Dwarf Fortress is getting the mother of all magic updates

(rockpapershotgun.com)

236 points | by Tomte 4 days ago

8 comments

  • flurb 1 hour ago
    I'm still pissed about the fact that they essentially gave the finger to everyone who has been long-term supporters - when they added the G to their UI, they essentially scrapped the old. In favor of a mouse-driven design, they dropped the old, keyboard-driven UI.

    Long-term supporters, in this case, means people paying, and not insubstantial amounts either - before they partnered with Kitfox, they used to publish how much they were receiving. Tens of thousands of $ a month, mind you. For monthly contributions at that level for many, many years I would expect at least a nod - instead they straight-up told everyone they'd abandon keyboard users, a decision later recanted.

    That said, Dwarf Fortress holds a special place in my heart. Only regret I have is that I didn't track how many hours I put in. In excess of 10k, I'm sure.

    • speff 51 minutes ago
      I understand why they did it - medical emergencies and all. Have to pay the bill somehow. But yea, 0.47.05's still my go-to. Just can't vibe with the new UI/keybinds.

      Old controls were on their roadmap for a long time, but the benefit from their perspective shrinks as time goes on. I doubt we'll see it at this point.

    • nottorp 1 hour ago
      They also dropped the Mac version.

      They complain there are few Mac players on Steam. Well, I'm not going to buy it if it doesn't run on the desktop OS [1] i use most, duh.

      [1] My Linux boxes are headless. And the windows boxes I have to RDP into them. That may work for a game with a beginning and and end via Steam streaming or something, but not for a forever game you just keep around.

      • rkido 1 hour ago
        While individual game developers choose whether to support macOS, the broader phenomenon of developers dropping macOS support is Apple's fault. They either have no interest in being a serious gaming platform, or else they've made catastrophic missteps in their quest to stay relevant for gamers.
        • scratcheee 18 minutes ago
          I don’t think it has anything to do with their gaming specific capabilities, just their general philosophy matches poorly with the games industry.

          Apple insist on having their own apis and they don’t maintain compatibility for older software for very long, these 2 facts explain things fine on their own. Game devs don’t want a major support burden, they’re happy to patch here and there but constant dropping of apis or even architectures is a lot to handle. The bigger impact is that macOS ends up with a lot less old games that still run, if you need a critical mass of games to become a gaming platform, that constant bleed of legacy games will always slow macOS down.

          As for gaming specific features, Metal is a perfectly fine api whose only real problem is that it’s different from the other platforms. Maybe not the best, but certainly not terrible. They also have a really nice capability floor, it’s practical to make a modern game work on any Mac from the last X years (maybe the neo complicates that a bit).

          There’s probably a few gaming specific capabilities they could improve on, mouse input especially, but that’s never been the real issue.

      • flurb 1 hour ago
        I was a quarterly(-ish) contributor for years. There was no way for me to justify buying anything when they announced dropping keyboard support, when I've spent years developing muscle-memory to their (admittedly insane) control scheme.

        Also - I might be wrong, but I was under the impression that running DF through a terminal is (was...) possible if you're not using a graphical tileset (perhaps even with... ha)?

      • bigyabai 1 hour ago
        The game runs fine in Proton, including with dfhack. You can probably get it working on your Mac with a tiny bit of Crossover/Wine/GPTK tweaking.
        • hamdingers 1 hour ago
          That's missing the point. There were official native MacOS builds and now there aren't.

          Can't be too mad about it though, it was free back then too.

          • zamalek 14 minutes ago
            What benefit does a native build have over proton? I used to care more about it on Linux, until I realized that "native build" probably means "doesn't work." I can only imagine this being much worse on a niche gaming target which there are extremely few users making (and voting for) bug reports.

            Tack on having to pay Apple to play in their shitty ecosystem and it makes complete sense.

            Wine/proton as a gaming ABI/runtime is perfectly fine, Microsoft used to do a lot to maintain backcompat and that spirit has clearly distilled into proton: it even runs games Windows is unable to (most recent example of mine is Black and White).

          • DarmokTanagra 50 minutes ago
            You should try speaking to the Apple manager.
          • bigyabai 1 hour ago
            macOS has changed a lot more than Windows or Linux did in the last decade. It's hardly Tarn's fault, here.
            • S-E-P 59 minutes ago
              macOS is also just a proper PITA through and through. I'm annoyed that I can't play it on my m4 but I also understand that supporting macOS has always been a nuisance.

