Dwarf Fortress

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This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it.


You know you want to.

Slaves to Armok: God of Blood - Chapter II: Dwarf Fortress (ow my colon) (AKA Dwarf Fortress, Dorf Fortress, Dwarf Ortress, Dorf Ortress, Dor Fortress, Dwar Fortress, Door Fortress, Dwar Ortress, Dor Ortress, Dorf Fort, Dwarf Fort, Dorf Ort, Dwarf Ort, Dor Fort, Dorf Ort, AAAAAAAAAAAAAAGH!!!!!!!! or suicidal tendencies) is the best game in the world. It was created in the dawn of time by Toady One, and will continue to be updated by his cybernetically preserved consciousness until the Heat Death of The Universe. The ostensible objective of the game is to manage a dwarven fortress, but the usual result of playing the game is hilarious failure.

The game is named after Armok: God of Blood, the one constant across the Dwarven multiverse, who destroys and creates worlds for fun. He is a god of war and conflict, who revels in confrontation and misery. When one of his worlds becomes too peaceful, civilised, homogenous, and boring, Armok brings it to ruin and creates a new one, so that the blood may flow forevermore.

Gameplay[edit]

Unlike most sane games, Dwarf Fortress does not actually have a winning condition. Every fortress, no matter how successful, is doomed to a hideous death at some point. In fact, in older versions of the game, the simple act of mining a certain extremely deep and rare ore would start a hidden timer condemning your fortress to certain destruction at the hands of a balrog standin, with the 'victory' screen sadly informing you that your dwarves dug too deep. This may seem disappointing to some, but keeping your fort going long enough to strike that ore was an achievement in and of itself.

This inevitability of loss has lead to the fan base's rallying cry: "Losing is Fun!". In this case, 'Fun' (especially with a capital 'F') is entirely synonymous with 'Hideous Demise', and the things that are likely to cause it. Some things which are generally considered 'Fun' are tantrum spirals, goblin invasions, and the Circus which can arrive if you dig too greedily and too deep (see 'Hidden Fun Stuff'). Considering this, and remembering the earlier description of the Dwarven blood god, one cannot help but reach the following conclusion: the player IS Armok.

The gameplay has an exceptional and frankly obsessive depth of detail that no other video game has yet to attempt. Despite being (by default) ASCII-based and extremely obtuse, like the old roguelikes from which it draws inspiration, huge amounts of information are tracked and considered for just about every aspect of the game. A dwarf may be represented on-screen by a single ASCII character, but that dwarf is modelled down to the most minute details, such as the exact location and severity of injuries (a bruise on the first joint on his left little finger, for example). Combat is thus complex and messy - a typical dwarven battlefield will be full of bloody stains, severed limbs, discarded weapons and ammunition, and the vomit of the unfortunate recipients of abdominal injuries. After-action combat reports give detailed and often hilarious blow-by-blow accounts of the fights that take place.

In addition to "Fortress mode", where the player controls a dwarven colony, there is also the option of entering "Adventurer Mode", to explore the world as a single character. Adventure mode allows one to travel (almost) anywhere in the game's world, collecting treasure, getting in fights, and levelling up in numerous skills. There is no shortage of 'Fun' in adventure mode, either, and many an adventurer has met an early demise simply by being caught outside after nightfall. For those who are more inclined to reading than actual adventuring, there is also "Legends Mode", which documents the entire (and I mean entire) history of the world, and all the mayhem that happens in it. The game world and its denizens are procedurally generated, creating the potential for a nearly infinite number of different possible worlds whose attributes can be painstakingly tweaked right down to the average rainfall and biome frequency.

Dwarf Fortress is still under development (version 50.08 as of May 2023); the developers figure it's going to be at least another decade before it can be called "finished". After a very long and arduous wait, Dwarf Fortress was released on December 6th, 2022 on Steam, though some features, such as Adventure mode, are yet to make the jump. Reviews are generally positive, though grognards will always complain about it not being 'their Dwarf Fortress'. The Steam version, as well as "classic" versions, are still free to download on the developer's website. The official classic game's ASCII-based display of inscrutable letters and symbols confuses the shit out of fucking casuals, but unofficial tile graphics versions are available here, among other places. Some older versions do not fully support tile graphics, nor does the Steam version. The latter features its own unique tileset, so casuals don't have to deal with ASCII.

