A list of the Homestuck-themed video game mods made by the fandom, with screenshots and download links. Contact us if you notice a mod missing!
Because this is Dwarf Fortress, the easy way to start the game is also a little bit complicated.There’s a variety of packs, all with different utilities and mods, some of which are running on. An assortment of my Dwarf Fortress mods and DFhack scripts, ranging from complete, to random scraps. Atkana/Dwarf-Fortress-Mods.
- We start up for another awesome run through of the game that makes Hearts of Iron 3 look like Babbies First Nazi Simulator. Attempting to wrangle a bunch of bearded Scotsman to grow a fortress.
- A program to easily create mods for the game Dwarf Fortress The screenshot a a bit outdated but give you the general idea of what the program wil be capable of. Downloads: 0 This Week Last Update: 2016-05-08 See Project.
CIV4 Homestuck Mod
A mod that adds Homestuck lands and factions to the Beyond the Sword expansion.
DownloadDwarf FortressFortbent
A troll mod for Dwarf Fortress. Besides the usual features, they require ectobiology to reproduce, and grist is there to be found.
DownloadGarry's ModHomestuck Playset
Garry's Mod Player models and goodies based on the characters and content from the webcomic MS Paint Adventures! There's also a Hero Mode version.
DownloadMinecraft ForgeMinestuck
This mod aims to create an implementation of the game SBURB in Minecraft. Featuring the sylladex, alchemy, gates, underlings and more!
DownloadMinecraft 1.6SburbCraft
An enormous 'Complete the Monument' style Homestuck-themed map for Minecraft. The goal is to gather special blocks from the landscape towards a final goal to build a staircase and Ascend, then complete the final challenge above.
DownloadMinecraftSkins and Texture Packs
Assortment of character skins and the Skaiacraft texture pack (1.8).
DownloadPokemon FireRedSburbmon
Sburbmon is a hack of Pokémon FireRed that changes the Pokémon into Homestuck characters, among other things like map and music changes.
DownloadRhythm Heaven Remix EditorSburban Jungle
Two mods of the song Sburban Jungle for Rhythm Heaven Remix Editor.
DownloadSkyrim ClassicSkyrim Homestuck Weapons
Four Homestuck Weapons, from the Sassacrusher, to Zillyhoo, to the Thorns of Oglogoth, to Terezi's Cane, for when you're crossing borders.
DownloadSlay the SpireThe Problem Sleuth
Features 75 cards, 12 relics, and more! COMBAT OPERANDI include card manipulation, card retention, character statistics that persist per-run, highly synergistic card options, tricky sequencing and crazy combos. Download
StarboundCherub Race and Troll Race
Two Starbound race mods by Terramines. Cherub mod here.
![Fortress Fortress](/uploads/1/2/6/4/126409144/761027418.jpg)
Other Starbound Mods
- Trollbound: Another try at a troll race, with better compatibility, costumes and over 100 horns.
- Starbound Homestuck Weapons: Almost every single Homestuck weapon modded into Starbound.
- SBURBound: Outdated mod with kid hairstyles and clothing, logos, songs, and more.
- Yet Another Homestuck Mod: Outdated mod with custom animations, weapons, crafting stations and horn styles.
Hyper Sburb World
A Homestuck-themed romhack for Super Mario World. You will need to use an IPS patcher and a ROM of the original game.
DownloadTeam Fortress 2TF2 Homestuck Maps
The three major maps that were made during the Homestuck fandom's zenith, and some extras:
- cp_lohac_b3: Control Points in the Land of Heat and Clockwork. Very open map, good for snipers.
- cp_lotam_b1: Control Points in the Land of Tents and Mirth. Extremely and hilariously confusing architecture, you will get lost.
- koth_lowas_b3: King of the Hill map in the Land of Wind and Shade. Actually well designed and fun.
- ctf_lohac_a3: Unfinished capture the flag map for LOHAC. Probably not very playtested.
- koth_sbahj_pa1: Untextured SBAHJ map with two big stairs. Unplayable, but not in the fun way.
Assorted TF2 Homestuck Mods
Class skins, new weapons, new hats. There are a TON of these, and compatibility is spotty for many. No way we're going to try all of them.
DownloadTerrariaTerraria Homestuck Weapons
A Homestuck weapons pack for Terraria.
DownloadTerrariaTerrastuck
A full conversion pack, with Homestuck music, grist, weapons and enemies.
DownloadThe Sims 3Dwarf Fortress Total Conversion Mods 1.12.2
Sims 3 Troll Horns and Shirts
A pack of horns and shirts so you can roleplay as your favorite Homestuck trolls in the Sims.
