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DevBlog #6 - World Map



Hello everyone and welcome to our 6th Darfall update. It's me Lukas and today I’m going to show you the world map for the game.

We hope you enjoyed the last Legendary Items Update, where we explained how the various legendary powers can be obtained within the Darfall.

We're excited to share with you a more detailed look at the development of the survival world map for our game, which takes place on a part of the continent known as Aganor. The survival map is an integral part of our game, allowing players to test their skills and endurance as they fight against waves of enemy attacks.

To begin, we prototyped various ideas for how a survival mode in our game might look. Our first idea was to have a series of tiles, each representing a different biome and level of difficulty, that would unlock as players survived through previous tiles.



But we wanted to incorporate more lore and world-building into Darfall, so we decided to go with a full continent map where players would have to fight their way through increasingly difficult parts of the map.

Initially, we thought about creating a 2D map in the style of classical maps you might find in other games.



However, we quickly realised that a 2D map wouldn't allow us to include the kind of effects, animations, and depth we wanted to achieve. So, we decided to go with a full 3D map instead.

(Me drawing a rough shape and outline of the map and its locations)


Using Magica Voxel, a 3D modeling software, and Adobe Fresco, we drew a rough outline of the landmass and its various biomes, including forests, mountains, and deserts. We also gave each location and place a unique name to help immerse players in the game world.



Martin then created the first version of the world using these designs. After several iterations, we brought the map into the editor and added locations, models, and particles like clouds to add to the overall atmosphere.



This is how the map looks currently before the demo release. It's still a work in progress, but it's shaping up nicely. As you can see, the survival map only covers a part of the continent. The rest of the continent, including the capital, will be part of the campaign mode.



In the game, players start in Grimwick, located on the northwest point of the map. This is the first map players are tasked with attacking, rebuilding, and purging of undead corruption. As players progress through the map and complete each area, new biomes and locations will unlock, each with their own level of difficulty. Each biome - grassland, desert, and swamp - has three maps, representing three levels of difficulty (normal, hard, and very hard).

Creating the survival map was a challenging but rewarding process. We hope that players enjoy exploring the various biomes and locations on the map and testing their skills against the undead.

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

Martin and Lukas from beyond the darkness of Darfall.

Playtest opened again NOW!

Hello everyone,

closed "beta" is open again from NOW for all who register via the Steam playtest button.
The playtest will last till January 11 (Wednesday) 23:00 CET (14:00 PT)

Please don't hesitate to record & stream the gameplay anywhere you like. Also please try to submit any bugs you encounter or send us suggestions, either via discord channels (there is dedicated channels in playtest category) or via integrated in-game feedback panel ("bug" button). We'll really appreciate those of you who'll report and may promote you to @Tester on Darfall Discord server to get more early builds in the future.

Who is comfortable can record their gameplay and share it with us devs (e.g. google drive or youtube as unlisted video) as this helps us greatly to analyse player behaviour or issues you may encounter (you can write us DM with the link afterwards)
As this is only a playtest, it will offer just a limited amount of gameplay where you can survive up to day 6 or 7, maybe some skillers will make it till day 8 (then a final wave will come that wipes your entire city and all living things in it).

Martin (and Lukas)

Play Beta version NOW!

Hello everyone,

closed "beta" will open this Friday 15:00 CET (06:00 PT) for all who register via the Steam playtest button.

The playtest will last till next Monday 23:00 CET (14:00 PT), so reserve your time 😜

Please don't hesitate to record & stream the gameplay anywhere you like. Also please try to submit any bugs you encounter or send us suggestions, either via discord channels (there will be dedicated channels) or via integrated in-game feedback panel ("bug" button).
We'll really appreciate those of you who'll report and may promote you to @Tester (on our Discord channel) to get more early builds in the future.

Who is comfortable can record their gameplay with, or without commentary and share it with us devs (e.g. google drive or youtube as unlisted video) as this helps us greatly to analyse player behaviour or issues you may encounter (you can write us DM with the link afterwards)

As this is only a Demo playtest, it will offer just a limited amount of gameplay where you can survive up to day 6 (then a final wave will come that wipes your entire city and all living things in it 😈 )

For those who request access during the playtest period, we'll regularly let you in.

