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Starvation, riots, goblin raiders stealing your babies, goblin war parties stealing your lives, elephants, vampires, werewolves, werebears, werebadgers, carp, digging into an aquifer, digging into lava, digging into the nesting area of a Forgotten Beast, selling wood to hippies, insanity, drowning in knee-deep water, and being attacked by your own dismembered finger. There are a lot of ways for dwarves to die. Age really isn't one of them. After playing this game long enough, you'll realize why dwarves don't like going outside. Everything from harpies to dangerous man-eating carp is everywhere. Some of them are humorous, but most are a lesson. The entire game acts as a massive learning experience. Don't tell your dwarves to fish; they don't know how to swim. Wall off your fortress, or a necromancer will use your lunch against you. Don't dig too far down, or something scary will follow you back up. There is no victory, only glorious deaths. What goals you set in the game are up to you. Make small, simple goals that you know you can complete. "Surviving for 100 years" is like "curing cancer". Not technically 'impossible', but it might just be easier to settle on building a bridge for now. See More
Dwarf Fortress features a pause feature to let players think over their actions indefinitely, meaning that users can read manuals, guides and look around the map thinking of what to do next, resulting in a less knowledge demanding and slower game for those that need it See More
In the middle of a battle, my computer lagged considerably. After about a minute, it looked like a goblin's head exploded - which in a manner of speaking, it did. There were a shower of "bone" icons flying away from the goblin. I paused the game to investigate. In the combat logs, one of my marksdwarves fired a crossbow at the Goblin. The bolt hit the goblin in the front upper left tooth, knocking it out (the severed part flies off in an arc). The bolt still had momentum, so it moved on to the next tooth. and the next, and the next, eventually ending up in the goblin's spine - severing nerves. Each tooth's trajectory was calculated and mapped, based on the crossbow bolt's weight, density, speed, angle of attack and the relative traits of goblin teeth. So each tooth flew a bit less far than the previous one, making a perfect fibbonacci spiral on the battlefield. This was all procedurally generated based on the universe rules. This was not a scripted cutscene. This was calculated on-the-fly using in-game weights and measures. What other game has such enormous attention to detail? This level of detail goes all the way from the swordplay between goblins and dwarves with about 128 different combinations of dodge, parry, counterattack, armour absorbing the blow, shield block, underwear mitigating damage, skin, fat, bone, muscle all taking different degrees of trauma, through to breeding of livestock. Yes, eugenics exists in game. With enough patiernce and the small randomness of all DNA, you too can breed black hens like the Ayam Cemani - or maybe albino water buffalo are more your style? The best bit. It's not even half finished. And free. See More
The ultimate goal of Dwarf Fortress is no less than a total fantasy world simulator. Its simulated systems include geology, metallurgy, fluid pressure, temperature, combustion and phase transitions (melting, evaporation, etc.), shear and tensile strength, ballistics and gravity, anatomy and tissue damage, growth and maturation of animals and plants, emotional states, life goals, and alcohol dependence. See More
Estimating one meter per tile, the smallest possible Dwarf Fortress world is roughly 13 kilometers on each side, and about 400 layers deep. The largest world is about 197 kilometers (123 miles) on each side. Each world has its own randomly-generated history with thousands of notable figures, warring factions, and numerous settlements of various races. Any number of fortresses and/or adventurers can be played in a particular world, though only one at a time. See More
Europa Universalis IV features a pause feature to let players think over their actions indefinitely while looking around the map, meaning that users can read manuals, guides and look around the map thinking of what to do next even during online play, resulting in a less complex game See More
Europa Universalis IV features an interface designed to be understood by a user without any prior knowledge using tooltips and icons to explain what each button does. While normally this would be a good thing, it's certainly not what you want if you're looking for an ultra-complicated game. See More
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