Dwarf Fortress Total Conversion Mods 1.8
DownloadIn the Age of Ancients, the world was unformed, shrouded by fog. A land of gray crags, Archtrees, and Everlasting Dragons. But then there was Fire, and with fire came disparity. Heat and cold, life and death, and of course, light and dark. Then from the dark, They came, and found the Souls of Lords within the flame. Nito, the First of the Dead, The Witch of Izalith and her Daughters of Chaos, Gwyn, the Lord of Sunlight, and his faithful knights. And the Furtive Pygmy, so easily forgotten.
With the strength of Lords, they challenged the Dragons. Gwyn's mighty bolts peeled apart their stone scales. The Witches weaved great firestorms. Nito unleashed a miasma of death and disease. And Seath the Scaleless betrayed his own, and the Dragons were no more.
Thus began the Age of Fire. But soon the flames will fade, and only Dark will remain. Even now there are only embers, and man sees not light, but only endless nights...
Do you like my stuff? Consider donating to my patreon: https://www.patreon.com/themodsmith/posts
What is Dwarf Souls?
This is a total conversion mod into the world of Dark Souls. It is important to note, however, that it is not a conversion to a specific game, but rather the generalized setting itself. I have taken great pains to abstract and distill the essence of the game without using actual named characters, allowing for the world to possess the dynamism and flexibility inherent in Dwarf Fortress without damaging the player's immersion. In my personal opinion, this mod takes place in some distant, maddened edge of reality where many threads of time clash together and various peoples try to weather the storm of constant change and decay. Multiple civilizations are friendly and playable in this mod, but more of them will be hostile to all outsiders, fulfilling the role of dangerous and explorable 'dungeons' to be looted and massacred. Creatures and civilizations from all three games are present in this mod. All plants can be eaten or brewed into potions for significant but temporary stat boosts (I may rebalance these later). Overall this mod should be fully playable in fortress and adventure mode, though if there are any bugs or issues please let me know.
HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
Changelog:
3.1 Changes:
-Fixed a bug involving some bite attacks. You can probably keep your 3.0 save working if you transfer the new creature raws into it, but make a backup just in case.
3.0 Changes:
-Content from Dark Souls 3 added to the mod.
-Updated to 44.12.
-Various bug fixes.
2.2 Changes:
-Frequency of mimics reduced.
-Further differentiation between hollows added. Tier list, from least to most dangerous, goes feral hollow<hollow knight<heavy hollow knight<elite hollow knight. This should roughly simulate the various Large Armored Dudes found throughout the series without needlessly duplicating every single one as a unique creature spawn.
-Fixed a duplicate raw bug.
-As I was working on the DS3 update as the above issue was discovered, some DS3 creatures will no be present in the game. Enjoy your Ravenous Crystal Lizards, Lothric (Gnarled) Wyverns, and the various residents of the Undead Settlement as a preview of things to come.
-Ghouls will not use the spider semimegabeast as an attack animal.
-Pyromancers can use fireball as intended. Remember, cut off a wizard's hands and they won't be able to cast spells.
-Feral skeletons, skeleton wheels, and pygmy skeletons should be properly hostile again. If you are playing a skeleton civilization, keep them away from any living diplomats, because feral skeletons WILL attack all things not tagged as NOT_LIVING. Best to err on the side of caution and keep them locked in dungeons/catacombs when not in use.
2.1 Changes:
-Unknown Frozen Plant Substances shouldn't be showing up anymore I thiiiink
-Skeleton pets now have pet values.
2.0 Changes:
-Monsters and civilizations from Dark Souls 2 have been integrated into the mod. The amount of content has been increased by about 30-40%, in my estimation.
-Many bug fixes and tweaks. Most creatures should now be rarer, but also bigger and harder to kill.
-Hollowing mechanic temporarily removed, it was causing problems and I need to work on it again.
1.1 Changes:
-Hollowing might have been implemented sort of. If I did it right, humans marked with the Dark Sign should be reanimated as Hollows, and Hollows who die will be revived as feral hollows. It should probably work but don't quote me on that.
-Schools of magic added. This is sort of complex and bears explaining. Right now there are three different slabs that can be created, like with necromancers. Spells involve manipulating fire, stone, and lightning, and more may be added later. Reading a slab will let you become a sorcerer and is guaranteed to teach you one spell on the first reading. I say first because while there is a 100% chance for one spell, you have a small chance of learning a new spell (4 spells in each school) every time you read it, with stronger spells having a lower chance of being learned. However, every time you read it you will incur 'magic fatigue' which gives you a 50% chance to fail ANY action for 10 days in fort mode, and half a day in adventure mode. Hopefully, this encourages players to find a safe place to settle down and study their slab(s) in adventure mode, and protect their people for the appropriate amount of time should they study magic in fort mode. NPCs who read slabs in world gen will only read them once though, so every battle against a sorcerer should be a unique or at least unpredictable experience. Is he a fledgling caster with only the weakest spells, or a master who can incinerate hundreds with a snap of his fingers? You won't know until you fight him. One tip though, you need hands to cast magic, so disarming our opponent should render them helpless.
