---
Type: desktop-application
ID: org.cataclysmdda.CataclysmDDA
Package: cataclysm-dda-sdl
Name:
C: 'Cataclysm: Dark Days Ahead'
Summary:
C: A turn-based survival game set in a post-apocalyptic world
Description:
C: >-
<p>
Struggle to survive in a harsh, persistent, procedurally
generated world. Scavenge the remnants of a dead civilization
for food, equipment, or, if you are lucky, a vehicle with a full
tank of gas to get you the hell out of Dodge. Fight to defeat or
escape from a wide variety of powerful monstrosities, from
zombies to giant insects to killer robots and things far
stranger and deadlier, and against the others like yourself,
that want what you have...
</p>
<p>
As your game begins, you awaken with hazy memories of violence
and terror from when the world suddenly unraveled around
you. Now you need to explore your surroundings, and secure food,
water and safety. After that, who knows? Long term survival will
mean tapping abilities you haven’t used before, learning to
survive in this new environment and developing new skills.
</p>
ProjectLicense: CC-BY-SA-3.0
Categories:
- Game
- RolePlaying
Keywords:
C:
- zombie
- survival
- game
- tiles
- dda
- cdda
Url:
homepage: https://www.cataclysmdda.org
bugtracker: https://github.com/CleverRaven/Cataclysm-DDA/issues
translate: https://www.transifex.com/cataclysm-dda-translators/cataclysm-dda/
Icon:
cached:
- name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
width: 48
height: 48
- name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
width: 64
height: 64
- name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
width: 128
height: 128
remote:
- url: org/cataclysmdda/CataclysmDDA/2248b15ff925bbd1511371c555534b9d/icons/128x128/cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.png
width: 128
height: 128
stock: org.cataclysmdda.CataclysmDDA
Launchable:
desktop-id:
- org.cataclysmdda.CataclysmDDA.desktop
Provides:
binaries:
- cataclysm-tiles
Releases:
- version: 0.F Frank
type: stable
unix-timestamp: 1625184000
description:
C: "<p>\n After a long and anticlimactic buildup, we are pleased to\n announce the release of stable
version 0.F \"Frank\" of\n Cataclysm: Dark Days Ahead! Like our previous stable\n versions, this release
features an expansive range of\n bugfixes, code and content additions, and new features.\n 4,500 new
game entities were added, 123,162 lines of source\n code were inserted, and 77,727 lines were deleted.\n </p>\n<p>\n
\ The goal was to have a smaller and more manageable release\n this cycle, which was an utter failure,
as it took well over\n a year and by several measures was even larger than the 0.E\n cycle.\n </p>\n<p>\n
\ We'd overall characterize 0.F as a release with a lot of\n content and polish. Compared to 0.E, you
may find it a\n little more difficult (the pendulum swings ever back and\n forth), but we think also
more rewarding.\n </p>\n<p>\n The most obvious feature of 0.F is the addition of nested\n inventory,
the ability to store items in containers and\n have them behave as you'd expect. This is probably the most\n
\ long awaited and highly requested feature of the past five\n years of development.\n </p>\n<p>\n
\ Besides pockets, 0.F features the addition of achievements\n for fun and bragging rights, a proficiency
system to\n represent more refined skill knowledge, blood loss mechanics\n for you and your enemies,
weariness that builds as you push\n yourself to your limits, vehicles that can drive up and down\n z-levels
(and bridges that are above rivers, enabling more\n navigable rivers, as a result), and a vast host of new\n
\ content from new monsters and evolutions to new quests and items.\n </p>\n<p>\n On the mod
side, Magiclysm, Aftershock, and Dinomod have all\n grown expansively, including new artifact and enchantment\n
\ systems that have impacted content in the main game.\n And much more, too much to list here.\n </p>\n<p>\n
\ Players coming from the last stable will notice a switch\n towards encouraging looting over crafting,
especially in\n the early game, and will have to be cautious about\n overextending themselves in the
beginning of their survival\n effort. As usual, you'll want to avoid getting into combat\n with multiple
zombies in an open area. However, you can also\n have 'grab bags' of useful gear and tools, allowing you to\n
\ toss your loot sack to the floor to engage in an\n unencumbered melee battle with zombies!\n </p>\n<p>\n
\ All in all, as usual, we're deeply excited about this new\n version, and look forward to continuing
to make your\n survival difficult in the months to come.\n </p>\n<ul>\n <li>Nested Containers rationalize
inventory management and enable dropping and retrieving go-bags during fights.</li>\n <li>Achievements track your deeds
and misdeeds across games.</li>\n <li>Proficiencies better represent deeper knowledge required for various endeavors,
mostly crafting.</li>\n <li>Bleeding added to both the player and monsters as the first step toward a more comprehensive
wound and wound treatment system.</li>\n <li>Weariness tracking added to represent longer-term physical exhaustion.</li>\n
\ <li>Elevated bridges over navigable rivers added, allowing better navigability while using boats.</li>\n <li>Large-scale
audit of weapon and armor values for better representativeness and consistency.</li>\n <li>Improved armor handling
by separating ballistic damage into its own damage type.</li>\n <li>Pervasive performance enhancements throughout the
game.</li>\n <li>Tileset vehicle support for more cohesive vehicle rendering.</li>\n <li>Aftershock changes direction
to a total conversion mod with a new far-future setting on a frozen world.</li>\n <li>Dinomod added 238 dinosaurs,
pterosaurs, mosasaurs, and dino-related NPCs with missions and dino locations.</li>\n <li>Added many dino features,
