
Build a fortress and try to help your dwarves survive against a deeply generated world. Keep your dwarves happy, grow their community and beware of digging too deeply. The deepest, most intricate simulation of a world that's ever been created.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.33/day in the week to Aug 4 → 6.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 929 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I hate this stupid game. After successfully defending my fort from wereanteaters (like werewolves, but anteaters), I took my injured dwarves to the clinic and tended to their wounds. They transformed into wereanteaters themselves due to their infection and destroyed my base from the inside-out. Everybody freaking died.
Dwarf Fortress is less a game you play than a complicated machine you gradually learn to interfere with. At first, the difficulty mostly comes from the interface and from not knowing which of the games many systems you have accidentally neglected. You will spend twenty minutes figuring out how to perform an apparently simple task, confidently unpause the game, and discover that half your fortress is dying because you misunderstood something three hours earlier. At some point something clicks though. You stop seeing a collection of awkward menus and begin seeing a functioning little society. Your dwarves have jobs, preferences, relationships, grudges, pets, strange artistic tastes and an impressive ability to turn minor inconveniences into mass casualty events. You begin making plans. You build workshops, defenses, hospitals and elaborate infrastructure. You start feeling competent. This is usually when the game kills fifty dwarves because sometimes that is just what happens. Should have found a way to kill the child that got bitten by a werelizard. Once you have figured out the crucial systems, the game can become an exercise in optimization, but optimization for whatever you personally decide matters. You can optimize for efficiency, cruelty, wealth, military strength, architectural beauty, population growth, self-sufficiency or the production of an absurd number of finely crafted mugs. The game does not tell you what success should look like. It gives you a collection of interacting systems and lets you decide which numbers, outcomes or increasingly unnecessary megaprojects you care about. You make a plan and try to coerce your dwarfs into executing it. My fortress has flooded because I misjudged an ice plug (3 times, how did I not realize that water freezes...), lost citizens to deadly dust from a forgotten beast (or maybe ichor? It sticks to your dwarfes...), produced several new werecreatures because I failed to contain the first infection quickly enough, and had an important artifact stolen by a visitor. At one point a bird stole my last cheese. The cheese wasnt important but it somehow felt personal. These events do not feel like scripted quests. Dwarf Fortress is often described as a story generator, although at times it is closer to Mad Libs for D&D (thank you to whoever wrote that). The game supplies an enormous pile of characters, incidents and oddly specific details, while your brain does much of the work of turning them into a coherent tale. When its systems collide just right, the resulting stories feel more personal and memorable than almost anything deliberately written for a game. Failure is rarely just a failed save. It becomes the history of a place that briefly worked before everything went catastrophically wrong. The Steam version makes Dwarf Fortress much more approachable but “more approachable” is doing a lot of work here. The game still expects patience, curiosity and a willingness to look things up. Some information is buried, some controls are just not explained ingame, and some tasks remain far harder to perform than they have any right to be. There are moments when it feels less like commanding a fortress and more like operating ancient software whose original developer disappeared fifteen years ago. I'm still not sure where to collect clay or what certain icons actually mean. And yet, once the machinery starts making sense, very few games offer anything comparable. The simulation is absurdly detailed, the procedural history gives the world genuine texture and the freedom to build, experiment, optimize and catastrophically miscalculate is enormous. Dwarf Fortress is not welcoming. It does not respect your time in any conventional sense. It will confuse you, frustrate you and occasionally make you close the game after realizing that several hours of careful planning have ended in disaster. Then, a little later, you might start wondering how the surviving dwarves are doing. Highly recommended, provided you find the sentence “I wonder what terrible thing will happen if I try this” appealing.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 934 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There is nothing else like it. This game is beautiful and it belongs in a museum.
Faço esta análise com o objetivo de ajudar aqueles que, assim como eu, não possuem inglês avançado — o que, na minha opinião, é um dos principais dificultadores para aproveitar esse jogo. Ele possui uma grande profundidade e uma curva de aprendizado elevada, mas, uma vez traduzido, a experiência melhora muito. Deixo abaixo o link de um tutorial que ensina como colocar o jogo em outros idiomas, incluindo PT-BR. A tradução não está 100% completa (cerca de 90%), mas já facilita bastante a jogatina: https://youtu.be/Og0Bg2JmLDo?t=35
I've never played it as I'm too dumb to finish the tutorial. Maybe I'll try when I have more free time I love watching videos of people discussing it though.
