Founder of Dwarf Fortress and Caves of Qud publisher Kitfox Games says its procgen sims for sickos are ‘giving storytelling tools back to the people when games and passive media took them away’

Kitfox Games, established in 2013 by a diverse group of four acquaintances, embarked on a journey marked by varying levels of experience and distinct tastes in gaming. Initially bound by the constraints of their incubator investor, the team was compelled to release a mobile game, even as they aspired to be a PC-first studio. Fast forward twelve years, and Kitfox has successfully launched four original titles, including the hack-and-slash adventure, Moon Hunters, and the unique sword dating sim, Boyfriend Dungeon.

Over the years, Kitfox has carved a niche for itself as a leading publisher of games that cater to a dedicated audience. Their catalog boasts critically acclaimed titles such as Six Ages, a narrative simulator, the intricately designed procedural sandbox Ostranauts, the MoMA-featured classic Dwarf Fortress, and the Hugo Award-winning roguelike, Caves of Qud.

Embracing Complexity in Game Development

Tanya X. Short, the founder, creative director, and head of publishing at Kitfox, shared insights with PC Gamer about the studio’s evolution. While their reputation for creating sprawling, complex simulations has grown, Short emphasizes that Kitfox remains fundamentally a game developer. In parallel with their publishing successes, the team is diligently working on Streets of Fortuna, the latest installment in their lineup of systems-dense simulations.

“We’ve always been development first, and we still are,” Short stated. Streets of Fortuna is designed as a “megasim,” simulating a pseudo-Byzantine city during late antiquity. The game intricately generates the layout of streets, plazas, shops, and homes, along with the schedules, relationships, and personalities of its inhabitants. Players can observe the ripple effects of their actions, such as the chaos that ensues from poisoning a popular tavern’s stew.

In collaboration with Tarn Adams, co-creator of Dwarf Fortress, Kitfox aims to replicate the procedural and systems-driven artistry that characterizes their games. Short notes that while gameplay and aesthetics may differ, they share a common narrative approach that is often overlooked in mainstream gaming.

Short attributes the appeal of these games to their reflection of life’s inherent complexities. “Our daily behavior and decision-making are influenced by a web of social and psychological factors,” she explained. “These systems are controlling, motivating, and rewarding, and they are incredibly intricate, whether in politics, economics, or art.”

As players engage with these titles, they begin to recognize the systems at play in their own lives. Short remarked, “The more you play games, the more you see systems surrounding you in daily life.” In contrast, many traditional games focus narrowly on individual characters or isolated interactions, leaving a gap for experiences that explore the broader systems that shape human motivation and behavior.

In Dwarf Fortress, for instance, the behaviors of dwarves extend beyond mere survival needs. The game simulates individual preferences, relationships, and social dynamics. A dwarf dissatisfied with the limited crop selection may neglect their duties, while another grappling with grief from a friend’s death in battle could enter a depressive state. Such intricacies allow for rich storytelling that resonates with players on a personal level.

“This fascination with something kaleidoscopic that maintains a true nature and underlying logic is very appealing,” Short reflected. As players strive to understand the complexities of their surroundings, these games offer a unique lens through which to explore societal dynamics. “They present a blend of logic and uncertainty, allowing players to master and predict outcomes within this intricate machine,” she added.

Alexandra Orlando, Kitfox’s community organizer, emphasized that the interactions and outputs of these systems empower players to become storytellers. “These games compel you to engage with what you’re witnessing,” she noted. The lo-fi graphics and non-descriptive feeds of titles like Dwarf Fortress encourage players to fill in narrative gaps, fostering a deeper connection to the characters and their experiences.

Short also referenced the thoughts of philosopher Byung-Chul Han, who posited that the advent of the novel transformed storytelling from an interactive experience into a passive consumption of narratives. “In some ways, game narrative parallels this,” she explained. “You interact with it, but it stands alone.” However, Kitfox’s approach allows players to discover their own stories, shaped by the emergent contexts and details provided by the game.

“Your user story is the essence of the game, and we want to hear about your experiences,” Short concluded. “It’s a way of returning storytelling tools to the people, especially as passive media has taken them away.”

AppWizard
Founder of Dwarf Fortress and Caves of Qud publisher Kitfox Games says its procgen sims for sickos are 'giving storytelling tools back to the people when games and passive media took them away'