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New city builder RTS hybrid from Stellaris dev is playable now

Paradox is a name that immediately invokes strategy games. Between Europa Universalis, Hearts of Iron, Stellaris, and Cities Skylines, the studio has developed and published many recognizable PC games. But it also has Paradox Arc, an experimental publishing arm with the goal of elevating small teams with big ideas. One release on the Paradox Arc docket is Darfall, an unconventional blend of heroes, RPGs, city building, and RTS mechanics dressed in a gorgeous low-poly style. If that sounds like something you'd love, there's a brand new demo you can try right now.


Read the rest of the story...

0.9.5 Patch Available Now! (Demo)

Greetings,

the latest patch for Darfall Demo is ready and released.

The demo launch went quite smoothly, with no critical issues reported so far. We are grateful for all your in-game bug reports and discord feedback, know that we read each and every one of them.

[h2]0.9.5 Patch Notes[/h2]

[h3]Improvements[/h3]
  • Updated demo notice UI panels for a clearer user experience.
  • Removed unfinished localizations, keeping only English.


[h3]Fixes[/h3]
  • Fixed hero frame visibility issue when hero is not present in the scenario.
  • Fixed lamp producing light even when designating it.
  • Fixed camp immunity drop for all structures on game load.
  • Fixed issue where the final invasion could not reach the keep, causing the game to be won automatically.
  • Fixed selection order to prioritize units over farm buildings for better selection.
  • Fixed Ardan quest, which previously couldn't be completed due to not resetting and causing errors.


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,
Darfall team from beyond the darkness of Darfall

Play a new Darfall Demo - with new Graphics and Scenario Editor!

Hello Darfall Community!

It’s been a few months, and today we’re back with some news! We spent this time well, implementing the feedback we got from our last demo. Before we dive into details, including information on a new demo, have a look at this brand new trailer, and see if you can notice any difference!

[previewyoutube][/previewyoutube]
We’re happy to share that Darfall now has brand new visuals! We overhauled the game’s graphics into new, low-poly style. We hope you’ll enjoy defending your towns, and pushing back the darkness, with this new aesthetic!


But that’s not all!

[h2]Play a new Darfall Demo now![/h2]

We have a brand new demo for you to try, starting today!

https://store.steampowered.com/app/1961600/Darfall/

The demo is available right now, and comes with full graphical overhaul of the game, Survival Mode and one more surprise - a fully-imagined Scenario Editor, coming with Steam Workshop integration, so you can share your creations with other players!

[h2]Demo Features:[/h2]
Our new demo focuses on two of the three main pillars of the game - The Survival Mode and the Scenario Editor (We'll talk more about the Campaign later!). Read below to get a better idea of what to expect this time!

[h3]Survival Mode:[/h3]
The new Survival Mode comes with a number of brand new gameplay improvements:
  • A new hero unit Ardan. An Aran’thal archmage with powerful abilities.
  • Edgescar Survival Map. Our first survival map, set in the grassland biome.
  • Nightly Undead Invasions, with increasing challenges each night.
  • Orc Raids, that grow in intensity the richer and more prosperous your town becomes.
  • Dark Pylon Waves, which need to be proactively destroyed, to control the amount of enemy forces.
  • Class-specific quests for the hero Ardan.
  • Improved AI, providing smarter enemies, formation and more.
  • Exploration: Venture beyond your town to find treasures, events and other adventures.


