"When we pass from this world, you will be the reason we are remembered":
The month before Dwarf Fortress was released on Steam (and Itch.io), the brothers Zach and Tarn Adams made $15,635 in revenue, mostly from donations for their 16-year freeware project. The month after the game's commercial debut, they made $7,230,123, or 462 times that amount.
[...] Tarn Adams noted that "a little less than half will go to taxes," and that other people and expenses must be paid. But enough of it will reach the brothers themselves that "we've solved the main issues of health/retirement that are troubling for independent people." It also means that Putnam, a longtime modder and scripter and community member, can continue their work on the Dwarf Fortress code base, having been hired in December.
[...] While the commercial release of Dwarf Fortress has earned the brothers some breathing room and introduced new players with some quality-of-life offerings, the "classic" version—the one Ars editor Casey Johnston detailed over her 10-hour ordeal—is still free to download.
If you haven't tried this game yet, it's interesting.
(Score: -1, Flamebait) by crafoo on Tuesday February 07, @09:39AM (3 children)
LMAO I hope these incels feel fulfilled and happy that they've funded countless urban single mothers and their sons' tranny castrations.
(Score: 2, Touché) by Anonymous Coward on Tuesday February 07, @11:09AM
How did your power level become so high, crafoo-sama?
(Score: -1, Troll) by Anonymous Coward on Tuesday February 07, @02:41PM (1 child)
Of course you would get modded flamebait.
That's only a small portion of the taxes the government is raping out of him. The majority is going to the money laundering operation in Ukraine so we can line politicians pockets here in Washington.
(Score: 1, Informative) by Anonymous Coward on Wednesday February 08, @03:47AM
This prose is not awful, but not very good either.
(Score: 2) by ikanreed on Tuesday February 07, @02:50PM
Isn't that just enough time to make some bedrooms so you don't have your dwarves dying drunk in the rain?
(As opposed to dying drunk underground like a good dwarf should)
(Score: 3, Touché) by EJ on Tuesday February 07, @03:02PM (2 children)
Dwarf Fortress is one of those games I only play on YouTube.
By "play" I mean "watch other people play."
I feel like this game would break my brain.
(Score: 0) by Anonymous Coward on Tuesday February 07, @03:15PM (1 child)
They should make an idle mode where you just watch it as it burns CPU cycles.
(Score: 4, Interesting) by JoeMerchant on Tuesday February 07, @03:49PM
Train AlphaGo to play...
Україна досі не є частиною Росії Слава Україні🌻 https://news.stanford.edu/2023/02/17/will-russia-ukraine-war-end
(Score: 3, Interesting) by SomeRandomGeek on Tuesday February 07, @11:52PM (2 children)
I haven't played Dwarf Fortress, but I have played Rimworld. I was under the impression that Rimworld took everything that was good about Dwarf Fortress and turned it into a game that's actually playable. Would someone who's played both care to comment?
(Score: 3, Interesting) by looorg on Wednesday February 08, @12:54AM
I don't really play DF but I have tried getting into DF a few times but it's just to much and to complex. So much rope you end up hanging yourself. Rimworld in that regard is a lot more manageable. It does feel like it took the best part and made it playable. I find it mostly to be about scale. DF is just to much and to many, while RW seems to have gotten it just right. I'm sure the new DF gui has helped some but it still is to much to manage all them dwarfs. Still all the mods really help RW to, there is one for almost everything.
(Score: 0) by Anonymous Coward on Wednesday February 08, @12:30PM
I haven't played Rimworld, but a fair amount of Dwarf Fortress. DF is one of those games that can be as easy or as hard as you want it to be. It is very easy to get a fort up and running and be largely self-sustaining, which I think you can find plenty of tutorials and videos showing you that. That's great, and I find fun, but can get boring, so you make things interesting by challenging yourself or taking on mega projects. The further down you dig, the more challenging things get. Or you can launch your game from a very inhospitable location with scarce resources or evil enemies and the goal is to survive and thrive. You can micromanage every little bit, or there are scripts to manage the details and you can focus on the big picture.
There's also Adventure Mode, which instead of playing as a god looking down on and guiding a group, you can play as a member of the group and explore the world. You can even run a fort until you get tired of it, retire the fort, then come back into the game as an adventurer and explore the fort you made. And since it is entirely a procedurally-generated game and the whole world is simulated and logged, interesting histories are recorded with civilizations that come and go and heroes that are made and die. Some people are really attracted to that aspect of the game and they let it run mostly hands-off and see what stories develop. I saw a good interview with Tarn Adams and they asked him about that aspect of the game and he said that he saw someone post how they had a legendary fighter battle a forgotten beast and the fighter killed the beast, but the fighter then fell into a chasm as part of the battle. The person had the dwarf engrave the stone next to him before he died and he engraved something that commemorated his epic battle, and the person loved the mini-story that made. But then Tarn pointed out that there was also probably about a 30% chance that the dwarf could have made an engraving as an ode to cheese because he liked cheese so much. :)