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[[File:Df logo.png|thumb|350px|Official logo]]
 
[[File:Df logo.png|thumb|350px|Official logo]]
  
'''''Dwarf Fortress''''' (formerly '''''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress''''', referred to as '''DF''') is a part [[wikipedia: Construction and management simulation|construction and management simulation]], part [[wikipedia: roguelike|roguelike]], [[wikipedia: indie video game|indie]] video game created by [[Tarn Adams|Tarn]] (Toady One) and [[Zach Adams]] (ThreeToe). [[wikipedia: Freeware|Freeware]] and in development since 2002, its first [[wikipedia: alpha version|alpha version]] was released in 2006 and it received attention for being a two-member project surviving [[donation|solely on donations]]. The primary game mode is set in a [[wikipedia: procedurally generated|procedurally generated]] fantasy [[world]] in which the player indirectly controls a group of [[dwarves]], and attempts to construct a successful and [[wealth]]y [[fortress]]. Critics praised its complex, [[wikipedia: emergent gameplay|emergent gameplay]] but had mixed reactions to its [[Fun|difficulty]]. The game influenced ''[[wikipedia: Minecraft|Minecraft]] ''and was selected among other games to be featured in the [[wikipedia: Museum of Modern Art|Museum of Modern Art]] to show the history of video gaming in 2012.
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'''''Dwarf Fortress''''' (officially '''''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress''''', referred to as '''DF''') is a part [[wikipedia: Construction and management simulation|construction and management simulation]], part [[wikipedia: roguelike|roguelike]], [[wikipedia: indie video game|indie]] video game created by [[Tarn Adams|Tarn]] (Toady One) and [[Zach Adams]] (ThreeToe). [[wikipedia: Freeware|Freeware]] and in development since 2002, its first [[wikipedia: alpha version|alpha version]] was released in 2006 and it received attention for being a two-member project surviving [[donation|solely on donations]]. The primary game mode is set in a [[wikipedia: procedurally generated|procedurally generated]] fantasy [[world]] in which the player indirectly controls a group of [[dwarves]], and attempts to construct a successful and [[wealth]]y [[fortress]]. Critics praised its complex, [[wikipedia: emergent gameplay|emergent gameplay]] but had mixed reactions to its [[Fun|difficulty]]. The game influenced ''[[wikipedia: Minecraft|Minecraft]] ''and was selected among other games to be featured in the [[wikipedia: Museum of Modern Art|Museum of Modern Art]] to show the history of video gaming in 2012.
  
 
The game has [[wikipedia: Text-based game|text-based]] graphics and is [[wikipedia: open-ended (gameplay)|open-ended]] with no main objectives. Before being played, the player has to [[world generation|generate]] worlds with continents, [[ocean]]s and histories documenting [[civilizations]]. The main game mode, [[Fortress Mode]], consists of selecting a suitable [[site]] from the generated-world, establishing a successful colony or fortress, combating threats like [[goblin]] [[invader|invasions]], generating wealth and taking care of the dwarves. Each dwarf is modeled down to its individual [[personality]], has [[Preferences|likes or dislikes]] and specific trainable [[skill]]s in various [[labor]]s, alongside a lovelife system and distractions. The second game mode, [[Adventure mode]], is a [[wikipedia: turn-based|turn-based]], open-ended roguelike where the player starts off as an [[adventurer]] in the world and is free to explore, complete quests, or even visit old [[ruin|abandoned fortresses]]. The [[combat|combat system]] is [[Anatomy|anatomically detailed]] with combat logs describing organs getting pierced, fat getting bruised and [[Body parts|limbs getting severed]].
 
The game has [[wikipedia: Text-based game|text-based]] graphics and is [[wikipedia: open-ended (gameplay)|open-ended]] with no main objectives. Before being played, the player has to [[world generation|generate]] worlds with continents, [[ocean]]s and histories documenting [[civilizations]]. The main game mode, [[Fortress Mode]], consists of selecting a suitable [[site]] from the generated-world, establishing a successful colony or fortress, combating threats like [[goblin]] [[invader|invasions]], generating wealth and taking care of the dwarves. Each dwarf is modeled down to its individual [[personality]], has [[Preferences|likes or dislikes]] and specific trainable [[skill]]s in various [[labor]]s, alongside a lovelife system and distractions. The second game mode, [[Adventure mode]], is a [[wikipedia: turn-based|turn-based]], open-ended roguelike where the player starts off as an [[adventurer]] in the world and is free to explore, complete quests, or even visit old [[ruin|abandoned fortresses]]. The [[combat|combat system]] is [[Anatomy|anatomically detailed]] with combat logs describing organs getting pierced, fat getting bruised and [[Body parts|limbs getting severed]].
  