              If I were making games I wouldn't support it either. Apple does just about everything to not support backwards compat.

    • numeri 1 hour ago
      It makes me sad to think about. I would love to get into the new UI, but the immersion just won't come back. My muscle memory, hands firmly on the keyboard, is too persistent, and playing with the new UI feels like stumbling around and misclicking.
    • DarmokTanagra 51 minutes ago
      I know what you mean, but I have been playing since 2008? and the last few updates have been pretty great.
    • prydt 30 minutes ago
      Yeah my biggest issue has been that none of my muscle memory transfers over and it adds another hurdle to ever getting back into the game.
    • forrestthewoods 33 minutes ago
      I don’t understand. I don’t know what “added the G to their UI” means.

      Also sounds like they added back the keyboard support so there’s literally no issue?

      > In excess of 10k, I'm sure.

      Sure sounds like you got your moneys worth.

    • wetpaws 37 minutes ago
      [dead]
  • Mobius01 4 days ago
    I wish nothing but success to Tarn and Zach, it’s great that releasing on Steam and adding a friendlier UI helped the game reach new audiences. It’s the proverbial time black hole.
    • frollogaston 3 days ago
      Weirdly the ASCII art was what drew me in the most. Once accustomed to it, feels like The Matrix where they're reading the world.
      • DarmokTanagra 1 hour ago
        as someone who grew up playing ascii games I was pretty excited about the graphical update.

        there is a novelty to ascii, but its a barrier to entry and major eye strain.

    • UltraSane 3 days ago
      In a documentary about them putting Dwarf Fortress on Steam Tarn talked about how he had to split the $7 million first payment from Steam with his brother and it turned out the easiest way was to just use the bank app.
    • colechristensen 2 hours ago
      I had the muscle memory for the full keyboard control on pre-steam releases and the loss of some complete keyboard controls and things just changing made it so I never really got into the Steam release, which was pretty disappointing. I get it though.
      • OkayPhysicist 1 hour ago
        I'm in a similar, but less extreme boat. The new interface has its perks, especially in terms of discoverability, but for tasks that need to be done repeatedly (request 10 beds be made before you have a manager, for example), you really miss the ability to rock some chords.
      • Agentlien 1 hour ago
        It took me some time to remap the muscle memory but it felt so worth it. The Steam version is not just a new AI, it introduced a lot of gameplay changes which really improved the underlying systems a lot.
        • fc417fc802 1 hour ago
          Does the non-steam version not receive the same gameplay updates? I had been under the impression that the only difference was the UI.
          • colechristensen 54 minutes ago
            The non-steam version also had its controls significantly changed
      • DarmokTanagra 1 hour ago
        steam release is a major improvement beyond just the graphical updates.

        if you are a fan of the original I would encourage you to give it another shot.

    • Our_Benefactors 3 hours ago
      “Friendlier” and still one of the worst UIs available. It’s nearly impenetrable and the game has no tutorial to speak of, no on-ramps for new players, and is probably the most overrated game I’ve ever had the displeasure of playing.

      I’m convinced from articles about dwarf fortress that it’s a game that few actually play and enjoy, but like talking about as if it’s fun. The promise of dwarf fortress is far more interesting than the actual gameplay.

      EDIT: To people who are rebutting this by saying “it’s just not for you” - that’s entirely my point. Few people enjoy it. I am the majority opinion here.

      • joemi 2 hours ago
        Minecraft was very fun and was selling like hotcakes when it had "no tutorial to speak of, no on-ramps for new players". Even nowadays there's no tutorial as far as I know and much of how to play is left to discovery. The achievements tree is a bit of a guide, just by telling you some of the things that are possible, but it sure doesn't tell you how to do anything.

        I think having an official tutorial or an on-ramp for new players is not a requirement for a good game. In a broader sense of the word "game", a game is separate from a tutorial, so a good game can exist without a tutorial. Chess has no official tutorial or on ramp for new players, and yet it's widely considered to be one of the greatest games.

        • jjmarr 2 hours ago
          As soon as I bought Minecraft I opened the Wiki and used that to figure out how to craft stuff.

          It was the first mainstream Wiki-based game. Now, every game does it that way.

