---
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:
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width: 48
height: 48
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width: 64
height: 64
- name: cataclysm-dda-sdl_org.cataclysmdda.CataclysmDDA.jxl
width: 128
height: 128
remote:
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width: 128
height: 128
stock: org.cataclysmdda.CataclysmDDA
Launchable:
desktop-id:
- org.cataclysmdda.CataclysmDDA.desktop
Provides:
binaries:
- cataclysm-tiles
Screenshots:
- default: true
thumbnails:
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source-image:
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height: 1080
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width: 224
height: 126
source-image:
url: org/cataclysmdda/CataclysmDDA/da401933112342659737331fbf493efe/screenshots/image-2_orig.jxl
width: 1920
height: 1080
- thumbnails:
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height: 351
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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