Jump to:
Introduction — Why This Game Will Break You
Look, I'm not going to sugarcoat it: Dwarf Fortress is the most difficult, obscure, and rewarding game I've ever played. I've got over 2,000 hours in it, and I still lose forts to dumb stuff like forgetting to build a floor over my moat or letting a single werelizard bite a miner during a migrant wave. I've cried over dead dwarves. I've alt-F4'd when a forgotten beast made of steam melted my entire military in twelve seconds. And I keep coming back.
If you're reading this, you've probably already tried the game, gotten confused by the ASCII (or the new Steam tiles), and watched your first fort collapse to starvation, a goblin siege, or a tantrum spiral because someone's cat died. That's normal. That's the game teaching you. Dwarf Fortress doesn't hold your hand—it laughs at you while you drown.
This guide isn't a walkthrough. It's me telling you what I wish someone had told me before I wasted 20 hours learning that magma is actually really easy to handle, or that you can't just dig straight down and expect to survive. I'm writing this because I want you to get past the rage-quit phase and into the phase where you're genuinely proud of your waterfall-powered dining hall.
I also cover similar games on this site like RimWorld if you want a slightly less punishing colony sim, but Dwarf Fortress is the real deal. Buckle up.
Why Players Struggle — The Real Frustrations
Let's be honest. The game's UI is a nightmare. Even with the Steam release, it's clunky. You'll spend your first five hours trying to figure out how to make a simple stockpile that actually accepts food. The labor menu is a spreadsheet from hell. And don't even get me started on the military system—I've seen PhD students cry trying to set up a uniform schedule.
But that's not the real problem. The real problem is that Dwarf Fortress punishes you for not knowing things that the game never explains. You don't know that booze is more important than water until your dwarves start passing out from dehydration because you only built a well. You don't know that dwarves get sad if they don't see pretty things until your legendary carpenter goes berserk and kills three children. You don't know that goblins can climb until they scale your 10-z-level wall and murder your mayor.
The game is also brutally simulationist. A dwarf's mood depends on their room value, their clothes quality, whether they've seen a friend recently, and if they've been rained on. Yes, rain. Dwarves hate being wet. If you don't have underground paths connecting your farms to your workshops, your dwarves will get caught in a drizzle and start throwing tantrums.
And then there's the classic: losing your first fort to a werebeast. Werebeasts transform your dwarves into more werebeasts. One bite in a crowded tavern and suddenly you have 20 werebeasts rampaging through your dining hall. I lost my first fort to a weregila monster. A weregila. Of all things.
These aren't bugs. They're features. The game wants you to fail so you learn. But it's brutal.
Getting Started / First Steps — What You ACTUALLY Need Day One
Alright, let's get you past the first season without everyone dying. Here's what I do every single time I start a new fort, and it works about 90% of the time.
1. Pause immediately. The moment you hit the map, pause. Spacebar on keyboard, or the pause button on the Steam UI. Do not unpause until I say so.
2. Assign your dwarves to the right jobs. You start with seven dwarves. You need exactly: 1 miner (for digging), 1 woodcutter (for trees), 1 carpenter (for beds and doors), 1 mason (for blocks, tables, and stone furniture), 1 grower (farming), and 1 brewer. The seventh dwarf is your wildcard—make them a mechanic or trader later. Go to the labor menu and force these assignments. Don't rely on the default assignments; they're garbage.
3. Dig into a mountain. Your first shelter. Don't build above ground—goblins and thieves love above ground. Find a nice warm hill or mountain face and dig a 3-tile-wide entrance about 10 tiles deep. Then dig a 6x6 room for a dormitory. Put two doors at the entrance. Later you'll add a drawbridge, but for now, doors keep out the initial wildlife.
4. Build a carpenter's workshop inside your new room. Make 7 bed, 7 door, and a table and chair for each dwarf. Beds go in the dormitory. Tables and chairs go in a separate room you'll make your dining hall.
5. Build a still and a kitchen. This is non-negotiable. Your dwarves need booze. Without alcohol, they get slow, unhappy, and eventually dehydrate. The still uses plump helmets from farming. The kitchen turns plants into meals, which make dwarves happy. Build them immediately.
6. Set up a farm plot (4x4 tiles) in soil or mud. Use the farm menu (hit p then choose your plot) and select plump helmets year-round. Plump helmets grow in any season and can be brewed into booze or eaten. You want a constant surplus. Once you have 200+ plump helmets, add pig tails for cloth production.
