Deep LedgerAn independent guide to Dwarf Fortress

Start

Common questions from new players

The same handful of questions come up in almost every first game. Here they are, answered in plain terms.

Most confusion in the first few hours comes from the same source: the game shows you a great deal of information and assumes you will work out what matters. The answers below are about concepts, because the specifics shift from release to release. When you need an exact menu path, the official Dwarf Fortress Wiki tracks the current version and is the best place to look.

What is actually on the screen?

The main view is a slice of the world seen from above, one level at a time. The fortress is three-dimensional, but you view it as a stack of flat layers, moving up and down through them. A staircase or ramp on one layer connects to the layer above or below. The most common beginner mistake is forgetting that the level you are looking at is not the only one; your miners may be busy two floors down while you wonder why nothing is happening.

In the classic presentation, everything is drawn with letters, numbers and symbols from an old PC character set, which is why screenshots can look like a spreadsheet having a nightmare. The modern edition draws the same world with pictures. Either way, a few minutes of hovering over things and reading their descriptions teaches you more than any legend. The tilesets and colours page explains where the symbols come from.

Why do dwarves ignore the jobs you give them?

Usually because none of them is allowed to do it, or none of them can reach it. Dwarves only perform the kinds of work their labours permit, so if nobody is set to masonry, the stone doors you ordered will never appear. Check who is allowed to do the job before assuming anything is broken.

Reachability is the other culprit. A workshop that is walled in, a stockpile on the far side of a channel, a door that has been locked or forbidden: any of these can make a task impossible, and the dwarves will quietly ignore it. Materials matter too. A job that needs wood will wait forever in a fortress with no logs in storage. The skills and labours page goes deeper.

Why is everyone so unhappy?

Dwarves remember what happens to them. Sleeping on the floor, eating the same meal again and again, drinking water instead of something stronger, walking past a corpse, being rained on, getting into an argument: each leaves a small mark. Good things leave marks too, like a fine meal, a well-decorated dining hall or a friend's company. Unhappiness is simply the balance tipping the wrong way for too long.

The fixes are almost always basic comforts rather than grand gestures: private bedrooms, a decent dining hall, a variety of food and drink, a quiet place to sleep away from the noise of mining, and prompt burial of the dead. Needs and happiness covers the full picture.

Why has the game slowed to a crawl?

Because it is simulating a great deal. Every creature thinks about where to go, every item exists as an object, and flowing water and magma are calculated tile by tile. A young fortress runs quickly; a large, old one with hundreds of loose items, a busy river and a big population can grind. There are well-known habits that help, collected on the performance page, but some slowdown in a big fortress is simply the price of all that detail.

Keyboard or mouse?

Older releases were driven almost entirely from the keyboard, with menus layered several deep. The modern edition added full mouse support and reorganised the interface around it. Whichever you use, the concepts on this site are the same: you designate, you build, you assign and you wait. This guide deliberately avoids listing key presses, because they have changed between releases and a wrong one is worse than none.

Is pausing a good idea?

Yes, often. The game runs in real time but can be paused whenever you like, and experienced players pause constantly to read what is happening, plan a room or respond to an alert. Nothing is lost by stopping to think.

How can you tell when something bad is happening?

The game announces important events: arrivals, deaths, strange moods, attacks, and a long list of smaller things. Early on it is worth reading every announcement, because they teach you what the game considers noteworthy. Later you will learn which ones to ignore and which ones mean you should immediately shut the front door.

Where are the exact numbers?

This guide explains concepts and the reasoning behind common strategies. For precise values, current recipes, material properties and the details that change between versions, go to the official wiki. Its quickstart guide is a good companion to the first fortress page here.

Is it normal to lose?

Completely. The game has no win screen, and every fortress will eventually end one way or another. The community's attitude to this is summed up in a well-worn motto, and it is worth reading why losing is considered fun before your first fortress floods.