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DevBlog #7 - Bags, Fishing and More!



Hello everyone and welcome to our 7th Darfall update. It's me Lukas and we are going to look at what we have been up to since our last devlog and what are our future plans.

We also hope you enjoyed the last World Map Update, where we showed you some details about our continent of Aganor and how the survival mode plays on this map.

What We Have Been Up To?


Over the past few weeks, we've dedicated most of our efforts to preparing the demo for release by addressing bugs and enhancing the player experience with quality-of-life improvements. So if you haven't downloaded Darfall demo yet, don't hesitate and play it now yourself.

In addition to development work, we've also been actively engaging in marketing efforts by participating in events like Steam Next Fest and Builder Fest. While these activities can be time-consuming, we recognize their importance in building awareness and excitement for the game.

We're thrilled to have recently launched the public Steam Demo, which allows players to experience Darfall for themselves for up to six days (or even up to eight days for more experienced players). We hope that this demo will give players a taste of the exciting city-building and strategy gameplay that Darfall has to offer.

(You can see the score of one of our Discord players, Pattat, quite impressive, right?)


You can compare your own score on our Discord as well!

We're thrilled with the positive feedback the demo has received from players. We're collecting and using valuable feedback via our in-game system to improve the game for our upcoming Early Access release later this year.

We've decided to keep the demo available to give players more time to try it out and provide additional feedback. We're excited to continue working on Darfall with the help of our community.

h the help of our community.

Backpacks - More, more and more items!


We've recently introduced a new feature to the game that allows players to craft backpacks at their Tailor building. These backpacks can be equipped on your hero, boosting their carrying capacity and reducing the need to return to base after a successful loot run.



With this new addition, players can now explore the game world more efficiently, collecting more resources and items without worrying about running out of inventory space.

We hope this feature will improve the overall gameplay experience and encourage players to venture further into the game's world.

Fishing


Fishing has been a highly requested feature, and we're excited to announce that it will be available in the next update. With the Fishing Hut building, players can catch fish for an alternate source of food, particularly useful on maps with reduced farm production.



Simply locate fishing schools in bodies of water, and employ a worker as a fisherman by building a Fishing Hut nearby. We can't wait to see how this new feature enhances gameplay.

Biomes - Desert and Swamp


The work is slowly starting on our 2 new biomes, Desert and Swamps, which will provide a refreshing change from the grassland biome. Our goal is to make each biome feel unique, with different strategies required to gather food, resources and fend off enemies.

For example, on desert maps, food will be scarce, so players will need to collect special fruits or catch fish in rare oases to feed their units. However, stone and iron will be abundant, making it easier to mine, build, and craft.



We're excited to see how players will adapt to these new challenges and are looking forward to sharing more details about these biomes in the future.

More Technical Details


For developers and Unity3D enthusiasts, I'd like to share some technical details about our project. We've been working hard to rewrite and improve many background systems to increase performance and make the architecture more robust for the future.

[h3]Terrain Generation[/h3]

One of the changes we've made is to our terrain generation system, where we're generating chunks and meshes for the game. Part of the code is run through Unity's new job system, which has helped to improve performance. However, we've been revisiting this code as we believe that stuttering may have been caused by this system, particularly when corrupted tiles change into grass and the terrain needs to regenerate.



Overall, we're committed to delivering a high-quality gaming experience, and we'll continue to optimize our systems and code to ensure that players can enjoy the game without any issues.

[h3]User Interface Refactor[/h3]

In addition to the technical updates, we've also made some improvements to the user interface. Previously, all of our UI was in a single scene, which was difficult to navigate due to the large number of objects. It was also a mess, which made it challenging to manage.

(As you can see, all of the UI is in a single scene, bunched together)



To address this issue, I have refactored our UI and separated all of the UI parts into separate "widget" prefabs, such as the inventory, minimap, build section or top bar. This has significantly reduced the complexity of adding or changing UI elements, and has made the scene much faster to load.

(example of ability book widget)



[h3]Project Structure[/h3]

We've also made some changes to the naming convention of the asset files we're using in the game. To improve organization and ease of use, we followed the guidelines outlined in the Unity Style Guide found here.



By using this guide, we were able to create clear asset prefixes and group similar assets together. For example, we now use "SM_" for static mesh and "T_" for texture. As a result, our assets are now much easier to find and access.

For instance, we've grouped all of the assets related to the Knight unit, such as its mesh, icon, blueprint, and prefab, into a single folder, making it more convenient for our team to locate them.



