---
Type: desktop-application
ID: org.cataclysmdda.CataclysmDDA
Package: cataclysm-dda-sdl
ProjectLicense: CC-BY-SA-3.0
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>
Developer:
id: org.cataclysmdda
name:
C: Kevin Granade and Contributors
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/
vcs-browser: https://github.com/CleverRaven/Cataclysm-DDA/
contribute: https://cataclysmdda.org/contributions/
Icon:
cached:
- name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.jxl
width: 48
height: 48
- name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.jxl
width: 64
height: 64
- name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.jxl
width: 128
height: 128
remote:
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/icons/128x128/cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.jxl
width: 128
height: 128
stock: org.cataclysmdda.CataclysmDDA
Launchable:
desktop-id:
- org.cataclysmdda.CataclysmDDA.desktop
Provides:
binaries:
- cataclysm-tiles
Screenshots:
- default: true
thumbnails:
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-1_1248x702@1.jxl
width: 1248
height: 702
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-1_752x423@1.jxl
width: 752
height: 423
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-1_624x351@1.jxl
width: 624
height: 351
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-1_224x126@1.jxl
width: 224
height: 126
source-image:
url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-1_orig.jxl
width: 1920
height: 1080
- thumbnails:
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-2_1248x702@1.jxl
width: 1248
height: 702
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-2_752x423@1.jxl
width: 752
height: 423
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-2_624x351@1.jxl
width: 624
height: 351
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-2_224x126@1.jxl
width: 224
height: 126
source-image:
url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-2_orig.jxl
width: 1920
height: 1080
- thumbnails:
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-3_1248x702@1.jxl
width: 1248
height: 702
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-3_752x423@1.jxl
width: 752
height: 423
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-3_624x351@1.jxl
width: 624
height: 351
- url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-3_224x126@1.jxl
width: 224
height: 126
source-image:
url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-3_orig.jxl
width: 1920
height: 1080
Releases:
- version: "0.I"
type: stable
unix-timestamp: 1780704000
description:
C: >-
<p>The 9th post alpha stable release of Cataclysm: DDA has arrived. It is named after Junji Ito, known for his ability to transform
mundane occurrences into catastrophic events. As a long inspiration of many horror elements of Dark Days Ahead this namesake is
well deserved. Between 0.H and 0.I there were over 13,000 commits from 486 contributors (242 of which were first-time contributors),
affecting 82,000 entities, and adding more than 1 million lines of code and data.</p>
<p>The headline features for this cycle: Dormant zombies that have turned quiescent for a lack of nearby prey, avoid
disturbing them and your travels will be easier. Trees have tops that you can climb into on separate z-levels now. Faults have expanded
to items so that eventually you won’t get generic damage but each level of damage on an item will have specific ways to mend it
similar to how many vehicle parts work now. Overmap specials now have different visibility levels that controls how far away you
can identify what they are. We have probably now reached saturation on animal themed mutation paths and mutation gain has been reworked
to eliminate the wait between mutating to avoid bad mutations. Defined outfits and tons of new mapgen including some things hidden
out in the ocean. More eldritch abominations exist and finally procgenned riot damage to represent that some places got destroyed
in and before the Cataclysm. Progress continues on the Imgui migration as DDA transitions to a standardized UI that allows for easier
development.</p>
<p>In news for the in repo mods several games worth of content has been added to Aftershock: Exoplanet, Mind over Matter
and Xedra Evolved. Isolation Protocol and Sky Island continue to receive work that enables them to deliver unique gameplay experiences.
