About the Game
Prepare for the deepest, most intricate simulation of a world that has ever been created.

Not just generated geometry -- a whole simulated world. Generated rise and fall of civilizations, personalities, creatures, cultures, etc. Infinite hours of gameplay.
Now with beautiful pixel graphics!
Learn the basics with in-game tutorials
A lifetime “living” project - created/updated since 2003, with no end in sight
Generate your unique world and manage a bustling colony of dwarves, even as they probably mine towards their eventual demise.
A new endless hobby, just for you!

The legendary Dwarf Fortress is now on Steam! Build a fortress and try to help your dwarves survive, despite threats of starvation, dragons, and madness.

In this complex construction/management/roguelike simulation, every generated world brings a unique challenge, whether it’s dwarves with their own simulated personalities or aquifers. Observe what makes your civilization fall into eventual decline, and learn for next time… until something else inevitably goes wrong.
The combat model includes skills, body parts, material properties, aimed attacks, wrestling, pain, nausea, various poison effects, and much more.
It’s difficult to convey the depth of the generation. Hundreds of animals and monsters, many of which are randomly created for each world, as well as generated poetry, musical forms, instruments, and dances for your dwarves to practice and perform. A dynamic weather model tracks wind, humidity, and air masses to create fronts, clouds, storms, and blizzards. Over two hundred rock and mineral types can appear, in their proper geological environments.
Remember: Losing is fun!

This is still good old Dwarf Fortress, but with graphics support and music provided. A few bells and whistles won’t change its essence.
Classic Dwarf Fortress mod-artist Jacob "Ironhand" Bowman collaborated with artists Carolyn Jong and Neoriceisgood to create an all-new sprite pack for the game, which they continue to add to regularly.
Dwarf Fortress also has hours of music in a two-volume soundtrack by Dabu and Simon Swerwer, including tracks in the Dwarvish language!
It's never been easier to start playing! We've improved the new player experience with the addition of tutorials to guide you through building your first fort and keeping your dwarves happy.

Command your dwarves as they search for wealth in their generated mountain. Your dwarves will need a steady supply of food and beer, but they’ll also need your guidance in surviving attacks from hostile civilizations, the wilderness, or even the dead.
Craft treasures and furnitures from various materials
Establish a barony and support the increasingly demanding nobility
Read your dwarves’ thoughts to keep them happy
Build floodgates to divert water for farming, and/or prevent magma mishaps
Build structures and watch your dwarves discover and build their culture, like taverns, libraries, temples, honey, wax, pottery, animal training, bookbinding, and more.

Go anywhere! Explore any civilization, earn a reputation, and recruit followers to join you
Experience your fortress and the simulation in a new, more embodied way
Explore mythical dungeons to find magical items, artifacts, and fill your quest journal
Hints of mythology and magic as a start of future simulation enrichment to come
An additional hour of music from Dabu and Simon Swerwer, presented as a second volume of the original soundtrack

The original inspiration for RimWorld, Prison Architect, Minecraft and more.
One of the first video games acquired by the Museum of Modern Art in New York
Updated for over 16 years by two brothers, Tarn “Toady One” and Zach “Threetoe” Adams, and with the support of Kitfox Games since 2020.
Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
- This small patch fixes a crash to do with the changes to announcements from last time.
We’ve got another patch/community news hybrid post today! There’s lots on the go right now as we prepare for a packed summer of news and updates. The artists are finishing up dinos and continuing with the art for the Myth and Magic update. You can expect to see the dinosaur update next and we'll be sharing a release date very soon. Tarn is also in full Wizard-mode but in the meantime, he has a new patch with a focus on diplomacy and bugs:
Release notes for 53.13:
This patch gives messengers more tasks, like the ability to make peace and improve or open trade relations. You can assign messengers in the same menu where you assign other positions like the manager and broker, and you can give them missions from the world screen (button on the lower right.) There are also some optimizations and other fixes.
Diplomacy
- Your appointed messengers can now do a variety of diplomatic missions from the world screen. Make peace, declare war, make contact, and improve trade. You can also seek alliances if you have the monarch in your fortress.
- Increased the priority of messenger actions.
- It's possible to open trade with humans and elves before their usual time if you send a messenger. You can also open trade with multiple civilizations of the same type.
- If traders don't make decent profits and you do not engage in negotiations, trade will taper off.
