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Last updated on: 2026-09-03 01:42 [UTC]

Metadata for cataclysm-dda-sdl in main

org.cataclysmdda.CataclysmDDA - 0.F-3-9 ⚙ amd64 ⚙ arm64

Icon
---
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>
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/a735f882a06828f8b31959511a70803a/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>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>
      <p>Finally, see the changelog for the more complete (but still not comprehensive) listing of new features
      and contents - 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>The Ellison release adds a huge number of features and content that make the world feel more alive.
      From being able to climb onto building rooftops or hide behind cars, to building a camp for your followers
      in the wilderness, to exploring the new river and lake systems on a boat or raft, everything is more
      immersive and consistent. Also more STUFF. I didn’t think we would ever double the number of game entities
      with a release again, but we did.</p>
      <p>We aimed at a 6 month release cycle, and ended up spending 9 months adding features at a breakneck
      pace and 3 months putting the brakes on and stabilizing. I can’t honestly say that’s a huge disappointment,
      though toward the end the rest of the development team was really chomping at the bit to get back to
      feature work, so we’ll need to continue to adjust.</p>
      <p>We built a huge amount of infrastructure for having the game check its own consistency, which has
      and is going to continue to contribute to the amazing pace of feature and content additions we are experiencing.
      The development team is also larger and at the same time more cohesive than it has ever been before.</p>
      <p>Explore all the new features with the attached release archives. Speaking of exploring, the list of
      available tilesets has shuffled a bit, so this is a great time to find your new favorite.</p>
      <ul>
        <li>Long distance automove feature for walking, driving and boating.</li>
        <li>Extensive bugfixes to inter-level interactivity, on by default.</li>
        <li>Riding animals and animal-pulled vehicles.</li>
        <li>More flexible Basecamp construction options.</li>
        <li>Default starting date changed to mid-spring for better survivability.</li>
        <li>Time advancement is rationalized, a turn is now one second.</li>
        <li>Extensive river and lake systems, and boat support for navigating them.</li>
        <li>Expanded NPC usefulness and interactivity.</li>
        <li>Massive increases in location variety and consistency, especially rooftops.</li>
        <li>Expansion of mi-go faction with new enemies and locations.</li>
        <li>Batteries now store charge instead of being pseudo-items.</li>
        <li>Overhaul and rebalance of martial arts.</li>
        <li>Zombie grabbing and biting more manageable and predictable.</li>
        <li>Overhauled stamina and damage recovery for grittier gameplay.</li>
        <li>Crouching movement mode allows hiding.</li>
        <li>Magiclysm and Aftershock mods have first class support within the game.</li>
      </ul>
      <p>Finally, see the changelog for the more complete (but still not comprehensive) listing of new features
      and contents - 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