They also dropped the Mac version.
They complain there are few Mac players on Steam. Well, I'm not going to buy it if it doesn't run on the desktop OS [1] i use most, duh.
[1] My Linux boxes are headless. And the windows boxes I have to RDP into them. That may work for a game with a beginning and and end via Steam streaming or something, but not for a forever game you just keep around.
I was a quarterly(-ish) contributor for years. There was no way for me to justify buying anything when they announced dropping keyboard support, when I've spent years developing muscle-memory to their (admittedly insane) control scheme.
Also - I might be wrong, but I was under the impression that running DF through a terminal is (was...) possible if you're not using a graphical tileset (perhaps even with... ha)?
The sad thing is that current Macs are perfect machines for DF. The recommendation was always to get as fast a single threaded machine as possible with the biggest cache. Even the least expensive Macs are monsters in those regards. The game is more multi-threaded than before but still is dominated by single threaded performance.
You might be interested in running games from your headless boxes with this: https://github.com/hgaiser/moonshine
Mac gaming is a pain in the **. It's Apple's fault. It's fine they can't justify the maintenance.
The game runs fine in Proton, including with dfhack. You can probably get it working on your Mac with a tiny bit of Crossover/Wine/GPTK tweaking.
While individual game developers choose whether to support macOS, the broader phenomenon of developers dropping macOS support is Apple's fault. They either have no interest in being a serious gaming platform, or else they've made catastrophic missteps in their quest to stay relevant for gamers.