-Lords of Moonlight will cast mood-improving illusions when not in combat.
-Slave giants can be trained by Lord civilizations.
1.0 Changes:
-Dwarf Souls released.
With the strength of Lords, they challenged the Dragons. Gwyn's mighty bolts peeled apart their stone scales. The Witches weaved great firestorms. Nito unleashed a miasma of death and disease. And Seath the Scaleless betrayed his own, and the Dragons were no more.
Thus began the Age of Fire. But soon the flames will fade, and only Dark will remain. Even now there are only embers, and man sees not light, but only endless nights...
Do you like my stuff? Consider donating to my patreon: https://www.patreon.com/themodsmith/posts
What is Dwarf Souls?
This is a total conversion mod into the world of Dark Souls. It is important to note, however, that it is not a conversion to a specific game, but rather the generalized setting itself. I have taken great pains to abstract and distill the essence of the game without using actual named characters, allowing for the world to possess the dynamism and flexibility inherent in Dwarf Fortress without damaging the player's immersion. In my personal opinion, this mod takes place in some distant, maddened edge of reality where many threads of time clash together and various peoples try to weather the storm of constant change and decay. Multiple civilizations are friendly and playable in this mod, but more of them will be hostile to all outsiders, fulfilling the role of dangerous and explorable 'dungeons' to be looted and massacred. Creatures and civilizations from all three games are present in this mod. All plants can be eaten or brewed into potions for significant but temporary stat boosts (I may rebalance these later). Overall this mod should be fully playable in fortress and adventure mode, though if there are any bugs or issues please let me know.
HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
Changelog:
3.1 Changes:
-Fixed a bug involving some bite attacks. You can probably keep your 3.0 save working if you transfer the new creature raws into it, but make a backup just in case.
3.0 Changes:
-Content from Dark Souls 3 added to the mod.
-Updated to 44.12.
-Various bug fixes.
2.2 Changes:
-Frequency of mimics reduced.
-Further differentiation between hollows added. Tier list, from least to most dangerous, goes feral hollow<hollow knight<heavy hollow knight<elite hollow knight. This should roughly simulate the various Large Armored Dudes found throughout the series without needlessly duplicating every single one as a unique creature spawn.
-Fixed a duplicate raw bug.
-As I was working on the DS3 update as the above issue was discovered, some DS3 creatures will no be present in the game. Enjoy your Ravenous Crystal Lizards, Lothric (Gnarled) Wyverns, and the various residents of the Undead Settlement as a preview of things to come.
-Ghouls will not use the spider semimegabeast as an attack animal.
-Pyromancers can use fireball as intended. Remember, cut off a wizard's hands and they won't be able to cast spells.
-Feral skeletons, skeleton wheels, and pygmy skeletons should be properly hostile again. If you are playing a skeleton civilization, keep them away from any living diplomats, because feral skeletons WILL attack all things not tagged as NOT_LIVING. Best to err on the side of caution and keep them locked in dungeons/catacombs when not in use.
2.1 Changes:
-Unknown Frozen Plant Substances shouldn't be showing up anymore I thiiiink
-Skeleton pets now have pet values.
2.0 Changes:
-Monsters and civilizations from Dark Souls 2 have been integrated into the mod. The amount of content has been increased by about 30-40%, in my estimation.
-Many bug fixes and tweaks. Most creatures should now be rarer, but also bigger and harder to kill.
-Hollowing mechanic temporarily removed, it was causing problems and I need to work on it again.
1.1 Changes:
-Hollowing might have been implemented sort of. If I did it right, humans marked with the Dark Sign should be reanimated as Hollows, and Hollows who die will be revived as feral hollows. It should probably work but don't quote me on that.
-Schools of magic added. This is sort of complex and bears explaining. Right now there are three different slabs that can be created, like with necromancers. Spells involve manipulating fire, stone, and lightning, and more may be added later. Reading a slab will let you become a sorcerer and is guaranteed to teach you one spell on the first reading. I say first because while there is a 100% chance for one spell, you have a small chance of learning a new spell (4 spells in each school) every time you read it, with stronger spells having a lower chance of being learned. However, every time you read it you will incur 'magic fatigue' which gives you a 50% chance to fail ANY action for 10 days in fort mode, and half a day in adventure mode. Hopefully, this encourages players to find a safe place to settle down and study their slab(s) in adventure mode, and protect their people for the appropriate amount of time should they study magic in fort mode. NPCs who read slabs in world gen will only read them once though, so every battle against a sorcerer should be a unique or at least unpredictable experience. Is he a fledgling caster with only the weakest spells, or a master who can incinerate hundreds with a snap of his fingers? You won't know until you fight him. One tip though, you need hands to cast magic, so disarming our opponent should render them helpless.
-Lords of Moonlight will cast mood-improving illusions when not in combat.
-Slave giants can be trained by Lord civilizations.
1.0 Changes:
-Dwarf Souls released.