[h3]Scenario Editor:[/h3]
The brand new addition to Darfall - the Scenario Editor - comes with a number of features:
  • Terrain Editor: paint landscapes, raise mountains, place buildings, add special effects, and position units wherever you like.
  • Trigger Editor: Use a simple, sentence-based interface, define events, conditions, and actions to control what happens. Have a boss deliver a warning when you enter its lair, or command an orc army to march and attack—your storytelling is limitless.
  • Quest Editor: Create custom quests with objectives, subtasks, and markers that appear on the minimap or within the world.
  • Modify Objects: Adjust any object’s properties, including health, damage, and AI behavior. Craft your own challenging boss mechanics and interactions to give players memorable encounters.
  • Create Custom Items: Design unique items, from resources to hero equipment, and assign them custom icons. Bundle your creations with your scenario files, making it easy to share your custom gear, resources, and more with others.
  • Create Map Links: Want to design a campaign or epic RPG? Connect multiple scenarios, preserving player progress between them. Allow heroes to carry over items, levels or any custom variables from zone to zone, giving players a massive world with distinct biomes and quests.
  • Steam Workshop Integration: Ready to share your creation with the world? Whether it’s a tower defense map, a puzzle, or an epic RPG across a vast continent, publish your scenario directly from the editor to steam workshop with just a few clicks—complete with a custom thumbnail from the game.


[h2]Full Game Release:[/h2]

Darfall is currently planned to release in 2025, with a fully realized campaign, survival mode and scenario editor. We hope you’ll enjoy the changes we’ve made in the current demo, and that you’ll consider wishlisting our game! The continent of Aganor needs your help!

And on that note, we have one more thing we’d like to show you. Our new campaign map. We tried to evoke a classic fantasy feeling with it and we'd love to know what you think. You can, of course, also see it in the demo and full game, in even more detail!

DevBlog #14 - Main Menu Makeover, Loot Chests and Hero Quests

Hello everyone,


It's me, Lukas, and in today's devblog, we're excited to share insights into the redesign of the main menu, the introduction of new loot chests and their mechanics, and the introduction of hero class-specific quests!

[h2]Main Menu[/h2]

Our main menu redesign aims to set the tone for Darfall, capturing the essence of our world through both visuals and music. We envisioned the menu as an “iconic” view that immediately immerses you into the game's atmosphere.

[h3]The Portal[/h3]

Initially, we explored the idea of a demonic portal, visualizing the invasion's onset. This concept featured an army of demons pouring out, set against the backdrop of Darfall Wastes.



You can see the initial sketches, then the 3d model and finally how would it look like in the menu.

While looking amazing, even though this was far from final art, we wanted to try another perspective, which would more capture the actual gameplay and main goal of the game.

[h3]City Under Siege[/h3]

Our next idea brought the focus to a city under siege by the undead.

This direction required experimenting with various architectural designs to find the right fit for Darfall, exploring different perspectives to achieve a balance between scale and detail.



We then needed to capture the best point of view, to create a sense of scale, while being able to show off the undead army.

You can see we even modelled the entire scene, this is so we can dynamically adjust the camera to check all of the angles, which would be very problematic with concept art only, as you need to redraw basically entire scene each time you want to try a new perspective.



The final product, thanks to Dalibor's exceptional talent, not only showcases a city fighting against the undead but also embodies Darfall's color palette of blue, orange, and purple.

This, combined with the main theme music and dynamic menu animations, aims to be a memorable first impression for you.



[h2]Hero Class Quests[/h2]

We're also introducing unique quests for each hero class to enhance their distinctiveness and provide engaging objectives within survival maps.

Each hero has one unique quest that can be completed on any survival map, the quest always fits the thematic of that hero.

[h3]Magus[/h3]

For the Magus class, exemplified by our main character Ardan, the quest involves a corrupted obelisk that you must cleanse using your magical abilities.

This mission tests your ability to defend against demonic assaults while maintaining your focus on the obelisk. Moving out of obelisk area will decrease the quest progress, so stay close!



[h3]Slayer[/h3]

Kalen, our Slayer, faces a formidable demon lord powered by demonic sigils.

You must disrupt this power sources, facing lesser demons after each sigil, before confronting the demon lord himself and having a “nice conversion” with him (using your Greataxe).



[h3]Ranger[/h3]

Nariel, the Ranger, is tasked with finding and purifying a mutated ancient tree and its guardian.