- Added confirmation to mission interface.
- Changed some colors on mission interface.
- Added a dialog line for dwarven traders from other civilizations.
- Fixed issue where turning enemies off lead to early caravans (requires resetting difficulty to apply).
General updates
- Optimization: zombies don't consider their surrounding until disturbed.
- Optimization: throttled creatures trying to repeatedly failing path.
- Added announcements for residents and creatures that have begun throttling pathing.
- Can view activity details again from the residents list.
- Stopped scroll bar from disappearing when closing bins near the bottom of the trade list.
- Increased the maximum number of announcements that can be saved.
- Prioritized the removal of sparring announcements from the announcement list.
- Tries to repair corrupted musical instruments upon load.
- Did some exception handing for map saving and loading.
- Added the ability to display all logged errors on screen (useful for debugging mods etc).
Tarn and Zach open their Magic: The Gathering cards
In case you missed it, Tarn and Zach just received their copies of the new Secret Lair x Dwarf Fortress collection of Magic: The Gathering cards. They open their packs together and reminisce about ascii Dwarf Fortress and getting into Magic in the 90s. You can still pre-order the cards here.
20th Anniversary of Dwarf Fortress
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This year we are celebrating the 20th anniversary of Slaves to Armok: God of Blood Chapter II: Dwarf Fortress. To start, we have a new special logo for the occasion featuring Armok himself, who has never been depicted until now! Credit goes to artist Jacob for the new portrait. You can expect to see more 20th anniversary events throughout the rest of the year. If you’re interested in hosting your own Dwarf Fortress gathering, we’ve opened up a form where you can apply for merch support here.
See you next time, with dinos!
-Alexandra
We’ve got a jam-packed update today with a big quality of life patch along with a new Tarn Time video with news about Magic (the update), Magic (the cards) and another surprise! You’ll just have to watch and find out….
Patch Notes for 53.12
General updates
- Added display of accepted petition building projects (guildhalls and temples).
- Added standing orders to automatically accept or reject citizen petitions and various residency petitions.
- Added standing orders allowing mining designations to globally ignore new warm/damp stone warnings.
- Squad disband icon is no longer a red X that looks like it closes the menu.
- Disbanding squads now requires confirmation.
- Items suffer less damage from age and worn items wear down more slowly.
- Traders bring clothes properly sized for all fortress citizens and long-term residents.
- Added tooltips showing products and required materials when adding new tasks in workshops.
- Changed behavior of bin selection in trade menu. Clicking the bin now selects all items inside as well, and these can be unselected one at a time. Clicking a selected bin unselects all of its contents.
- You can now click anywhere on item listings in the trade/barter menus to select the item.
- Added a select all button to the move-goods-to-depot menu.
- Made squad soldiers remove shoes properly if they conflict with their uniform's boots.
- Reordered work order buttons.
- Clicking on name of work order or shop text allows number entry.
- Made the difficulty setting "priesthood unit count" properly effect temple petitions.
- Closing the unit selector no longer also closes menu that opened it.
- Made stone use and children's chore scrollbars work properly.
- Changed citizens label to residents in unit list to reflect all who are listed.
- Show residency vs. citizenship status on unit summary sheet.
- Shows the deity being worshipped in meeting hall location info box.
- Shows the deity being worshipped in location assignment list.
- Shows location type in meeting hall location info box.
- Shows location type in location assignment list.
- Shows current guildhall existence/petition status when choosing a new guildhall.
- Shows current temple existence/petition status when choosing a new temple.
Dwarf Fortress Magic the Gathering cards!
We’re excited to announce that Dwarf Fortress is coming to Magic: The Gathering with a Secret Lair drop on April 27th. The drop includes a set of 5 cards featuring classic ascii art created in collaboration with Tarn and Zach Adams and the amazing artists at Wizards of the Coast! You can sign up for email alerts on the Secret Lair website.
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Organize a community gathering
Thank you to everyone who came out to the Dwarf Fortress gathering at PAX East, we hope to make next year’s event bigger and better! Want to host your own Dwarf Fortress meetup and want us to send you some merch? Fill out this form with all your details. https://forms.gle/1MPRqaiU4zv1hL229
Dwarf Fortress music in concert
The Washington Metropolitan Gamer Symphony Orchestra presents Ballads of Earth and Ore. This concert has been programmed to highlight a suite of tunes arranged from Dwarf Fortress. "Songs of Zavazsil" is a symphonic adventure into the procedurally generated musical forms found and described in one world of Dwarf Fortress. For more info: https://givebutter.com/WMGSOSP26
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That's all for today. We'll have more details about Myth & Magic and the dinos in future updates.