This has also included our focus on making more details of the game meaningfully moddable. EOC expansion has been pioneered in mods
and we expect those benefits to accrue to mainline over time.</p>
<p>We welcome you to join us here in finding the beautiful and the horrific in the Cataclysm while we ask the question
of how you will spend your final days.</p>
url:
details: https://raw.githubusercontent.com/CleverRaven/Cataclysm-DDA/refs/heads/0.I-branch/data/changelog.txt
- version: "0.H"
type: stable
unix-timestamp: 1721606400
description:
C: >-
<p>I'm proud to announce that the Cataclysm: Dark Days Ahead 0.H "Herbert" release is here! With an 11 month Gestation (before forking)
and a 10 month delivery (after forking), we once again utterly failed to limit the scope of work with a release, the 0.H development
process has been the longest in many releases, packing in thousands of new pieces of content, massive performance improvements,
and IMO more polish than we've ever seen in a DDA release. A huge group of about 450 people contributed to this release, about 200
for the first time this release. All together we changed about 12 million lines of code and data across about 5,500 files, adding
about 5,000 game entities in the core game and another 5,000 in mods. This time around we handled the release process differently,
following a more traditional process where we called 0.H "feature complete" all the way back in January of 2024 and moved it to
a dedicated fork for bugfixing. Since then we've created new infrastructure to manage the stabilization process, fixed many many
bugs, and backported a limited number of key features from the experimental branch. Whether this new approach really hits its stride
is yet to be seen, but I'm hopeful next cycle can be shorter now that the infrastructure is in place.</p>
<p>Feature wise, we've seen the addition of biomes, where traveling East now leads to larger cities to a point, then
the lands ends in an ocean. Travelling West leads to sparser human settlements and more wilderness. Portal storms now spawn and
move around on the map, you can either hunker down or move to avoid them (or chase them if you're so inclined), and an unprecedented
amount of new and interesting content has been added to their chaotic mix. After years of hard work, 3D vision has improved greatly,
bugs are few and far between, and thanks to this feature we can see a lot more interactivity between Z levels. It still defaults
off, but you don't need to be afraid of it. Our accidental bespoke scripting framework, the EOC system, has been greatly expanded
and many, many features have been overhauled to take advantage of it. This allows an enormous flexibility of events in both mainline
and mods without ever touching a compiler. Multiple new boss-tier encounters have been added for late game challenge, though I don't
want to spoil them here. Now you will know why you fear the night. The number of proficiencies has increased greatly for this version,
roughly doubling the number of proficiencies you can learn, with unique effects. We've seen an expansion of the proficiency framework
in some of the directions desired initially, allowing proficiencies to confer more than just crafting bonuses. Practice actions
have also filled out, providing a smooth path for skill gain instead of grinding crafting or other activities. This version should
see an end to repeatedly crafting and uncrafting a simple object to grind skills, allowing you to streamline the process to represent
your character studying and practicing, spending character time but not so much player time. You'll also notice other savings in
player time, we've found a number of places to speed up key code and drastically reduce waiting times, making for a much more responsive
experience.</p>
<p>Try it out. It's the best DDA yet.</p>
url:
details: https://github.com/CleverRaven/Cataclysm-DDA/tree/0.H-branch/data/changelog.txt
- version: "0.G Gaiman"
type: stable
unix-timestamp: 1677628800
description:
C: >-
<p>We are proud to announce that 0.G “Gaiman” stable release has arrived! Two years have passed since the release of the stable
version 0.F “Frank”, two years of unprecedented turmoil in the real world that delayed our planned release of the next stable. These
two years have seen many IRL job changes among the dev team, new contributors to CleverRaven, and a couple of babies joining members'
families. The 0.G release is more than double the size of the 0.F release, a distinction that we keep trying and failing to avoid.
Even more than previous stable versions, this release features a massive range of bugfixes, code and content additions, and new
features. 10,293 new game entities were added, 11,643,312 lines of source code were inserted, and 5,022,361 lines were deleted.
This included several new language translations, multiple new tilesets; including some isometric tileset demos, and multiple new
mods in addition to base game content and features.</p>
<p>This cycle was started, tilting at our perennial windmill of a six to nine month release cycle. Shortly thereafter,
Covid locked down the world but not contributions to DDA! There are many incredible changes that have entered the game and several
ancient issues that have been closed. The skill system has been greatly expanded with many new proficiencies and many new ways to
learn them, as well as the groundwork for practice-based skill improvement, including a skill rust system that doesn't suck because
it caps effective skill loss and regenerates faster than regular skill gain. Appliance based stationary power grids now exist. Turning
vehicles now present complete walls that block out monsters, fields and more from crossing from the outside to the inside of the
vehicle. Map memory is now unlimited, so you will no longer forget places you haven't been to recently. Cardio has finally been
modeled so that your endurance will increase if you spend your days running and working hard or exercising. Perspiration is now
modeled, your character running around the middle of summer in full plate mail won't immediately overheat. Now your character will
perspire and thirst will increase until you are dehydrated at which point overheating will begin. Hydrate yourselves accordingly!</p>
<p>In addition to the above issue/request resolving features above, there are a number of new features that haven't
necessarily been on the roadmap for a long time but came to fruition during this experimental cycle. The amount of UI based contributions
has gone through the roof this cycle and created tons of options around how your fully customizable sidebar looks, the color theme