        • 7bit 1 hour ago
          You cannot be serious! That comparison is a joke. There's worlds between the complexity of Minecraft and DF.
          • S-E-P 56 minutes ago
            How would you suggest someone make a good tutorial for DF that doesn't leave the player exhausted by the time they start a new game?

            That's my core complaint w/ strategy games. By the time I'm done with the tutorial i have to do other things only to forget everything I learned the next time I get to sit down with it.

            At best "hints" or a glossary/help menu is the best way imo.

            • 7bit 48 minutes ago
              Why you ask me that?
        • Our_Benefactors 2 hours ago
          Unlike dwarf fortress, minecraft is fun and engaging from minute zero, and exposes its systems to you naturally over time. Terrible comparison.
          • InsideOutSanta 1 hour ago
            Yeah, I think this actually supports the idea that Dwarf Fortress is needlessly bad at onboarding players. Every time I try to get into it, I end up confused by why people enjoy it and unable to figure out how to play it. Whereas with Minecraft, exploring how to play it was actually fun, with Dwarf Fortress, it felt frustrating and unnecessarily obscure.
          • bigyabai 2 hours ago
            Minecraft's early game is relatively boring. Empty busywork like punching trees, village raids and strip mining are vestigial gameplay loops that neither Mojang nor Microsoft had the confidence to fix.

            I'd agree that they're a bad comparison though. Despite Notch's inspiration from DF, Minecraft has worse bosses, biomes, trading, mining, diplomacy, cooking, innkeeping and NPCs.

            • solenoid0937 1 hour ago
              It depends what you mean by "early game." The first night cycle happens within minutes of starting and it's very interesting.
            • pavel_lishin 1 hour ago
              It also has effectively zero physics. I still remember being annoyed at how water worked in Minecraft when playing with my kid, and the fact that trees don't collapse if you cut 'em down.

              (Yes, yes, mods exist.)

      • ux266478 11 minutes ago
        I can't speak on the Steam version, but the UI was perfectly fine in the ASCII version. The worst thing that I remember was how things were categorized. IE it was something like (b)uildings, (q)ueries, (d)esignations and whatever (i) was, got weirdly split apart. I forget the exact nature of it because it's been so long since I last played. But that seemed more a quirk of the game's spaghetti code ontological structure, because these things did have genuinely different behaviors despite being conceptually similar. That's a problem at a deeper layer than the UI/UX.

        The only other thing I can think of is the labor menu was kind of annoying for large fortresses.

      • dnoberon 3 hours ago
        So just because you couldn't get into it means everyone who's enjoying it is a poser? That's some pretty self-centered thinking right there.

        No one should be judging you if it's not your thing. Those of us that enjoy it readily admit its faults and own the fact it's not a game for everyone.

        • whateveracct 2 hours ago
          some people never developed theory of mind as children sadly
      • Catloafdev 3 hours ago
        Yep, the game is difficult to get into, it's not for everyone.

        The game is great, though. You are in the "I have no idea what's going on" phase.

        • Our_Benefactors 3 hours ago
          It’s the games job to create an on ramp to understanding. It’s not mine to spend 200 hours grasping every concept before I can play “the real game”, that’s just shitty game design.
          • all2 2 hours ago
            This depends largely on your expectation for what a 'game' should be.

            Puzzle boxes, for example, have zero on ramp, and yet many many people enjoy them, enjoy the struggle of discovery.

            Arguably the edges of mathematics and science are inhabited by similar people, living where the rules are ill defined, where there is much to be discovered rather than pre-digested and spoon fed.

            I have little patience for games that don't spoon feed, so I get where you're coming from. I watched my brother play DF and decided I didn't want to spend my time like that, trying to parse ascii, trying to figure out how all the things interacted.

            I also don't like puzzle boxes that much.

            To each their own.

            • VorpalWay 1 hour ago
              I found exactly the discovery fulfilling in Dwarf Fortress, Rimworld and Minecraft. Once I mastered those (well, maybe it is fairer to say "once I plateaued", there are way more skilled players than me) I found much less interest in them. Sure, I still play occasionally for a bit after a big update drops, but that is pretty much it. Oh and yeah, puzzle focused games (as long as it isn't slide puzzles) are great too. I fondly remember Myst, Monkey Island and other puzzle games like that.

              Some people like games where you need to grind (idle clicker games seem to be purest/insanest form of that), and that is something I don't get at all. It is just pointless busywork, just like those repetitive achievements ("kill N enemies with X style attacks") or collectables. (Achievements that are on the form "find this hidden thing" or "do this out of the box thing once" I do understand more.)