-Alexandra
Alexandra here with with today’s patch and a bunch of community news! We've got an AMA on r/dwarffortress, some support for creating your own Dwarf Fortress gatherings and some cool stuff from the community. But first, patch 53.11 from Tarn:
Patch Notes 53.11
Here's another routine patch. Notably, good food should make dwarves happier and they should seek out better food. I've been sick through February so the changes are a bit sparse, but I should be back at things now.
General updates
- Made happy food thought levels easier to obtain (more in line with newer food values).
- Dwarves seek good meals more aggressively and value better foods over worse ones more precisely.
- Stopped dwarves from forgetting friends/grudges they rarely meet after a few years.
- Added item dimension check to strange moods to make sure they don't gather e.g. infinite cloth from hospital zones.
- Stopped world gen interrogations from sometimes disordering known site records.
- Fixed crash issue with error-logging for certain modded languages.
- Fixed some potential multithreading stability issues.
- Added some crash-proofing to conversations.
- Worldgen now aborts instead of quitting the whole game when a raw object is missing.
- Fixed issue causing deletion of nemesis records for units.
- Made several distance calculations euclidean instead of rectangular.
- Fixed issue with temperature check so that certain items (butchery products etc.) respond to temperature properly.
- Changed filesystem for certain setups to support UTF-8 strings.
- Fixed problem causing party tactical AI settings to be unchangeable.
- Fixed display problem for desired metal cages and chains in dungeons.
- Fixed problem causing generated creatures to not be immune to their own poisons.
- Stopped channeling in the undiggable underworld.
- Made choreographers and composers use existing music and poems for their works instead of always making new ones.
- Made werebeast types duplicate if necessary rather than creating blobs (only applies if werebeast curse number set higher than 72).
- Fixed typo in angel descriptions.
AMA with Kitfox Publishing
Tanya, Tina and I are hosting an AMA on r/dwarffortress on March 9th at 11am ET. Ask us about Dwarf Fortress things, publishing things, anything you’d like! You can submit your questions before the AMA starts here and we'll answer in the same thread. Looking forward to chatting with you all on Monday!
Wanted: Your Siege Screenshots
Most of the screenshots on Steam are from community-made forts and we’d like to get some new ones showing off the siege fortifications. If you’d like to show off your fort (with credit) on the Dwarf Fortress store pages, send us your screenshots to [email protected] and include how you’d like to be credited.
Host your own Dwarf Fortress gathering!
In the past, we’ve hosted a few Dwarf Fortress fan meetups called The Fey Mood Society Gatherings during major events like PAX and Gamescom. Since we can’t always make it to those events, and there’s urists from all over the world, we’d like to support you in hosting your own Fey Mood Gathering. If you have a meetup planned for Dwarf Fortress fans, fill out this form and we might send you a merch package and other Dwarf Fortress goodies to use at your event.
Adventure Mode Vinyl Update
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The Adventure Mode vinyls have started shipping! There’s still a few copies in stock so if you'd like to snag the limited edition version with exclusive colours, now is your chance. If you've already pre-ordered keep your eyes out for the mail.
Soundtrack Interview with Dabu and Simon
Speaking of music, Blindirl recently interviewed Dabu and Simon Swewer about the creation of the Dwarf Fortress soundtracks. It covers everything from the musical backgrounds of the composers, how the soundtracks were created and the trials and tribulations along the way. Give it a watch!
Mod Spotlight -HEWN (A Total Graphical Overhaul)
We wanted to shoutout phlegm7qmtvs for creating the first tileset mod for the Steam version. This mod transforms the game into a classic retro style inspired by traditional roguelikes like Caves of Qud and DF Classic.
https://steamcommunity.com/sharedfiles/filedetails/?id=3662002056
That's all for today, see you on Monday in the subreddit!
-Alexandra
Release notes for 53.10:
This patch fixes a freeze and a display error in some creature lists. We also added the final aquatic portraits.
General updates
- Stopped game from freezing during some item storage checks related to burrows.
Graphics updates
- Added 28 aquatic portraits to finish the set.