Martin (and Lukas)

DevBlog 5# - Legendary Items



Hello everyone and welcome to our 5th Darfall update. It's me Lukas and today we have something interesting to cover.

We hope you enjoyed the last AI Update, where we explained the workings behind our unit "brains".

Since our last update, we have been hard at work on fixing bugs and adding quality of life improvements, as well as some new features.

One of those features are legendary item powers. Legendary items drop very, very rarely and thus have a huge glow you just cannot miss. This was heavily inspired by Diablo, those of you who played know this :)

You can see the huge orange legendary glow compared to other item types: epic (purple), rare (green) and common (white).



Finding a legendary item boosts your hero power significantly and can decide whether you survive the next night or not.

[h2]Moon Robe[/h2]

One of these legendary items is the Moon Robe of Defence. It’s used primarily by caster heroes (such as our Archmage) and also gives a huge boost to healing and ability damage.



As the description states, it has a chance to activate a protective barrier around your hero that absorbs all incoming damage for several seconds.



[h2]Phantom Mask[/h2]

Next one is another legendary with an interesting power, a Phantom Mask, which has a chance to fear an enemy, making him unable to move or attack.



As you can see, the enemy skeleton archer has a fear icon over its head, as it was feared by the hero's Phantom Mask



[h2]Other Legendaries[/h2]

Here are some other examples of legendary power items you may come across when defeating powerful enemies.









[h2]How to Get Them?[/h2]

All of the legendary items have a very low chance to drop, but they only drop from the most powerful foes you can find roaming the map, such as Orc Warchief from the orc camps, or the Undead Warlord protecting its graveyard.

(Angry Orc Warchief)


(Undead Warlord)


It will not be easy to defeat these enemies, but once you do, the rewards can be great, giving you a huge help surviving more nights.

We hope you liked this dev blog and are eager to find these items on your own and use their powers to your full advantage.

If you have any thoughts to share, please don't hesitate to share them in our Discord.

See you in the next blog post!
Martin and Lukas from beyond the darkness of Darfall.

DevBlog #4 - AI



Hello everyone and welcome back :)

It's me Lukas and today I will talk about how the AI (Artificial Intelligence) works in Darfall and what we use in the background to drive it.

At the very early stages of the development, the AI for our units was quite simple, like moving to a position, or attacking a target. I wrote this behavior in pure code with my own implementation, but it turned out to be super messy and unreadable quite fast. Even such a simple AI behaviors takes A LOT of code to write.

Later on I tried to research what other tool I could use for our AI. I came across Behavior Designer, the most popular AI asset on the Unity asset store. In the Behavior Designer, you put nodes on a visual graph and depending on how you place and connect your nodes, it will create AI logic you desire.

Simple Tree


Here is a very simple node example, showing how the AI waits for some time, then picks a random position and walks towards it.



You could probably deduct what these nodes do even if I did not explain the logic behind them. This is why having a visual tree such as Behavior Designer helps immensely during the AI development and navigating its different parts.

Woodcutter AI


The following tree shows a small example part of the woodcutter AI. The nodes are evaluated from left to right, where left nodes have the highest priority and always try to execute first.



1. Do we have any resource to carry?
- If yes, carry it to storage
- If not, continue to the next node segment 2.

2. Have we found any resource to gather?
- If yes, move towards it and gather it
- If not, continue to the next segment 3.

3. Wander around aimlessly until the worker faints out from exhaustion :D

Player Unit AI


Here is another example, a full tree that represents the AI behind the player warrior units:



You can see how complex this can get very quickly even with a such visual tool :)
Now you can imagine how hard would it be to write all this AI logic in pure code, without any visual tree representation.

The AI is usually the most challenging feat to handle during any game development. I had to rewrite the entire AI in Darfall for several times already, using different approaches or plugins, such as NodeCanvas.

I'm happy how it turned out and that Behavior Designer trees were a good choice, reducing future bugs, or making it much easier to implement new AI logic like possible boss fighting mechanics.

See you in the next dev blog post.

All the best,
Martin and Lukas from Play Square Games