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Darfall News

(PTR) New Challenge Ahead – Difficulty Rebalance Live

Hey everyone!

Many of you have been asking for a higher difficulty, and we’re happy to deliver!



We’ve just released a PTR (Public Test Branch) build, available to all players who own the full version of the game. You can now test the upcoming balance changes and help us decide if we’re heading in the right direction.

[h3]What to Expect:[/h3]
The game should now feel noticeably more challenging overall.
Keep in mind:
  • If you previously played on Hard, you might want to try Medium first.
  • Easy is still beginner-friendly, but we’ve significantly increased the size of night waves to make it more engaging.
  • These changes are especially noticeable on 7- and 10-day maps, where the waves ramp up more aggressively.


[h3]Main Changes:[/h3]
  • Larger night waves → higher overall night-time difficulty
  • Final wave demon count increased
  • Undead daily assaults are tougher
  • Orc raids are stronger
  • Enemy levels (orcs, undead, monsters, demons) now scale higher the closer you get to the map edges


These adjustments will also help us fine-tune wave difficulty for the upcoming Endless Mode.

We’ve prepared a short feedback survey - it would help us a lot if you filled it out after playing!

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[h3]How to access the PTR version:[/h3]
1. Right-click on Darfall in your Steam Library
2. Choose Properties
3. Go to the Betas tab
4. From the dropdown, select ptr-1 (this will trigger an update)
5. Click Play



To return to the regular version, repeat the steps above but choose None instead of ptr-1.

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Thanks again for helping us test and fine-tune the experience. Good luck out there!

1.0.7 Patch Available Now!

Greetings,

the latest patch for Darfall is ready and released.

[h2]1.0.7 Patch Notes[/h2]

[h3]Improvements[/h3]
  • Campaign: Improved environmental visuals in Mission 1 - Darkness Awakened


[h3]Fixes[/h3]
  • Campaign: Interacting with the blacksmith’s body is now more intuitive in Mission 4
  • Campaign: Kalen and Nariel could be duplicated if they died before the second Keep cutscene in Mission 7
  • Campaign: Executors fail to spawn if the first Keep was already destroyed in Mission 7
  • Campaign: Rare issue where cinematics would show a black screen
  • Fixed an issue where killing a formation leader and another unit in the formation simultaneously could cause issues
  • Fixed empty resources still having active colliders
  • Fixed where a hero dying with Reality Threads would duplicate the teleport ability


If you encounter any issues or want to share a suggestion, feel free to do so in our discord suggestions forum, or bug-reports forum respectively.

Farewell,
SquareNite team from beyond the darkness of Darfall Wastes

Visual Updates for Chapter 1 - Darkness Awakened

Hello everyone,

Over the coming weeks, we’ll be updating several campaign missions with improved visuals. The first mission to receive this update is Chapter I – Darkness Awakened, which is planned for the next patch.

Here’s a preview of what you can expect:





The changes include:
  • Enhanced mountain visuals
  • Improved lighting for better atmosphere
  • Additional props and environmental details


Note: These updates are purely visual. Mission flow, objectives, and dialogue remain unchanged.

We’ll be sharing more about upcoming mission updates in future posts. The rest of the team continues to work on fixing issues and improve the game, including the endless mode as we talked in previous post https://store.steampowered.com/news/app/1961600/view/502824546852669225

See you in Darfall!
– The SquareNite Team

1.0.6 Patch Available Now!

Greetings,

the latest patch for Darfall is ready and released. It primarily contains control improvements and improvement to AI behavior in some scenarios.

[h2]1.0.6 Patch Notes[/h2]

[h3]Improvements[/h3]
  • Rectangle selection now considers the entire unit instead of just its root position
  • Units can now be added to a control group using Shift + Number
  • Enemies will now consider switching targets if their current one runs away and they receive damage from other targets nearby
  • The final boss battle in campaign has now improved indicators on how to complete the stage where boss activates a shield
  • Survival: Improved map readability for required nights to survive


[h3]Balance[/h3]
  • Executor HP increased from 6000 to 8000
  • Executor damage decreased from 320 to 220
  • Executor attack speed reduced from 0.7 to 0.6
  • All human units now drop 8 mana orbs on death


[h3]Fixes[/h3]
  • Fixed a rare issue where the Main Menu could freeze due to a corrupted campaign save
  • Fixed an issue where the Forged Cannon could not be damaged by enemy ranged units
  • Fixed rectangle selection ended over item in hero inventory moved items in inventory
  • Fixed an issue where double-clicking an ability would cause it to be used instantly
  • Fixed an issue where Executors would not destroy the entire base in Mission 7 due to leash limitations
  • Fixed Frost Yeti having an oversized selection collider


If you encounter any issues or want to share a suggestion, feel free to do so in our discord suggestions forum, or bug-reports forum respectively.

Farewell,
SquareNite team from beyond the darkness of Darfall Wastes

Plans for 1.1 and Beyond

Greetings


First of all, thank you for playing Darfall.

It has been four days since launch, and the amount of feedback, bug reports, and suggestions from the community has been incredible. We're reading every message, review, and every forum post, and we truly appreciate all of it.

Several topics have come up repeatedly, including:

  • Controls
  • Economy
  • Difficulty
  • Endless mode


We want you to know that we hear you, and we're actively working to address these areas. Below is an overview of what’s already been changed and what’s coming next.

[h2]Recently Added (based on your feedback):[/h2]

  • Holding Shift while using rectangle selection now adds new units to your selection
  • Holding Shift and right-clicking a unit’s portrait will now remove it from your current selection


[h2]Upcoming Improvements (being tested and finalized):[/h2]

Controls

  • Shift + Number will add selected units to an existing control group
  • Selecting units in battle, left clicking your unit will have higher priority then selecting an enemy. This should prevent you accidentally selecting enemy, if you just want to run away with an injured unit
  • Rectangle selection will select units based on their full model, not just their pivot point


Difficulty

  • Demon portal camps will be slightly nerfed to stay challenging but fair
  • Final waves in 7-day and 10-day maps will be stronger to better match late-game scaling
  • We are considering adding a difficulty below Easy and one above Hard


AI Behavior

  • Enemies will now consider switching targets if their current one runs away and they receive damage from other targets nearby
  • When 1 of your player units attacks an enemy, it will signal nearby allied units to help him. This should prevent rest of your units just standing and watching


Endless Mode

  • We are exploring dedicated endless maps for each biome, with infinite scaling and no final wave
  • This would let you fully test builds and push progression to the limit


Among all of the above are of course dozens of fixes/improvements for various of issues. And of course, cloud saves! We have not forgotten :)

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We’ll go into more detail for each change in individual patch notes as they release.

Lastly, thank you for your support. Darfall is a large and complex game with three main modes: Survival, Campaign, and the Scenario Editor. Even small changes take time to test properly across all systems. A fix in one mode could break another, so we’re being careful to get it right.

Your support and feedback help us every step of the way. We're working hard every day to make Darfall better, and we’re excited for what’s ahead.

Thank you again,
The SquareNite Team