- Made dwarves clothed again in certain lists.
- Stopped last portrait being shown on small animal sheets if the animal has no portrait.
- Made female peachick visible again.
We heard your feedback about the portraits and updated a bunch of them that were feeling inconsistent with the tone of the game. I'm still getting a hang of making art direction decisions and wasn't as careful as I should have been. So Guido/Neoriceisgood and I talked more about the portrait art and I gave him more time to rework them.
Although we always welcome feedback, it was disappointing to see disrespectful and disparaging comments directed to Guido/Neoriceisgood who was simply working within the confines of his role. And so I ask that folks be more kind to the dev team in future feedback. I also want to clarify that we do not use generative AI for Dwarf Fortress in any step of development. We make things that make things but we make them by hand.
[img src="{STEAM_CLAN_IMAGE}/34693670/a4df42fe1818518781a17760709aeb95d6ef28d2.png"]
Release notes for 53.09:
Here's a patch with lots of routine fixes. Lots of new portraits and some updated portraits. Small experimental beasts now have their own colorful graphics to match the forgotten beasts. Find details below:
Graphics updates
New procedural graphics for small experiments.
New animal portraits, and some new full body animal tiles.
Can pop up basic small animal sheets to view portraits and read descriptions for small animals.
Offering place, display furniture, and nest box show proper item materials when placed as buildings.
Uses proper list icons for creatures when choosing animals in embark or adventure setup.
Added further box highlighting for chosen/hero/ordinary selection in Classic.
Added error log for unrecognized tile graphics rectangle tokens.
Properly sized giant flying/gray squirrel list icons and corpses.
Fixed upright weapon trap display error.
Minimap properly updates on certain recenter commands.
General updates
Stopped mood dwarves from choosing inaccessible workshops and causing path cancellation lag.
Dwarves no longer try to store pile and tomb items which are located outside their burrows.
Dwarves no longer try to store carried objects outside of their burrows.
Stopped dwarves with no working grasps from trying to store owned objects and excess equipment.
Made armor appear again on many non-sieging units where it was missing.
Mothers seeking lost infants no longer respect burrows but do respect chains.
Mothers no longer seek ghostly babies.
If an egg hatches and the mother is assigned to a zone (e.g. pasture), the baby is now assigned to the zone.
Soldiers given an order while hauling will now drop their hauled job items instead of taking them along on duty.
Dwarves heading off to meetings will drop hauled items from cancelled jobs.
Dwarves are more likely to handle their hauled drink-related items after drinking.
Appropriate buildings now stop rain and snow.
Added indication during assignment of specific military items whether the item is already assigned elsewhere.
Animal traps can catch subterranean water creatures like cave lobsters again.
Cave lobsters can be processed in the fishery and their shell can be used for shell crafts.
Creatures that leave statue corpses now leave statues of themselves rather than of random creatures.
Prophets and other religious people with prophetic belief systems will no longer include incorrect beliefs in their greetings.
Stopped pedestals and display cases from being allowed to display themselves.
Made mussels and oysters stop appearing on land when animals root around near oceans.
Stopped a few illegal werebeast types from being created.
Added visual button to back out of art element creation and deletion.
Fixed conflicting hauling/hot keys keybindings. You may have to restore defaults or update it yourself if you have custom bindings.
Specified amount created in some job names.
Fixed some item description grammar.
Fixed broken child/baby strings in certain contexts like action reports.
Cleaned up procedural creature text a bit.
Fixed incorrect name for coral material.
Fixed improper text for mythical dream objects.
Giant and animal person variants of pool creatures will now appear in savage lakes. (New worlds)
Fixed a few typos with key binding text.
-Tarn
I've also tried to adjust the new material-based dwarf dig speeds to be faster overall - there had to be give somewhere, so legendary miners now aren't as relatively speedy (they are still twice as fast as a novice.) Native metals were also taking way too long to mine. And the lack of drinks effect was coming on a little too strong too early in mining in a noticeable way.
General updates
- Reduced erroneously long deconstruction speeds.
- Fixed broken scrollbar for work detail labor list.
- Changed relationship between mining speed, mining skill, and materials.
- Fixed broken mining speeds for native metals.
- Moderated lack of drink effect on work speed.
Hey Urists,
This is our last Dwarf Fortress update for the year and we have patch 53.07, a list of the upcoming major features and a winter Tarn Time video.