 
Prior to ''Dwarf Fortress'', Tarn Adams was working on a project called ''Slaves to [[Armok]]: God of Blood'' which was a [[wikipedia: role-playing game|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. The game has a [[wikipedia: cult following|cult following]] and an active online community. As there is no way to win, every fortress, no matter how successful, is usually destroyed somehow. This prompts the unofficial community motto: "[[Losing is Fun]]!"
 
Prior to ''Dwarf Fortress'', Tarn Adams was working on a project called ''Slaves to [[Armok]]: God of Blood'' which was a [[wikipedia: role-playing game|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. The game has a [[wikipedia: cult following|cult following]] and an active online community. As there is no way to win, every fortress, no matter how successful, is usually destroyed somehow. This prompts the unofficial community motto: "[[Losing is Fun]]!"
 
{{anchor|Premium version}}
 
{{anchor|Classic version}}
 
== Classic vs Premium ==
 
The current release of Dwarf Fortress is available in two versions. The ''Classic'' version is the freeware ASCII Dwarf Fortress that we've known for years. The ''Premium'' is the paid version of the game released on Steam and itch.io platforms on December 6th 2022. Premium introduced a new graphic engine, user interface, pixel art graphics, tutorials, music tracks, sound effects and auto-updates. Additionally, the Steam version also includes Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' which will release simultaneously and remain [[Installation|available for free]].
 
  
 
==Gameplay==
 
==Gameplay==
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The [[geology]] in ''Dwarf Fortress'' is fairly accurate. Rocks like [[olivine]] or [[gabbro]] can be dug up, while the topmost layer usually consists of [[sand]], [[clay]] or plain [[soil]]—this can be used for underground [[farming]]. Deeper levels are layers of rock; minerals appear in layers or [[cluster]]s around the right depth, while [[gem]]s like [[tourmaline]]s appear in rare clusters. [[Water]] is simulated like falling sand, every space 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. [[Fire]]s can spread and burn dwarves and furniture. There are four basic [[season]]s in an in-game year as in real life: spring, summer, autumn and winter.
 
The [[geology]] in ''Dwarf Fortress'' is fairly accurate. Rocks like [[olivine]] or [[gabbro]] can be dug up, while the topmost layer usually consists of [[sand]], [[clay]] or plain [[soil]]—this can be used for underground [[farming]]. Deeper levels are layers of rock; minerals appear in layers or [[cluster]]s around the right depth, while [[gem]]s like [[tourmaline]]s appear in rare clusters. [[Water]] is simulated like falling sand, every space 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. [[Fire]]s can spread and burn dwarves and furniture. There are four basic [[season]]s in an in-game year as in real life: spring, summer, autumn and winter.
  
[[ore|Mineral ores]] can be mined just like normal stone and the raw ore can be [[smelting|smelted]] to produce their corresponding [[metal bars]]. Different ores or metal bars can be [[alloy]]ed together for higher quality materials. For [[steel]] production, [[flux]] stones are used to make [[pig iron]] bars and smelt it with regular [[iron]] and [[coal]] (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 [[Strand extractor|extracted into strands]] and can further be either woven in cloth or smelted into [[wafer]]s.
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[[ore|Mineral ores]] can be mined just like normal stone and the raw ore can be [[smelting|smelted]] to produce their corresponding [[metal bars]]. Different ores or metal bars can be [[alloy]]ed together for higher quality materials. For [[steel]] production, [[flux]] stones are used to make [[pig iron]] bars and smelt it with regular [[iron]] and [[coal]] (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 [[adamant]]ine, found deep below, is extremely light but very strong, making it excellent for sharp weapons and armor. [[Raw adamantine]] can be [[Strand extractor|extracted into strands]] and can further be either woven in cloth or smelted into [[wafer]]s.
  