including zombie, fungal, evolved, bionic, baby, and mutant dino variants.</li>\n <li>Dinomod added many dino interactions,
including farming, riding, butchering, cooking, and special attacks.</li>\n <li>Magiclysm added a huge content update
including many new traits called Attunements that switch up gameplay at the endgame.</li>\n</ul>\n<p>Finally, see the
changelog for the more complete (but still\n not comprehensive) listing of new features and contents -\n \n
\ https://github.com/CleverRaven/Cataclysm-DDA/blob/0.F/data/changelog.txt</p>"
- version: 0.E Ellison
type: stable
unix-timestamp: 1585699200
description:
C: "<p>\n The Ellison release adds a huge number of features and content\n that make the world feel
more alive. From being able to climb\n onto building rooftops or hide behind cars, to building a camp\n for
your followers in the wilderness, to exploring the new\n river and lake systems on a boat or raft, everything
is more\n immersive and consistent. Also more STUFF. I didn’t think we\n would ever double the number
of game entities with a release\n again, but we did.\n </p>\n<p>\n We aimed at a 6 month release
cycle, and ended up spending 9\n months adding features at a breakneck pace and 3 months\n putting
the brakes on and stabilizing. I can’t honestly say\n that’s a huge disappointment, though toward the end the
rest\n of the development team was really chomping at the bit to get\n back to feature work, so we’ll
need to continue to adjust.\n </p>\n<p>\n We built a huge amount of infrastructure for having the game\n
\ check its own consistency, which has and is going to continue\n to contribute to the amazing pace
of feature and content\n additions we are experiencing. The development team is also\n larger and
at the same time more cohesive than it has ever\n been before.\n </p>\n<p>\n Explore all the
new features with the attached release\n archives. Speaking of exploring, the list of available\n tilesets
has shuffled a bit, so this is a great time to find\n your new favorite.\n </p>\n<ul>\n <li>Long distance
automove feature for walking, driving and boating.</li>\n <li>Extensive bugfixes to inter-level interactivity, on by
default.</li>\n <li>Riding animals and animal-pulled vehicles.</li>\n <li>More flexible Basecamp construction options.</li>\n
\ <li>Default starting date changed to mid-spring for better survivability.</li>\n <li>Time advancement is rationalized,
a turn is now one second.</li>\n <li>Extensive river and lake systems, and boat support for navigating them.</li>\n
\ <li>Expanded NPC usefulness and interactivity.</li>\n <li>Massive increases in location variety and consistency,
especially rooftops.</li>\n <li>Expansion of mi-go faction with new enemies and locations.</li>\n <li>Batteries now
store charge instead of being pseudo-items.</li>\n <li>Overhaul and rebalance of martial arts.</li>\n <li>Zombie grabbing
and biting more manageable and predictable.</li>\n <li>Overhauled stamina and damage recovery for grittier gameplay.</li>\n
\ <li>Crouching movement mode allows hiding.</li>\n <li>Magiclysm and Aftershock mods have first class support within
the game.</li>\n</ul>\n<p>Finally, see the changelog for the more complete (but still\n not comprehensive)
listing of new features and contents -\n \n https://github.com/CleverRaven/Cataclysm-DDA/blob/0.E/data/changelog.txt</p>"
- version: 0.D Danny
type: stable
unix-timestamp: 1552003200
description:
C: >-
<p>
The Danny release is characterized by MORE. More UI polish,
more features, more content, more long-asked-for
changes. It’s the longest-lived and largest in every way
release we’ve ever done, and we hope to never do it
again. Future releases are planned for roughly 6-month
intervals. This release is made up of 37,604 commits
authored by over 700 contributors, and it roughly doubled
the number of everything in the game, items, monsters, map
buildings, you name it, we doubled it.
</p>
<p>
It’s honestly way too huge to summarize in any meaningful
way, but here are the absolute biggest changes, and you’ll
just have to dig into the changelog or the game itself for
more detail.
</p>
<ul>
<li>
Many quality of life enhancements such as auto-pulp,
autopickup, batch actions, interacting with adjacent items
and improved long-action handling.
</li>
<li>
Pixel minimap for tiles mode.
</li>
<li>
Guns accept magazines when appropriate.
</li>
<li>
Player stamina stat that is burned by running and other
physical exertion.
</li>
<li>
Player faction base that allows incremental growth and
autonomous work by NPCs.
</li>
<li>
The player remembers terrain and furniture they have seen.
</li>
<li>
Carrying racks for small vehicles.
</li>
<li>
Vehicle system (speed, fuel consumption, terrain effects)
overhaul.
</li>
<li>
Overhauled nutrition, food spoilage and food state changes
(freezing).
</li>
<li>
Overhauled bomb fragment handling.
</li>
<li>
NPC dialogue support, group commands, tactical
instructions and backstories.
</li>
<li>
Dynamic Lighting.
</li>
<li>
Roughly DOUBLED the amount of in-game content.
</li>
<li>
Unheard-of levels of bugfixing.
</li>
<li>
Full translations for Chinese, German, Japanese, Polish
and Russian.
</li>
</ul>
- version: 0.C Cooper
type: stable
unix-timestamp: 1425859200
ContentRating:
oars-1.1:
violence-fantasy: intense
violence-bloodshed: intense
violence-sexual: intense
violence-desecration: intense
violence-slavery: intense
violence-worship: intense
drugs-alcohol: moderate
drugs-narcotics: moderate
drugs-tobacco: moderate
sex-nudity: intense
sex-themes: intense
sex-homosexuality: intense
sex-prostitution: intense
sex-adultery: intense
sex-appearance: intense
language-profanity: moderate
language-humor: mild
language-discrimination: intense