Release notes for 53.07:
Here's another patch for the Siege Update. Dwarves will now have happy thoughts to bolster them after sieges, while invader movement has been made a bit more dynamic. There are lots of new animal portraits. Hundreds of them! And the lua has been brought in line with our full set of procedural creature graphics, so forgotten beasts in new worlds should look extra fancy now. Siege Updates
Added a positive thought for everybody in the fortress when a siege is defeated.
Made siege leaders a bit more dynamic when cut off.
Made fleeing invaders with special movement (flying, magma etc.) escape more cleanly.
Added invasion creature cap and strength to the difficulty settings.
Pick/wall material now impacts digging speed through natural materials (for invaders and the player).
Hunters reserve only 25 bolts at embark now.
Default archer uniforms at embark specifies weapon if civilization has only one type.
Default archer uniforms at embark created for both leather and metal armor.
Graphics Updates
Added hundreds of new creature portraits, and added new full body graphics for a few natural creatures.
Added some new graphical layers to forgotten beasts/demons/titans and enhanced other layers.
Added some missing graphical layers and tweaks to forgotten beasts/demons/titans/experiments.
General Updates
Fixed a crash caused by kitchen input with no entries.
Fixed a crash related to post-worldgen population growth.
Stopped items thrown at visitors by tantruming dwarves from causing an escalation to lethal combat.
Stopped drunk/tantrum brawlers from attacking small and vulnerable body parts like the throat.
Throwing and pinching are no longer considered brawling-level moves.
Added a chance for falling creatures and objects to bounce at each level of stairs or heavy branches, rather than falling all the way down.
Added (economic) difficulty setting for fortress dig speed. Currently the same on normal/hard.
Tree/axe material impacts tree felling speed.
Stopped certain children/animals from being born with negative sizes and/or random ages.
Displayed correct age in years on sheets, respecting birthday.
Displayed proper experimented-upon historical figure name in experiment description.
Stopped fort vampires from attempting to disguise their kills with unique "Zero Kill" text on their kill list.
Handled a few more issues with hospital patients and caretakers being frozen.
Fixed grazer status only being displayed for grazers with long names.
Brought mead value in line with other drinks.
Properly respected complete ocean edge minimum settings of 1 and 2 during world generation.
Added a mitigation for underground feature save corruption.
Fixed some sort issues with lua for RNG stability.
What's Next for Sieges?
The list does not include the ongoing work on bugfixes and other quality of life improvements that occur simultaneously. We don’t have specific dates or timeframes to share but you can expect a lot of things from the list to arrive in 2026. If you’d rather see the video version, skip down past the text!
Tarn writes: "Following the release of the Siege Update in November 2025, we're continuing on with a series of releases involving magic, armies, villains, site building, and maps. The first Siege Update focused on invasion planning, overcoming fortress defenses, and defensive siege engines. The second release will focus on magic, armies, and diplomacy. We've revised the list below of possible changes, none of which are guaranteed, but which we are aiming for:
Magic diverse enough to make sieges and siege defense more exciting
-Kidnapped humans and dwarves trained by demons as sorcerers
-Deity-based powers and temple ceremonies
-Other magic based on the supernatural structure of the world
Resident wizards
-Help to defend the fortress against magical sieges while you aid them in their work
-Assign assistants to work in magical workshops and to go off-site for research tasks
-Laboratory zones can incorporate lab equipment for alchemy and other magical research
Improved diplomacy
-Clean up siege negotiations
-Send messengers to other sites
-Ability to see existing petitions
Using outside armies
-Send out squads to muster armies in the hillocks
-Use scouts to receive warning before enemy armies arrive
-Engage, delay, and turn back sieging armies
Misc
-Changes to cage traps to make it more intensive but still possible to e.g. capture megabeasts
-Make megabeast and kobold attacks more functional and interesting
-Fix and improve underground civilization attacks (as far as we can without future map changes)
-Anything from Combat Flow and Combat Styles that comes up, also a notion of reach
We've promised Adventure mode site building as the first major Adventure mode feature post launch, since it used to be in the game but didn't make it in for the graphical version. This is still the plan, and we'll take care of it after Fortress mode gets some attention with the siege improvements above. In order to further motivate this for everybody, we're planning a foray into cross-mode play and Adventure mode crafting here. Details will follow as we get closer and select our direction.