The Steam version appears to be fairly well-optimized, but for those who are considering playing one of the classic versions, consider the following: Despite its appearance, Dwarf Fortress is actually one of the most hardware intensive games in history. Even the most powerful Intel or AMD processor will Choke and Die the moment someone forgets to sterilize their pets, to the point that DF world generation is sometimes used as a CPU benchmark.

Posting a Dwarf Fortress thread on /tg/ is a great way to effortlessly troll a few people, confuse others, and cause multiple, simultaneous and devastating orgasms in hardcore fans of the game.

Creatures of Dwarf Fortress[edit]

Dorfs[edit]

Dorfs (singular: Dorf) are awesome short beardy alcoholic manic-depressive guys that like to dig. They enjoy mining, drinking, money, and bashing goblin heads in. Shocking, I know.

Nobles[edit]

Nobles are the bane of the land. If a dwarven fortress gets big and wealthy enough, they will soon be infested with an unending stream of these pompous freeloaders. They require ridiculously luxurious apartments and develop the weirdest fetishes possible, then require you to make items out of materials neither you nor merchants can provide, such as demanding you build glass windows in the middle of a freezing tundra. Should you fail to fulfill these desires, they will happily imprison or execute your most skilled workers.

Because of these antisocial tendencies, Killing nobles in the most spectacular way possible is one of the most common forms of entertainment in Dwarf Fortress.

Artifacts[edit]

Dwarves get so-called "Strange Moods" once in a while. When in this state, they will claim a workshop for the job they are most proficient in, get some (often obscure) materials and start working on them. Artifacts can be quite literally any craftable item type in the game (including several that normally can't even be crafted by dwarves); examples include millstones, gates, boots, backpacks, and, of course, weapons and armor. Once completed, you can 'view' your artifact; If you choose to do so, a page describing the attributes of the artifact and its name will appear. For example:

"Trailmachines the Fellowship of Right"

This is a adamantine plate mail. All craftsdwarfship is of the highest quality. On the item is an image of Landslantern the fire imp and Kib Clinchworks the dwarf in Adamantine. Kib Clinchworks is striking down Landslantern. The artwork relates to the killing of the fire imp Landslantern by the dwarf Kib Clinchworks in Headshoots in the early autumn of 107. On the item is an image of a dwarf in Adamantine. The dwarf is cheering.

The name of the artifact's creator and the date it was created will also appear.

If a dwarf does not get the materials he needs in time, he goes mad. Sometimes he will kill another dwarf and make the artifact out of the resulting corpse. If he does, he will create some hilariously described items.

Fire Cults[edit]

Dwarves have strong affection to fire, magma and generally anything that burns. The hotter it is, the better.

The only rational reason behind it can be some suicide fire worshiping sect.

Elves[edit]

Elves (singular: elf) are cannibal treehuggers, whose only redeeming quality is the effectiveness of elf bone bolts. In Fortress Mode, Elves may come to trade with your colony, offering herbs, clothing, livestock, and endless bitching about how many trees you've been cutting down. They will gladly accept payment in the form of gems or precious metals, but don't even think about presenting them in a wooden box. Despite being literal cannibals, the Elves view the killing of trees and animals as a serious offense, and offering them wood or animal products will seriously offend them. On the bright side, their exclusive use of wooden weapons usually makes Elven armies a pushover in combat, assuming they didn't bring a horde of trained war elephants with them. If confronted with such a scenario, you must open your magma death trap and kill them all, or you will be EAT BY ELFS.

The only proper dorfy elf to ever exist is Cacame Awemedinade, an elf soldier serving in a dwarf-owned city who became king through a hilarious clerical error, then proved his worth by killing lots of things with a warhammer.

Goblins[edit]

Goblins are creatures of pure evil, who live in caves, dark pits, and sprawling underground lairs. Goblin civilizations are almost always led by a Clown (see "Hidden Fun Stuff"), but thanks to their proclivity towards kidnapping children of all species, it is not at all uncommon to see humans, elves, or even dwarves among their ranks. Their only export is hatred, and their only import is Dwarven vengeance. As long as a single goblin draws breath, your fortress will never be safe.