 
==== Fortress management and growth ====
 
==== Fortress management and growth ====
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===Adventure mode===
 
===Adventure mode===
 
{{main|Adventure mode}}
 
{{main|Adventure mode}}
[[Adventure mode]] is a roguelike played in the generated world, and unlike Fortress mode, it is turn-based. In this mode, there is character creation similar to other role-playing games - players can choose a name, [[gender]], and spend points on specific combat and physical skills, where the amount depends on whether the player chooses a peasant, hero or demigod. The player's character starts off in a random town of their chosen civilisation, depending on their race, and can interact with the various [[wikipedia: non-player character|non-player character]]s (NPCs). NPCs can give quests (usually to slay an outlaw or megabeast), speak about the surrounding areas, or offer to follow and help the player. Players can choose to explore any part of the generated world using quick-travel mode. A player can find the area of their previously-slain character, visit old abandoned fortresses, or seek out their treasures and wield previously-made artifacts. 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 other historical figures.
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[[Adventure mode]] is a roguelike played in the generated world, and unlike Fortress mode, it is turn-based. In this mode, there is character creation similar to other role-playing games - players can choose a name, [[gender]] and spend points on specific combat and physical skills, where the amount depends on whether the player chooses a peasant, hero or demigod. The player's character starts off in a random town of their chosen civilisation, depending on their race, and can interact with the various [[wikipedia: non-player character|non-player character]]s (NPCs). NPCs can give quests (usually to slay an outlaw or megabeast), speak about the surrounding areas, or offer to follow and help the player. Players can choose to explore any part of the generated world using quick-travel mode. A player can find the area of their previously-slain character, visit old abandoned fortresses, or seek out their treasures and wield previously-made artifacts. 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 other historical figures.
  
 
==History==
 
==History==
:''See also: [[History of Adventure Mode]] and [[Release information]]''
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{{main|History of Adventure Mode|History of Dwarf Fortress}}
 
===Early development (2002–2006)===
 
===Early development (2002–2006)===
 
[[File:Tarn Adams.jpg|thumb|alt=Tarn Adams|Tarn Adams in 2013; he has been designing games since high school]]
 
[[File:Tarn Adams.jpg|thumb|alt=Tarn Adams|Tarn Adams in 2013; he has been designing games since high school]]
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A z-axis was introduced in the 2008 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 "[[wikipedia: two-dimensional space|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 [[wikipedia: fluid mechanics|fluid mechanics]] and cave-ins. In 2012, more traps, abilities, [[wikipedia: syndrome|syndrome]]s, detailed cities and tombs were added in addition to vampiric and [[wikipedia: lycanthropic|lycanthropic]] infections, necromancers and undead.
 
A z-axis was introduced in the 2008 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 "[[wikipedia: two-dimensional space|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 [[wikipedia: fluid mechanics|fluid mechanics]] and cave-ins. In 2012, more traps, abilities, [[wikipedia: syndrome|syndrome]]s, detailed cities and tombs were added in addition to vampiric and [[wikipedia: lycanthropic|lycanthropic]] infections, necromancers and undead.
  
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. Ever since its release, donations kept increasing and remaining stable except having a sudden increase during a new version update. He got $50,000 in 2010 following a major update after a long gap. 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 the long-term donations he would receive. Adams said that he prefers working on his own and not being part of the gaming industry. In 2013, his average income was $4000 a month and 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 [[wikipedia: Kieron Gillen|Kieron Gillen]] from ''[[wikipedia: PC Gamer|PC Gamer]]'' and ''[[wikipedia: Games for Windows|Games for Windows]],'' wrote about his game. In 2015, Bay 12 Games set up a [[wikipedia: Patreon|Patreon]] account to help fund ''Dwarf Fortress''.
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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. Ever since its release, donations kept increasing and remaining stable except having a sudden increase during a new version update. He got $50,000 in 2010 following a major update after a long gap. 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 the long-term donations he would receive. Adams said that he prefers working on his own and not being part of the gaming industry. In 2013, his average income was $4000 a month and 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 [[wikipedia: Kieron Gillen|Kieron Gillen]] from ''[[wikipedia: PC Gamer|PC Gamer]]'' and ''[[wikipedia: Games for Windows|Games for Windows]],'' wrote about his game. In 2015, Bay 12 Games set up a [[wikipedia: Patreon|Patreon]] account to help fund ''Dwarf Fortress''.
  