for your UI is also fully customizable with multiple shipped options, along with updates and improvements to action explanations,
tutorials and the github process itself, which while not visible to people who only play the game makes a huge difference in the
quality and amount of contributions added to Cataclysm: Dark Days Ahead. You can now passively purify water by boiling it by placing
it in a fireproof container on a fire or near an extreme heat source. A new hobby tab in character creation allows you to choose
traits and skills that go together that represent how you spent your time before the end of the world. Monster weak points now exist,
allowing your strikes to critically hit. You can learn proficiencies that will increase your likelihood to critically hit these
weak points by researching and dissecting monsters. Speaking of monsters, we've adjusted the aggression system so that some more
intelligent monsters will recognize whether they were attacked by another monster or the player and will remain passive or gain
hostility depending on who harmed them. A lone zombie will no longer turn a pack of wild dogs permanently hostile to you. Finally,
Effect on Condition brings a scripting pseudo language to Cataclysm. Some of its key uses in 0.G have been the introduction of portal
storms, NPC faction development over time, the ability to take over a follower after pc death, and random encounters in already
explored maps.</p>
<p>During this time modders have added a half dozen new in repo mods: Innawoods for the survival from scratch you crave,
Backrooms which takes place in the neverending backrooms dimension, Massachusetts mod for people who desire geographic accuracy,
Xedra Evolved a science fantasy mod with weird magic and vampirism, Tropicataclysm for your Cataclysm at a warmer latitude, and
the Megafauna mod which targets an ancient epoch with creatures that outsize our modern equivalents, similar to Dinomod. In addition
to this Magiclysm, Dinomod, and Aftershock have received dozens of new PRs each to a scale that would be equal to or larger than
paid DLC for a AAA game.</p>
<p>We, the DDA team, have had a great time creating new content and worlds to explore and we hope that you enjoy them
and if a mood takes you, that you join us in creating more in the future.</p>
url:
details: https://github.com/CleverRaven/Cataclysm-DDA/tree/0.G-branch/data/changelog.txt
- version: "0.F Frank"
type: stable
unix-timestamp: 1625184000
description:
C: >-
<p>After a long and anticlimactic buildup, we are pleased to announce the release of stable version 0.F "Frank" of Cataclysm: Dark
Days Ahead! Like our previous stable versions, this release features an expansive range of bugfixes, code and content additions,
and new features. 4,500 new game entities were added, 123,162 lines of source code were inserted, and 77,727 lines were deleted.</p>
<p>The goal was to have a smaller and more manageable release this cycle, which was an utter failure, as it took well
over a year and by several measures was even larger than the 0.E cycle.</p>
<p>We'd overall characterize 0.F as a release with a lot of content and polish. Compared to 0.E, you may find it a little
more difficult (the pendulum swings ever back and forth), but we think also more rewarding.</p>
<p>The most obvious feature of 0.F is the addition of nested inventory, the ability to store items in containers and
have them behave as you'd expect. This is probably the most long awaited and highly requested feature of the past five years of
development.</p>
<p>Besides pockets, 0.F features the addition of achievements for fun and bragging rights, a proficiency system to represent
more refined skill knowledge, blood loss mechanics for you and your enemies, weariness that builds as you push yourself to your
limits, vehicles that can drive up and down z-levels (and bridges that are above rivers, enabling more navigable rivers, as a result),
and a vast host of new content from new monsters and evolutions to new quests and items.</p>
<p>On the mod side, Magiclysm, Aftershock, and Dinomod have all grown expansively, including new artifact and enchantment
systems that have impacted content in the main game. And much more, too much to list here.</p>
<p>Players coming from the last stable will notice a switch towards encouraging looting over crafting, especially in
the early game, and will have to be cautious about overextending themselves in the beginning of their survival effort. As usual,
you'll want to avoid getting into combat with multiple zombies in an open area. However, you can also have 'grab bags' of useful
gear and tools, allowing you to toss your loot sack to the floor to engage in an unencumbered melee battle with zombies!</p>
<p>All in all, as usual, we're deeply excited about this new version, and look forward to continuing to make your survival
difficult in the months to come.</p>
<ul>
<li>Nested Containers rationalize inventory management and enable dropping and retrieving go-bags during fights.</li>
<li>Achievements track your deeds and misdeeds across games.</li>
<li>Proficiencies better represent deeper knowledge required for various endeavors, mostly crafting.</li>
<li>Bleeding added to both the player and monsters as the first step toward a more comprehensive wound and wound treatment system.</li>
<li>Weariness tracking added to represent longer-term physical exhaustion.</li>
<li>Elevated bridges over navigable rivers added, allowing better navigability while using boats.</li>
<li>Large-scale audit of weapon and armor values for better representativeness and consistency.</li>
<li>Improved armor handling by separating ballistic damage into its own damage type.</li>
<li>Pervasive performance enhancements throughout the game.</li>
<li>Tileset vehicle support for more cohesive vehicle rendering.</li>
<li>Aftershock changes direction to a total conversion mod with a new far-future setting on a frozen world.</li>
<li>Dinomod added 238 dinosaurs, pterosaurs, mosasaurs, and dino-related NPCs with missions and dino locations.</li>
<li>Added many dino features, including zombie, fungal, evolved, bionic, baby, and mutant dino variants.</li>
<li>Dinomod added many dino interactions, including farming, riding, butchering, cooking, and special attacks.</li>
<li>Magiclysm added a huge content update including many new traits called Attunements that switch up gameplay at the endgame.</li>
</ul>
url:
details: https://github.com/CleverRaven/Cataclysm-DDA/blob/0.F/data/changelog.txt
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