Due to their large numbers and propensity for violence, goblins are a common enemy in both Fortress and Adventure mode. A goblin army may seem threatening to new players, but veterans of the game have come up with several ways to extract riches and entertainment from these unwanted guests. Some uses of goblins include target practice, gladiator fights, and the refining of a resource called "Goblinite". The last of these can be done by luring the invading force into a room full of traps, pulling the lever, and then sending in your dwarves to separate the goodies from the resulting piles of gore.

Cats[edit]

Cats are the bane of a fortress' existence. You must slaughter all of them before they outbreed you and either cause your dorfs to suffocate (since all the air is filled with cats), or cause your computer to destroy itself due to the sheer amount of cats it has to render on-screen. Even the most powerful server-grade processor chokes and dies the minute someone forgets to sterilize their cats.

Pigs[edit]

Unlike most other livestock, pigs don't need to graze, and thus each pig can be assigned to a 1×1 pasture without any grass. In other words they dont need a food source. Their population can grow fast like cats, but unlike cats, you can milk pigs!

Forgotten Beasts[edit]

Forgotten Beasts are procedurally-generated monsters found in the depths of the caverns. Depending on how the RNG gods are feeling, they can either be a skinless monstrosity covered in claws and eyes, or a blob of water/blood/vomit that falls apart as soon as a dwarf touches it. On average, though, they tend to be more of the former, and the meaner ones would make a Tarrasque look like a crying little girl. If any dwarf draws near a cavern, they are immediately at risk of being consumed by the horror. If a Forgotten Beast spawns near your fortress, your best bet is to WALL IT OFF IMMEDIATELY OR SUFFER THE CONSEQUENCES.

Carp[edit]

Common freshwater fish, considered "Honorary Forgotten Beasts" for killing many a Fisherdwarf in older versions. They are now much more benign (unless you mod the deadly carp back in, of course). Stay away from the river.

Elephants[edit]

Elephants used to be demonic creatures of the plains. They mercilessly killed your Dwarves and then killed the Dwarves that rushed out of the fortress to loot the bodies of their fallen comrades. Elephants never forget, and never forgive, and they never sleep. They spend every moment of every day plotting the downfall of your fortress.

Elephants were turned into much more peaceful beings in the newer versions of the game, so now you can settle near a savanna and have your revenge. The vacant place of dwarf-murderer was taken by the vicious Forgotten Beasts. In a strange turn of events thanks to a later update, Elephants have fallen from the noble title of "bane of dwarves" to a creature that literally starves to death while eating 24/7, thanks to some coding...flaws. Said bug has since been fixed, and now they're strong but don't attack dwarves- or at least, not very often.

Ironically, despite the game making them more peaceful, real-life Elephants are more like the original "train of pachyderm death" portrayal (particularly the African elephants, which are bigger, more aggressive and have longer tusks than the Indian ones).

Giant Sponges[edit]

A more recent addition to Dwarf Fortress, the giant sponge has become more feared than even the carp. A giant sponge can easily wipe out an entire army of dwarves with a single charge, which is rather peculiar as they are completely immobile. However, they're virtually invincible, as their lack of any organs or blood allows them to harmlessly absorb blows that would kill anything else several times over. How they are able to kill anything with their soft, squishy bodies is a mystery nobody is willing to risk trying to solve.

While common Giant Sponges can "drown" out of water, undead Giant Sponges are fucking immortal. Setting it on fire will just create a giant torch of undead death. If you see one, say your last farewells to your crazy stupid brave dorfs.

In more recent versions, giant sponges are now hilariously vulnerable to getting flattened by mundane attacks, such as being crushed with a maul. They're still just as lethal, but they're essentially glass cannons now. In addition, since undead are now vulnerable only to getting pulped instead of randomly dying after enough hits, undead giant sponges are basically normal sponges, only amphibious.

Hidden Fun Stuff[edit]

If you dig below the lava oceans around the bottom layer, you may discover the Hidden Fun Stuff. Down here is the Circus, where you can find Clowns and their much sought-after Candy. Dig deep and see what awaits you!

But if you REALLY want to know...

This article contains spoilers! You have been warned.