7. Build a trade depot outside your entrance. The traders show up in spring and autumn. You need to sell stuff for anvils, steel, and books later. For now, craft stone mugs at a craftsdwarf's workshop and sell those. They're cheap to make and traders buy them.
That's your first week. If you follow this, you won't starve, dehydrate, or go insane in the first month. Trust me, I've done the starving route. It's not pretty.
💡 HARD-EARNED PRO TIP: Before your first winter hits, build a drawbridge over your entrance and connect it to a lever. Assign the lever to a dwarf. When a siege shows up, pull the lever. The bridge is now a wall. No goblin, troll, or cyclops can cross. I lost my third fort because I built the bridge too narrow and a giant camel pushed past my guards. Make it at least 3 tiles wide.
Expert Tips & Tricks — Advanced Stuff That Saves Forts
Once you've got basic survival down, it's time to stop surviving and start thriving. These are the things that separate a good fort from a legendary one.
1. Magma is your best friend. Magma-powered furnaces don't need fuel. Once you find a magma pipe (a vertical vein of magma in the caverns), build your forges and smelters next to it. You can smelt adamantine with magma—that's endgame gear. But be careful: magma is also the fastest way to kill your entire fort. Dig into it by accident and you'll have a flood of fire that melts everything. Use smoothing and channeling to create safe magma reservoirs.
2. Water management is real. Dwarves need water for cleaning wounds and for wells. But stagnant water makes dwarves sick. Build a well over a river if you can. If not, build a reservoir and fill it with farmed water from a water source tile. Or use mud from the caverns to create underground pools. I've had a fort die to a miasma outbreak from a dead cat rotting in the water supply. Not fun.
3. The military system is actually simple if you do it right. Open the military menu (m), create a new squad, then assign dwarves to it. Go to the uniform tab and set custom uniform. I use: steel helm, steel breastplate, steel gauntlets, steel high boots, and a steel shield. Give them copper crossbows for ranged, or steel axes for melee. Then set their schedule to 10 minimum training and leave them alone. They'll train automatically. My current fort has a squad of legendary axedwarves that shred goblin sieges in under a minute.
4. Room value matters more than you think. A dwarf's happiness is tied directly to the value of their room. A bedroom with a masterwork bed, a cabinet, and a chest made of obsidian or microcline will make your dwarves ecstatic. They'll work faster, throw fewer tantrums, and be more productive. I build each dwarf their own 4x4 room with high-quality furniture. It takes time, but it's worth it.
5. The caverns are a resource goldmine. Once you breach the first cavern layer, you'll find underground trees (fungus wood), underground plants for cooking, and animals for hunting. But the caverns also have giant cave spiders and troglodytes. Send a military squad down first to clear the area. Then build a rope for controlled descent. The wood alone from underground forests can fuel your furnaces for years.
6. Factorio players will love the automation. Dwarf Fortress has a work orders system that's basically a programmable assembler. You can set conditions like "if we have less than 50 plump helmets, brew 10 drinks" or "if we have more than 200 stone, build 10 stone blocks." Use this. It saves hours of micromanagement. I have a work order that auto-forges steel bars whenever my iron ore drops below 10. It's like crack for efficiency nerds.
7. Nobles are actually useful. The mayor and baron requests are annoying, but if you satisfy them, they give you production bonuses. A happy baron increases your trade value. A happy king (if you get one) gives massive bonuses to the entire fort. I once had a king that increased my forge output by 25%. Completely worth building him a platinum room.
Common Mistakes to Avoid — What Got Me Killed
I've made every mistake in this game. Here are the ones that cost me the most forts, so you don't have to repeat them.
1. Digging too deep too fast. The third cavern layer is where carnivorous plants and forgotten beasts live. If you breach it without a fully armed and armored military, you will lose dwarves. I lost a 200-dwarf fort to a giant dust-spewing bird that turned my entire population into blind, coughing wrecks. Donuts.
2. Ignoring the trade depot. If you don't have a valid path to your depot when the merchants arrive, they'll leave and you'll miss out on anvils, books, and steel. Keep the path clear. Also, if you block the depot with a wall, merchants will get angry and eventually send caravan guards that will attack. I learned this the hard way when the elves declared war on me because I forgot to open my drawbridge.
3. Building vertical drains wrong. If you build a grate or floor bars over a tunnel that connects to a river, water will flow through it. I was trying to build a floodgate to control a river, but I built it one z-level too low and the water pressure pushed through a gap and flooded my entire fortress in about 30 seconds. I watched 40 dwarves drown in my own dining hall. My spouse still laughs about it.