              To each their own indeed.

          • Catloafdev 3 hours ago
            You're totally allowed to have that opinion. Time is valuable. It does have a tutorial nowadays, but it's still not easy.

            Not everyone _wants_ to learn Dwarf Fortress, and that's fine - it's not for everyone.

            But I'm just providing context that, for those of us that have learned, it is a great game.

          • bee_rider 2 hours ago
            Not every game can be for everyone, and Dwarf Fortress is not a game for people who want onramps. “Shitty game design” is subjective, I guess.

            Maybe the Steam page is too slick? I can’t imagine somebody going to the old dwarf fortress page and thinking “this is a game I’ll pick up easily!”

          • zdragnar 2 hours ago
            Somebody didn't grow up with early console games.
          • AnthonBerg 2 hours ago
            Is it your job to define jobs?
          • StanislavPetrov 1 hour ago
            >It’s the games job to create an on ramp to understanding.

            No, it is a games job to be entertaining for those it was designed to entertain.

            >It’s not mine to spend 200 hours grasping every concept before I can play “the real game”, that’s just shitty game design.

            Certainly there are many people who take a longer time to learn and grasp concepts and find challenging tasks something to be avoided, and this game isn't for you! That doesn't mean that every game should be designed so that the lowest commoner denominator can understand and enjoy the game! Some people not only enjoy being challenged by complex games, but seek those out those challenges and that complexity. The game market is flooded with easy to learn and easy to win games designed and made for simpletons, so there's no reason for you to complain about the rare game (these days) that deviates from that.

          • deadbunny 2 hours ago
            Why is it the games job to handhold you?
            • satvikpendem 1 hour ago
              Why is it a game's job to be fun?
            • Our_Benefactors 2 hours ago
              Because it’s not a complete or compelling experience if the systems aren’t naturally exposed and taught over time in a progressive manner. This has been a cornerstone of good game design for over 30 years.
              • AnthonBerg 2 hours ago
                There are notable counterexamples. I find life to be both complete and compelling as experience.
              • Catloafdev 2 hours ago
                Eh, I definitely can't agree with this one. Some of the most beloved games of all time had effectively no on-ramp of any kind - especially if you're willing to go back 30 years - and none of the fans of those games would say "they are not compelling experiences" because of a learning cliff.
              • StanislavPetrov 1 hour ago
                >This has been a cornerstone of good game design for over 30 years.

                First, this is completely wrong. There are many good games that have been designed over the last 30 years that didn't assume you were an invalid and needed your hand hand held every step of the way.

                Second, many of us (including myself) have been playing computer games for ~50 years! In the 80s and 90s the average game was far more difficult than even the most difficult games put out today. It wasn't assumed that everyone, or even most people, were ever going to beat the game. There were games I played for hundreds of hours back then, and enjoyed greatly, that I never finished or even mastered all the complexities of! That didn't make it any less fun. I want to be challenged by a game. If I load up a game and am spoon-fed everything it isn't a game I play for long.

              • OkayPhysicist 1 hour ago
                Religiously subscribing to every "cornerstone of great game design" is how you end up with the plain oatmeal of videogames. Inoffensive, bland, and easily forgotten.

                I, for one, hate games spoonfeeding me. Most games are unlikely to be a player's first videogame. I don't need every damn mechanic tutorialized. Present me with my toolbox, and let me get to it.

              • Hikikomori 1 hour ago
                Skill issue.
              • deadbunny 1 hour ago
                Claiming the game of systems and their interactions is not complete or compelling because it doesn't hold you hand is laughable.

                Not everything has to be made or everyone, in fact I would argue that is exactly the reason games these days are bland and identical.

                Press "F" to pay respects.

      • OkayPhysicist 1 hour ago
        No great game is enjoyed by everyone. Your options when making a work, of any kind, are to either A) make something utterly inoffensive to the point that no one will have strong opinions about it at all or B) make a game that some people will love and others will bounce off of.

        Dwarf Fortress is solidly in category B. It's a sandbox game, which already selects for people capable of making their own fun with a toy, while alienating those who want more concrete goals. It's a simulation game, which selects for people who enjoy the thrill of experiencing something that nobody else has before, while alienating those who prefer a crafted narrative. And it's got a lot of fiddly little systems, that offer just a little bit of reward for mastering, which selects for people who like figuring stuff out, whether through experimentation, external resources, or a combination of both, and filters those who just want all their options presented to them in a streamlined experience.