In reality, what awaits you at the bottom is Hell/ the Underworld and its myriad Demons. Break through either by somehow getting through the semi-molten rock or just mining too much Adamantine, and those fiends will instantly realize a way out of Hell has presented itself and Zerg rush to get out and destroy your fortress. Nine times out of ten there will be no survivors, but if you're well prepared (or know a few tricks) they can be defeated.

If the initial tidal wave of demons is killed, congrats, your dwarves can now carve out their own little corner of Hell, and mine adamantine to their heart's content. Be warned though, Demons will continue to wander about, and will spawn indefinitely.

Occasionally during worldgen, a deity can allow a unique named Demon to escape the Underworld and form a Goblin civilization, at the cost of having to write their true name on a slab, as to be bound to the surface world. Usually you'll never encounter these demon kings unless you raid the civilization's capital, or go into Adventure mode and seek them out yourself. You can also target the vault holding the slab, but a second breed of Hidden Fun Stuff, the Angels (of the "be not afraid" Biblical variety), will be found guarding the place. Angels are also procedurally-generated, and serve the deity that raised the demon in the first place. Beating them and taking the slab allows you to banish the Demon or bind them to your service in Adventure mode. While not particularly useful in Fortress mode, a demon's slab is still one hell of a trophy.

Famous Bugs[edit]

The "Cat Paws and Liquor" Bug[edit]

Given how detailed the game is, some very weird bugs can show up. To give you an example:

The dwarfs can have cats, to keep the rodent population down and for companionship. After one update, cats were suddenly dying randomly, sometimes after vomiting. The developer realized the cause of this bug, which goes as follows:

  1. Cats have paws, which can have substances on them.
  2. The AI for Cats is programmed to occasionally lick their paws to keep them clean, as is the case in the real world.
  3. Dwarfs, if they're drinking when ordered to do something, drop their beer on the floor and immediately go do it.
  4. This spilled beer was being absorbed by the paws of cats when they walked over the spilled beer.
  5. The game was accidentally treating this as if the cat had drunk their body weight in alcohol, rather then the small amount they would in a proper simulation.
  6. Cats were progressing immediately to lethal alcohol poisoning upon licking their paws, with some of them making a brief stopover in "nauseated vomiting".

Notably, only the quantity of alcohol being ingested by cats upon licking their paws was considered a "bug". The bug was fixed by changing the contamination system to take into account liquid volumes. Cats can still get mildly buzzed after walking through spilled beer.

That's how insanely detailed Dwarf Fortress is.

The Rip-offs[edit]

The chief problem with Dwarf Fortress, from the perspective of marketing, is that the interface is so goddamn hard to understand. Thus, a few developers (even the actual Dwarf Fortress devs, hence why the Steam version exists) have got it in their head to make "Dwarf Fortress, but playable by mere mortals". Here are a few identified so far, organized from most to least Dwarf Fortress-like:

  • Rimworld, a game which is basically DORF FORTRESS IN SPESS, almost as detailed, though it features no dwarves (or considering it's in space, no squats). Available on Steam, and has a thriving modding community which does everything from basic changes to incredibly handy utilities to overhauls. There's a WH40k mod on Steam; so instead of your usual colonists dying horrible deaths, you can have your usual guardsmen dying horrible deaths.
  • Gnomoria. While many long-time Dwarf Fortress player despise Gnomoria for stealing a dragon's-hoard-worth of features from Dwarf Fortress and subsequently departing from the Roguelike genre, it does have redeeming qualities. Namely as a Dwarf Fortress lite. It has a point-and-click interface (more so than DF), an isometric view, full-color GUI, a (relatively) simpler economy and production system, in-game explanations for several gameplay elements, and less options in general. However, there is a project ongoing to give dwarf fortress isometric graphics. (It costs about 8 bucks on Steam currently, so it isn't free, but that's the price you have to pay for being a namby-pamby prissy little princess who needs training wheels on their Dwarven experience the first few go-arounds.)
  • Amazing Cultivation Simulator: A essentially Dwarf Fortress in a chinese Xianxia setting where you're tasked with making a sect of rice farmers cultivate into demigods.

See Also[edit]

External Links[edit]

Official

You can find instructions on using it in the recent releases on the Discussion page of this article.

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Gallery[edit]