Post siege improvements, we'd like to start some map rewrites and additions to get us prepared for a more magical and procedural future.
Prior to the Steam/itch work over the last years, we were working on villains, and left quite a bit of work on the table. After the siege improvements are done, and we've made some additional progress, we'll make another post to see how these additions will be incorporated.
And of course, we'd like to start bringing more and more myths and magic and world changes into the game, probably through the avenues of covens and religion, but we'll see how that develops as all of the above progresses, since it will be important to be flexible.”
Community Requests
We hear you! There are many of you who have been asking for classic keyboard controls from the ascii version to make their way to Steam. We know this is important for the veterans who have developed muscle memory for the last 20 years. In order to do this we are going to move the interface elements out into lua. The expansion of lua is an ongoing project and work on interface widget luafication has already begun. But we don’t have any dates or timelines.
We also get occasional questions about the Mac port, but as we announced earlier in 2025, we have chosen to put that port on hold indefinitely. The improvements and advances made wouldn't have been possible if we had been supporting that platform.
Tarn Time Winter 2025
Tarn reflects on the siege update and outlines the features he’s excited to work on next. Watch here:
Hundreds of new Animal Portraits are in!
[img src="{STEAM_CLAN_IMAGE}/34693670/217f73ce4b3b9dba7cb51d6a2715b8338196e0ed.png"]
Part of today’s update includes over 350 new animal and creature portraits from artist Neoriceisgood/Guido Bos. There’s lots to discover here with everything from the majestic horse to the timid fluffy wambler. We'll be chatting with Guido soon about his art and process, so comment with your question below if you have a specific curiosity!
Bundle with Songs of Syx
Dwarf Fortress players can get a 10% additional discount on the newly updated fantasy city-builder Songs of Syx by picking up the bundle, on top of its current 25% off sale. This is the perfect game for Dwarf Fortress fans who want even more simulated armies and battle.
[dynamiclink href="https://store.steampowered.com/bundle/63443/"]
So that’s all for 2025! We hope you have a relaxing Holidays and your dwarves will be nestled all snug in their beds, while visions of a fey mood dance in their heads. We’ll be back in the new year with a magical mindset!
- Bay 12 Games and Kitfox Games
Release notes for 53.06:
Continuing to add improvements to the Siege Update. Some sources of siege freezes/lag are gone, and the invaders should be a bit smarter with more active rams. Some new graphics tweaks, and a new song, "Nabidas"! The problem with inter-party fighting in adventure mode on ambush is fixed.
Siege updates
- Fixed slowdown associated with invaders trying to break through certain floors from below.
- Made builders always try to connect staircases even if the main siege path has changed.
- Fixed issue causing siege path to sometimes reset if it required both miners and builders.
- Fixed issue causing battering ram pathing spam.
- Added some more pathing spam prevention to invader planning.
- Made building invaders give up on stale irrelevant far away build jobs.
- Improved siege composition to stop overemphasis on heavily armored unskilled invaders.
- Fixed some exploration behavior that got invaders stuck in trees too often.
- Made rams more active.
Audio
- New song "Nabidas" plays in any context.
Graphics
- Updated dwarf and human skin tones/eyes in full body pictures.
- Blind cave ogre fingers and toes properly represented.
- Updated snail people graphics.
- Updated gem graphics.
- Updated jeweler's workshop graphics.
- Added palettes for leather and skins.
- Creatures without corpse pictures show a skeleton or liquid blob.
- Centered cave swallow and serpent person images and fixed serpent person corpse image.
General updates
- Stopped adventure mode party members from feeling instinctual need to hunt and kill other party members when ambushed by wild animals.
- Stopped glob spitting procedural creatures from spitting unknown material rather than poison.
- Fixed issue that could cause adventure mode bandit harassment from ending prematurely.
- Added more medical job exemptions to mount-being-controlled-by-rider rule.
- Stopped ghosts that return from the dead twice from reporting an improper location as the site of the return.
You can listen to the new song, "Nabidas" by Dabu and Simon Swerwer here or on Spotify, Apple Music and Bandcamp:
General updates
- Fixed crash with animal domestication status sorting.
- Fixed happiness sorting.
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
260 MB
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View AllDownload Dwarf Fortress for PC with a direct link or via torrent. Get the full version of Dwarf Fortress for free. Dwarf Fortress is a Indie released by Bay 12 Games.