        If a player meets all those selection criteria, they'll likely find Dwarf Fortress one of the most fun games they've ever played. They'll marvel at all the intricate details, and invent explanations for things that are (probably) random, like imagining the master engraver who keeps carving masterwork depictions of that one time he single-handily defeated a forgotten beast all over the captain of the guards' bedroom as being petty as hell.

        If a player gets filtered, then they'll bounce off the game, and because they haven't engaged with all its fiddly details, feel like the game is just boring.

      • DarmokTanagra 1 hour ago
        congratulations for stating what the the creators of the game have said many many time.

        nobody is making you play it, and the people who enjoy playing it don't really care if it you liked it or not.

      • hilariously 2 hours ago
        As someone whose spent ~5k hours playing DF you are right, every person I have ever talked to about it has liked the idea and like 1/50 has gone on to play it for >10 hours.
      • pavel_lishin 1 hour ago
        You're not wrong!

        I used to play it, and for me, I think it scratched the same creative itch that Minecraft does in other folks. Building grand designs, etc. But in Minecraft, I'd have to place it block by block, and the physics... well, they're just absent. DF is like Minecraft, but with Lemmings, and a full physics system.

        I still remember some of those designs, and I can see them clearly in my mind - not as the game represented them, but as the dwarves would have seen them. A grand underground bridge, with water flowing alongside it, before spiraling down into the main hall - where the wagons would enter the marketplace, and the dwarves would pass through the mist generated by the waterfall (forgotten beast got 'em all.) A giant vertical chain, build out of stone, standing as a monument to the grand fortress that sprawls underneath it (half-completed, as the fortress succumbed to madness.) A fortress built into a volcano, underneath the open sky, with the forges powered by magma, and a small river diversion creating endless obsidian (fucking birds kept swooping down and either eating my dwarves, or knocking them into the volcano, because I couldn't build the roof fast enough.)

        I keep wanting to go back in, and I should - but I'd literally have to dig out the `cheatsheet.txt` file I had to keep on my desktop while playing, PLUS I'd have to figure out if I still needed the third party app that makes managing dwarven jobs reasonable, because in-game it's a fucking nightmare - and whether that app even exists for OS X, because I think it was a Windows-only thing that would interact with the game by directly reading RAM.

        It sucks, but it's so good.

        • OkayPhysicist 1 hour ago
          FYI, the newer versions with their mouse-driven interface solve a lot of those issues. Dwarf Therapist (the RAM reading tool you were thinking of) isn't needed any more, because there are much better in-game tools for managing what kinds of work certain dwarves do. The new menu layouts are a lot more discoverable, allowing you to find most things with just a little bit of clicking around (and the descriptions of stuff are a lot better now, so no more googling "what the heck is a quern?"). I miss the old keyboard controls sometimes, but they're gradually adding them back in the form of shortcuts. DFHack is still around, and basically necessary for automating some of the more fiddly resource chains (stuff like, "request 50 trees get cut down out of this patch of forest if our number of logs gets below 200").

          I hadn't played in like 10 years when I picked up the Steam release, and I found it pretty easy to get back into.

      • otikik 2 hours ago
        I am going to boot it up and play today just to spite you lol
    • postalrat 3 hours ago
      Makes me think how would an AI interface to a game like dwarf fortress play out. Where you tell it what you want like some sort of dwarven ruler.
      • Planktonne 1 hour ago
        The point of DF, to a large extent, is precise control and detail. It's the opposite of the approach taken by AI games that want to generalise based on simple prompts.
        • ux266478 32 minutes ago
          I would pose that's a matter of holding it wrong. Like, integrating generative AI as a prompt to an API endpoint exposed to the user is one of the worst, most naive and bland ways to use it as a game subsystem that I can think of.

          Don't get me wrong, there are plenty of problems with trying to use generative AI as a subsystem for a game, problems which exist at a conceptual level. But all the games I've seen that integrate AI as a subsystem don't even come remotely close to hitting that ceiling. I think it's ultimately up to the fact that an interesting usage of generative AI requires a level of technical competency and theory that's well beyond that of the layman. The people making games that utilize AI generally seem to lack the chops to make a good game or do interesting things with AI. The people with the chops and manhours to make a good game with AI:

          - Don't want the backlash of having a generative model in their game, because no matter the context that's a lot of very bad press for something that's very difficult and time consuming to implement.

