launch Trailer
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