4. Letting migrants in without screening. Migrants carry syphilis, lung infections, and vampirism. Yes, vampirism is a disease in this game. A vampire migrant will drink your dwarves' blood at night, leaving a trail of corpses. I had a fort that lost 15 dwarves to a vampire coppersmith before I figured out who it was. Now I quarantine new migrants in a holding pen for a season before letting them into the main fort. If they try to bite someone, I throw them in the magma.
5. Forgetting to turn off fishing. Mergraves and sponges (fish) can be caught by your fisherdwarves. But mermaid bones are worth a lot, so dwarves will happily murder every living thing in the river, including giant fish that will fight back. I once had a river full of cave crocs that killed three dwarves before I noticed. Turn off fishing unless you're ready for the consequences.
6. Prison Architect taught me nothing about dwarf jail. Don't bother building a jail unless you have to. Dwarves will break out of wooden cages instantly. Use stone cages or iron chains. And never put a lever inside the jail—they'll pull it and escape. I've done that twice.
FAQ — The Questions You're Too Afraid to Ask
Q: My dwarves keep dying of thirst but I have a river right there. What gives?
A: Probably because you're giving them water instead of booze. Build a still, brew plump helmets, and make sure every dwarf has a drink. If you have a well, make sure the water source is actually accessible. Dwarves won't drink stagnant water if they can help it.
Q: I can't figure out the military system. Do I even need one?
A: Yes, absolutely. Without a military, goblins will walk right in and murder your civilians. In short: open military menu, create squad, assign dwarves, give them armor and weapons, set training schedule. That's it. You don't need to micro their patrol routes. They'll auto-defend your fortress if you set their squad order to "station at entrance."
Q: What's a "tantrum spiral" and how do I avoid it?
A: When dwarves get sad (from bad rooms, dead friends, or rain), they throw tantrums. A tantrum can destroy furniture, hurt other dwarves, and trigger more tantrums. The spiral happens when one death causes five more tantrums, which cause more deaths. To avoid it: keep dwarves happy with good rooms, booze, and food. Build a chapel for prayer—it boosts mood. And if a tantrum happens, isolate the dwarf by locking them in a room. I've lost 50 dwarves to a single tantrum spiral. It's brutal.
Q: How do I get steel?
A: You need iron ore, flux stone (like calcite or marble), and fuel (charcoal or coke). Smelt the iron ore into iron bars, then combine with flux in a blast furnace to make steel bars. Steel is the best armor and weapon material in the base game. Adamantine is stronger but rarer and requires magma smelting.
Q: Why does my engraver keep making ugly statues?
A: Probably because they have no skill. Use the workshop profile to forbid untrained dwarves from using the craftsdwarf's workshop for engraving. Your legendary engraver should be the only one making statues. Low quality statues actually annoy dwarves. I've had a dwarf go berserk after seeing a terrible statue of their dead mother.
Q: Can I play this game casually?
A: No. Dwarf Fortress is a lifestyle. Even the Steam version is still a massive time sink. A single fort can take 50 hours before it falls. But the stories you'll have are worth it. I've never had a game make me laugh, cry, and rage-quit in the same session. You get attached to your dwarves. Their dumb decisions become your dumb decisions.
Q: What's the best starting location?
A: Find a warm forest with a river and a mountain. Warm forest has trees for wood, the river gives water and fishing, and the mountain gives you stone and a safe place to dig. Avoid evil biomes (zombies raining from the sky) and deserts (no wood). I always start in "The Tunnels" region—it has everything you need nearby.
💬 Comments
What players are saying:
Your tip about holding pens for migrants saved my current fort. I had a vampire carpenter in my last game that killed 12 dwarves before I figured it out. Now I just quarantine everyone for a season and check for suspicious behavior. Works like a charm. The magma reservoir advice was also huge—I was flooding my forges every time I tried to use magma. Not anymore.
Respectfully disagree about digging too deep too fast. I've gone straight to cavern 1 on my last three forts and had no issues if I bring a military squad down immediately. But your point about carnivorous plants is spot-on—I lost a miner to a giant Venus flytrap that swallowed him whole. The work orders automation tip was worth the read alone. I've been managing my booze manually for 200 hours. This is better.
Been playing since the ASCII days and I still learned something from this guide. The well over a river thing? I've been building cisterns like an idiot. Also, your explanation of steel production is the clearest I've ever seen. I used to mess up the flux stone every time. One question: do you use clear glass for windows in dining halls? I find it boosts value more than statues. Great write-up, this deserves more attention.
Sign in to post a comment.
Sign in with GitHub to join the discussion.