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But hey atleast we got some new features, Chosen sounds pretty cool from todays update.
About the player count, it is how dwarf fortress had been for a long time, people play for a bit, then go do other things for a few years and come back.
The slow development cycle of this game can seem weird to newcomers but there were many periods of even several years without updates at all, and some of the updates did focus heavily on adventure mode as well.
- Select a tile type and place multiple instances of that tile type without having to reselect the type every time something is placed
- Have the task erasure system not be so convoluted (eg cancel build stairs)
- Menu sorting and filters (no real need to see what can't currently be made)
Of the more complex requests that could greatly benefit the game:
- Item sorting and better utilization of stockpiles
- Force the use of closest material to build area when selecting "Closest Material" during construction
- Better burrow functionality that doesn't make my dwarves go insane
- Not having to use "Build Dirt Road" to force my dwarves to clean vomit/blood in outside areas
Now I'm sure that some of these are either fixed through an adjustment of gameplay or mod, but there is no doubt that some of these things in the base game would really do wonders for replayability. I don't feel up to the task of battling the menu system every time I want to establish a base. Yes, managers. Yes, QSP. I do understand those takes. Let's get a little bit of good quality of life into the game so I can show this game off to my friends.
But yeah, while I do agree that quality of life should be a priority (my personal list starts with several long term bugs) I also recognize that this is a game that's been built over the course of 20 years and development's going to be slow but ongoing. Let 'em finish adventure mode, and then hopefully they'll fix some things before getting tooo distracted with the magic system ^^'
I really respect the effort modders put in to make things more playable in the meantime.
and as far as I can tell the new adv mode content can be accessed in fortress mode by plopping your fortress ON TOP OF the new sites/dungeons LOLOLOLOL
Its just a shame the coding was done nonsensically so its near impossible for modders to fix.
That said, I've dumped over 100 hours since Hurricane Helene into DF and don't regret it at all.
Despite making several million dollars the dev team remains microscopic because they want it to. Them being slow is a fair criticism at this point. This game won't ever really get much more developed tbh.
Until the Steam release DF development has always been funded by donations. That was sufficient to keep development going indefinitely, but at the same time you couldn't exactly build a development team based on that income. The steam release of course generated a nice one-time influx of funds, yet ongoing development is a continuous expenditure. From what i gather about 5.000 copies of DF are sold on steam a month. That equals about 100k a month, but:
- Steams platform fee for this income is 30% or 30k.
- This is income before taxes, so we'll likely see another good chunk evaporate.
- KitFox will likely also receive either a cut or has a set fee for their services.
- And besides Tarn himself, we now have Putnam as a programmer, which equals a two-man salary that has to be paid at the very least.
If we use a programmer salary of 70k a year as a baseline i assume there would likely be room to hire a handful more before hitting the break even point. Doing so would require a steady income though, and not everyone is looking to create a company and deal with the responsibility that comes with it. Neither are there too many people who'd spend two decades developing a freeware game.
When push comes to shove it's still possible to play DF in its classic form entirely for free, and the premium edition is likely to receive years of (slow) updates yet. It's not as if the current situation is anything new, nor do i believe that i have ever seen a promise that a steam release would equate a massive expansion of the development team.
If the devs don't want to fix it and wont find outside help to come up with a solution, then they have to realize that it's their own unrealized gains and unmet potential that is hurting them.
The real frustrating part is not simply that fortress mode has seen no content addition in two years, but that nothing will even start untill adventure mode is properly implemented, and who knows how long that will take.
Which means at this point there's still really nothing on the horizon to look forward to.
Also for reference I think the sales for October was 24k units on steam, could be a particularly good month I wouldn't know but it shows that new or returning people are still interested in playing the game, and I'd assume there's definitely a cashflow to be had here, especially if the game actually gets new features and improvement over time.
I have no experience in running a business or programming so my opinion about this isn't super relevant but I don't think it would make it unmanageable to maybe hire one or two extra people to work on the game.
They don't care.
Tarn is more of a part-time game developer and spends more of his time on other more important real life issues.
It's not so much that we don't care and more that every time it comes up people make it seem obvious that better devs would easily get this done and/or that adding more devs would multiply the development speed in the same amounts.
A larger and more organised team would definitely be able to get to where the game currently is in a small portion of the time it took for this game to get here, but so far nobody funded such a team for a very niche market like this.
As for adding more devs to the current team, the code is something a solo dev made over the years, which means that it is a mess for anyone else to get in, it took several months to Putnam, someone already very familiar with how the game works and development, to get her bearings and be able to start working on small things.
So sure, if you add a few more devs and give them a year or two to familiarize themselves with the existing code, then at least a year to refactor the code into something that allows multiple people to work on it without breaking things for the others all the time, you could then end up with faster progress.