Don't spend 30 euros for this version to not recommend it saying it's not worth the money when the game is totally free on Toady One's website.
This game does things to you man. One day I have a blossoming Dwarven Kingdom trading in steel, the other it gets absolutely obliterated by a singular giant spider tearing through my population through conveniently wide-built and poorly guarded and easily traversable halls. The other day I decided to play through Adventure Mode in it's current state. Ivor Manyannihilator. Craftsdwarf turned adventurer on a whim. Hillocks were harassed by goblins, so I decided to take the fight to them. I butchered 60 before I started realizing that a good 50 of them were unarmed civillians helpless against my blade. Their corpses littered the dark fort, yet Ivor? Ivor did not care. He didn't care for anything really. Felt nothing going into it, felt less after leaving. He retired in the very hillocks he started in - and I spent the other day contemplating the ethics of wiping out a fortress of goblins with barely any resistance.
This game allows you to take control of a group of stumpy alcoholics in their stubborn efforts to avoid sobriety and lead them to greatness. Lots of memes out there are all about how "losing is fun" in Dwarf Fortress, and while that may indeed be the case, it isn't the full story, just like how the difficulty curve of Dwarf Fortress being one of the hardest games out there is also a bit misleading. To put it simply, Dwarf Fortress has an incredibly high skill ceiling, but also a low skill floor. Dig down, figure out farming, brewing, basic crafting, and tavern construction and you've got all the basics down. 975 hours in and I've barely touched the channeling tool, barely made use of water, never even touched lava, never got adamantine, have built easily a dozen capitals, many without even getting into the concepts of machines or siege weapons. There's a LOT of complexity in Dwarf Fortress that people mistake for extreme difficulty, but you need not be afraid of this as you can, and likely will, learn more and more over time. A few quick tutorials and you'll be set for your first fortress. You'll want to learn what more you can do and with each tutorial you'll get new ideas and want to- no, NEED to build bigger, better, and DEEPER. What you need in your life is below. A word of caution: This game will test the limits of your ADD medication. It is an autist's wet dream and an OCD's nightmare. If you haven't upgraded your CPU in a while, I recommend the small - medium map size, don't change your embark tile size, and for the love of GOD, neuter your cats. Your frames will thank me later.
说实话,这游戏我玩下来感受挺复杂的,但最后还是想说一句:它确实配得上神作的底子。 先讲好的。自由度真的只能用恐怖来形容,每个物品都能操作,每个地块都能交互,冒险模式尤其离谱。如果你喜欢建造、喜欢看着自己的要塞从无到有长起来,那种满足感别的游戏很难给到。而且现在已经有中文MOD了,比老字符版本方便了不知道多少倍,入门也没有传说中那么难,一旦上手就很难放下。开发者每次更新也都很实在,诚意是看得到的。 但它绝对不是没有门槛。我玩了快10小时,最痛苦的其实是UI和判定。比如200多个小人,你想找其中一个有特定技能的人,没有搜索、没有排序,只能一个个点技能界面看,记下名字再回去翻。判案的时候每点一个人就退出问询界面,200个人要点600次鼠标、拉七八十次滚轮,这些操作放到2026年确实有点折磨人。再比如矿道,游戏里说刻在stone上,但你人工切过的石头属于rock不是stone,这个判定根本不写出来,全靠你自己踩坑或者翻wiki。很多诡异事件,比如矮人因为没法和家人碰面气到杀人,高玩说是酒馆尺寸不符合判定,但游戏里一个字都不提,你只能猜。 所以这游戏的问题不是难,是它把很多本该做成系统提示、UI优化、功能筛选的地方,全扔给了玩家自己去wiki、去贴吧、去试错。几十个小时里有一半时间在跟矿车判定搏斗,在人名列表里当人形Excel,那种感觉确实像吃了一口很高级但夹生的饭。 但反过来想,我又没弃坑。因为当你熬过这些,真正看懂它那套逻辑之后,会发现整个世界的模拟深度是别的游戏给不了的。它像Blender,不像乐高,上手曲线陡,但能捏出你想象不到的东西。 所以我的看法是:神作的灵魂,古董级的交互。值得玩,但不建议闭眼入。建议先去试试免费版或看看实况,确定自己受得了这套老派的UI和判定逻辑再来。如果能忍,它会是你玩过最特别的游戏之一,如果忍不了,也不是你的问题,是它真的该好好优化了。
дворф не так помолился у святилища, вспомнил об этом спустя три дня, психанул и взорвался смертником.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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