As of 2016 February, the latest update was version 0.42.06, years in development despite being in alpha version. Adams says he has been able to maintain focus by shifting his attention to different aspects of the game, given its numerous varied features. While regular game development aims to perfect their work for release, he considers this a drawback since he continues exploring and learning while adding new features. ''[[wikipedia: Wired (magazine)|Wired]]'' and [[wikipedia: Rock, Paper, Shotgun|Rock, Paper, Shotgun]] noted its sometimes funny but unintentional bug fixes, with ''PC Gamer'' saying it makes an entertaining [[wikipedia: RSS feed|RSS feed]] to subscribe to. Adams has two favorite bugs. One is about a farmer dwarf planting their own bed. The other involves a dwarven executioner, with broken arms, unable to use his hammer, delivering punishments by biting his victims and tearing off their limbs, keeping one in his mouth for years.
+
As of 2016 February, the latest update was version 0.42.06, years in development despite being in alpha version. Adams says he has been able to maintain focus by shifting his attention to different aspects of the game, given its numerous varied features. While regular game development aim to perfect their work for release, he considers this a drawback since he continues exploring and learning while adding new features. ''[[wikipedia: Wired (magazine)|Wired]]'' and [[wikipedia: Rock, Paper, Shotgun|Rock, Paper, Shotgun]] noted its sometimes funny but unintentional bug fixes, with ''PC Gamer'' saying it makes an entertaining [[wikipedia: RSS feed|RSS feed]] to subscribe to. Adams has two favorite bugs. One is about a farmer dwarf planting their own bed. The other involves a dwarven executioner, with broken arms unable to use his hammer, delivering punishments by biting his victims and tearing off their limbs, keeping one in his mouth for years.
  
 
Tarn 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 [[wikipedia: closed source|proprietary]], and Adams has stated he has no plans to release it into the [[wikipedia: open source|open source]] domain, citing the risk of them going into financial trouble. He acknowledged the role of the community in supporting its development and has endorsed third-party tools, visualizers and interface code. 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 into risk.
 
Tarn 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 [[wikipedia: closed source|proprietary]], and Adams has stated he has no plans to release it into the [[wikipedia: open source|open source]] domain, citing the risk of them going into financial trouble. He acknowledged the role of the community in supporting its development and has endorsed third-party tools, visualizers and interface code. 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 into risk.
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===Premium version (2020–Present)===
 
===Premium version (2020–Present)===
[[File:DF steam logo.jpg|thumb|Steam release]]
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In March of 2019, indie game studio [[wikipedia: Kitfox Games|Kitfox Games]] announced that they would be helping Bay 12 create a version of ''Dwarf Fortress'' for release on Steam and Itch.io with graphics, additional music, and a completely reworked UI. A sudden family health crisis, combined with the rising costs of healthcare and the instability of a Patreon-based income, made the Adamses reconsider their previous stances about remaining aloof from the games industry. Tanya X. Short, the co-founder of Kitfox, was a personal friend of Tarn and offered to help with the project. The classic version of the game will remain available for free and receive all of the same game play updates as the Premium version. Work on this update began in early 2020. On November 1, 2022, Kitfox [https://store.steampowered.com/news/app/975370/view/3369282001880054477 announced] that the Steam version would be released on December 6 of that same year.
In March of 2019, indie game studio [[wikipedia: Kitfox Games|Kitfox Games]] announced that they would be helping Bay 12 create a version of ''Dwarf Fortress'' for release on Steam and Itch.io with graphics, additional music, and a completely reworked UI. A sudden family health crisis, combined with the rising costs of healthcare and the instability of a Patreon-based income, made the Adamses reconsider their previous stances about remaining aloof from the games industry. Tanya X. Short, the co-founder of Kitfox, was a personal friend of Tarn and offered to help with the project. The classic version of the game will remain available for free and receive all of the same gameplay updates as the Premium version. Work on this update began in early 2020. On November 1, 2022, Kitfox [https://store.steampowered.com/news/app/975370/view/3369282001880054477 announced] the Steam version release date, which was released on December 6, 2022.
 
  
 
==Reception==
 
==Reception==
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==Community==
 
==Community==
 
{{main|Community of Dwarf Fortress}}
 
{{main|Community of Dwarf Fortress}}
{{Community game|[https://gamepoki.net/ Gamepoki.net]}}
 
  
 
==Legacy==
 
==Legacy==

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