These changes may seem small, but they have greatly improved our development process, and we believe they will enhance the overall quality of the game.

Prologue


We also have a Prologue Steam Page up you can check out!

https://store.steampowered.com/app/2306730/Darfall_Prologue/

Add to your WISHLIST, as a prologue version will be released before Early Access with additional features you can play beforehand.


Thanks for reading, and we can't wait to see you in the game!

Martin and Lukas from beyond the darkness of Darfall.

Stream + Live Chat #2

Join our Next Fest LIVE chat session #2 NOW!
We are ready to answer all your questions.

Stream + Live Chat #1

Join us during our LIVE chat session #1 during the Next Fest!
We'll be ready to answer all your questions.

0.1.2 Update Release (Demo)

Hi all,
The 1.2 demo game version is out that features a more easier starting economy and 2 new tutorial steps that teach you about the importance of map exploration, as well as numerous fixes and improvements.

This update combines 2 patches together, the bigger 1.1 and smaller 1.2.

1.1 Changelog


[h3]New Features[/h3]

- added explore with hero tutorial step
- added reach level 2 tutorial step
- each warrior now has map icon over their head when zooming out to better see them

[h3]Balance[/h3]

- energy recharge rate increased by 33%
- fireball cooldown increased from 3s to 6s
- woodcutter build cost decreased
- quarry build cost decreased
- farm build cost decreased
- storage build cost decreased
- salvaging items now rewards much more resources
- decreased cost for some building upgrades
- lamp aura now costs charcoal instead of mana orbs
- undead camps now drop more mana orbs
- stone gate hitpoints increased from 1500 to 2500
- increased damage of fire circle

[h3]Improvements[/h3]

- hero energy now gets refilled to full when hero levels up
- roads can now be built around outpost
- can now upgrade wooden walls, even when both wooden and stone walls are selected
- added tooltip to hero level and experience count
- added new sound effects
- added text scroll-up when collecting mana orbs
- increased loading screen tip duration, so you can read it better
- added arrow above Grimwick, so people know where to begin
- auto-save now gets triggered every 10mins instead of 5mins

[h3]Fixes[/h3]

- fixed fireball hitting small bones instead of intended enemies
- fixed fireball sometimes hitting enemies behind hero
- fixed assigning workers via cursor not working correctly
- necromancer can no longer shoot through walls
- fixed multiple errors reported by users
- fixed 2nd worker unable to work if only 1 resource left
- fixed game end screen does not pause the game
- fixed salvage tutorial sometimes cannot be completed
- possible fixed issue where loading a game freezes enemies or spawns them at 0,0
- fixed audio and video settings not saving correctly
- fixed enemies can sometimes get stuck when trying to reach unreachable position



1.2 Changelog


[h3]Balance[/h3]

- decreased bow and armor drops

[h3]Improvements[/h3]

- improved fire circle effect

[h3]Fixes[/h3]

- can no longer construct structures near enemies
- fixed ambience volume is sometimes not correct
- fixed typo in one of the tutorial steps

Demo is LIVE !

[h3]Demo LIVE[/h3]
Hello everyone, our Steam Demo is now LIVE and available for all to play!

You can play the Demo up to day 6, but the top 1% of skilled players may be able to reach day 7, after which a demon invasion will wipe out your city and end the demo.

  • Join our Discord to compare your highest scores.
  • Share this Demo with your friends and boast about your high scores.
  • Explore the map to find secret "streamer trees" placed randomly throughout the map, and share your findings in Discord channel (trees are quite hard to find)
  • Report any issues you encounter and share your suggestions throughout our in-game feedback panel.

Make sure to join our Discord channel, as we may be holding a Steam Key Giveaway contest once a week.


[h3]This Demo features[/h3]
  • The first playable map, "Grimwick", set in a grassland biome
  • The option to play as the hero character, Archmage
  • Survival mode, playable up to day 6, where players can compare their scores with others

[h3]Demo difficulty[/h3]
In terms of difficulty, the Demo wave structure is as follows:
  • Waves 1-3 are of normal difficulty
  • Wave 4 is of hard difficulty
  • Wave 5 is of very hard difficulty
  • Wave 6 is of ultra hard difficulty, only 1% if players can get past this
  • Wave 7 is impossible to survive, ending the demo


The Full Early Access version will not include ultra-hard difficulties, allowing players to fully experience Grimwick and other levels with all game features included.

We are excited for all of you to get a taste of Darfall and enjoy this "quick" preview. See you in the game!

Martin and Lukas from beyond the darkness of Darfall.