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Last updated on: 2026-09-15 08:10 [UTC]

Metadata for cataclysm-dda-sdl in main

org.cataclysmdda.CataclysmDDA - 0.H-1 ⚙ 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/
  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/2b1898727258f9ad9252d66234b4240f/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
Releases:
- version: "0.H"
  type: stable
  unix-timestamp: 1721606400
  description:
    C: |-
      <p>I'm proud to announce that the Cataclysm: Dark Days Ahead 0.H "Hebert" 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 finally reached
      a point where we're ok to turn it on by default: bugs are few and far between now, and thanks to this
      feature we can see a lot more interactivity between Z levels. 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, all 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 automate 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
- 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>
  url:
    details: https://github.com/CleverRaven/Cataclysm-DDA/blob/0.E/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