          - See the immediate problems and difficulty that arise from a decently integrated concept and execution, and even without the bad press, understand that the juice isn't worth the squeeze. That it's always going to be an immensely stupid gimmick in the end, one that's trying way too hard.

          That won't stop us from having 10,000 pieces of shovelware getting churned out that have the worst, most uninspired integrations imaginable mind you. We clearly already have those. For those that could do something better with the tech, there's too many good reasons to not touch it.

        • pavel_lishin 1 hour ago
          > The point of DF, to a large extent, is precise control and detail.

          I don't know, it's basically Minecraft with Lemmings. You control a lot, but at the end, the AI comparison might be somewhat apt - you tell the dwarves what to do, and they mostly do it. When they're not struck by a strange mood, or when they're not too depressed to work, or when they're not being eaten by a Forgotten Beast (beware its deadly dust!)

        • DarmokTanagra 1 hour ago
          to each their own, but that is the least interesting part of DF for me.

          I like the narrative element and enjoy delegating random shit and seeing what happens.

      • DarmokTanagra 1 hour ago
        been messing around with this idea in godot for a few months, if you are really interested i can send you an alpha build once its in a playable state.
  • monospacegames 4 days ago
    It's been a while since I last played DF and I'm surprised to see that both this article and the video are a bit light on details, IIRC they used to showcase upcoming updates a lot more.

    Digging a bit more it looks like the magic system will be built around deities, spheres of influence [1], and workshops/professions centered around magic leading to procedurally generated spells. I'm really excited to see how it'll turn out.

    [1] https://dwarffortresswiki.org/index.php/Sphere

    • Sharlin 2 hours ago
      This seems more like a teaser trailer. I presume more information is forthcoming.
      • flurb 1 hour ago
        They have a history of at least trying to be transparent, especially in their Future of the Fortress posts[0]. Emphasize on trying to, as they're not exactly great at sticking to plans, though that certainly improved with the Kitfox partnership.

        [0]: https://bay12games.com/dwarves/

  • pwillia7 1 hour ago
    Does any other game have true procedural generated magic systems like DF talks about? I have always been curious how and if they'll pull it off and if it will just end up being all pretty much the same
    • DarmokTanagra 1 hour ago
      yes, there are several games exploring this idea on steam.
      • philipov 1 hour ago
        Could you name a few of the best ones?
        • DarmokTanagra 58 minutes ago
          Noita is the first that comes to mind.

          Some others that I have in my library are magicraft, fictorum, and spell chain.

          I'm messing around with these ideas myself, reminds me of the old days of crafting broken spells in morrowind.

  • yuchi 3 hours ago
    I’ve been tinkering with a game engine where magic is made of first principles for a very long time. Cannot wait to see the gameplay and mechanics here!
    • DarmokTanagra 56 minutes ago
      i've been doing something similar and decided to stick with godot.

      have you found yourself constrained with engine boilerplate or do you feel like you are making good progress on the magic system?

      • yuchi 20 minutes ago
        Only working on the magic system itself, unfortunately making the game around the mechanics is not something I enjoy, so I have been implementing different approaches with some minimal debugging UI. Did not reach the need for an actual game engine
  • polytely 3 hours ago
    It's so exciting, I've heard about them doing magic for a decade, and now it is actually approaching.
    • DarmokTanagra 54 minutes ago
      same, I'm going to break the hell out of this update
  • davoneus 2 hours ago
    The only game I've I've supported where I ended up buying licenses for friends and family. Lot of respect for them and their game.
  • 8note 3 hours ago
    What ive generally heard is that this is more of a refactor and base functionality improvement, rather than building out all the actual magic systems to start with.

    2-10 updates in the future will have much more fleshed out magic

    • duttish 1 hour ago
      OPs post made me curious about jumping in, how often do they release updates? If I'm going to wait for this and the next one.
      • DarmokTanagra 54 minutes ago
        this game will be updated until the creators die, its a passion project and is a genre defining masterpiece if you are into procedurally generated narrative driven world sims.
      • OkayPhysicist 54 minutes ago
        Historically, they did a big update every year or two. Since the Steam release, they've sped up significantly, with medium sized updates every 2-3 months.