Then you need to track the beast and end its misery. But be prepared, it won’t be an easy fight.



[h3]Quest Design[/h3]

You can also see behind the scenes into the initial design of all 3 quests done in Figma. As with any mechanics, we always design the concepts in whiteboard first to get the flow and details down before actual implementations.



[h2]Treasure Chests[/h2]

To add depth to the looting mechanics, we've introduced three tiers of treasure chests: Poor (Gray), Fine (Green), and Epic (Purple), each offering loot of varying quality and difficulty to access.

[h3]Nature Chests[/h3]

These forgotten chests, found throughout the map, require keys for access, which can be discovered in monster camps or crafted, adding a layer of strategy to your exploration.



[h3]Orc Chests[/h3]

Protected by orc warbands, these chests vary in difficulty, with the most valuable ones located within heavily guarded orc fortifications, challenging you to engage with fort defences and orc warlord in combat.



[h3]Undead Chests[/h3]

Situated in undead territories, these chests demand a resource sacrifice for their treasures, introducing a tough decision-making aspect to your looting strategy.



You can pick any of 3 resources offered you wish to sacrifice, which will open the chest.



To make the exploration more interesting and reduce the amount of times you need to return to base to heal up or get energy, there will be also rare spawns of healing and energy fountains.



There are many, many new additions to mechanics and map features, but we want to leave some also for the next devblogs, right?

[h3]Visit in Paradox Interactive HQ[/h3]

Lastly, we had the pleasure of visiting Paradox Interactive HQ in Stockholm, discussing Darfall's future and how we can make it the ultimate RPG city-building experience for you.

However, we all got surprised by sudden snow haha! 😃



Thanks for reading this update. We're eager to share more with you in our next devblogs.

Lukas and rest of the team from beyond the darkness of Darfall

Darfall Joins Forces with Paradox Arc

[h2]Big Announcement[/h2]

Hello, Darfall community!

It’s me Lukas and we have some thrilling news to share that marks a new era in the journey of Darfall. We are incredibly proud and excited to announce our partnership with the renowned game publisher, Paradox! More specifically, their Arc initiative.

This collaboration is not just a milestone for us at SquareNite, but also a testament to the potential of Darfall.

For us, collaborating with Paradox is a dream realized. Their commitment to crafting quality, strategic games that captivate players for countless hours aligns perfectly with our vision for Darfall.

Check out the announcement trailer!

[previewyoutube][/previewyoutube]

Wishlist the game here

https://store.steampowered.com/app/1961600/Darfall/

[h2]Meet the Team[/h2]
Before we dive into what this means for Darfall, let's take a moment to appreciate the people behind the scenes. Here's a snapshot of our first office we set up beginning of this month, where magic happens every day.

From left to right, meet Erik, Lukas, and Martin:



[h2]January Highlights[/h2]

January has been a month of relentless passion and hard work for our team. Here's a sneak peek into what each of us has been up to:

Lukas:
  • Generating of voice overs for all the human units
  • Cage captive system for map camps
  • Added abilities to elites and bosses
  • Hero gathering animations (finally!)


Martin:
  • UI improvements and art for the “survival timer”
  • Forging of our company logo
  • Improving the survival world map
  • Guidance of music composer for Darfall


Erik:
  • Getting to know the project!
  • Adding abilities to undead Graveguard elite
  • Implementing the “survival timer” into UI
  • Giving loot chests some special features
  • Added numerous new tutorial steps


[h2]Game Feature Spotlight[/h2]
As we progress towards our early access in the upcoming months, let's go over the newest additions in more details.

Handcrafted Soundtracks

Thanks to our Paradox cooperation, we're excited to welcome Robert Bruckmayer, an exceptionally talented Slovak music composer, to our team.

He'll be meticulously crafting the soundtracks for Darfall, starting with the main theme that you can hear in our announcement trailer. This soundtrack resonates every time we hear it, capturing and elevating the essence of the Darfall universe.

Survival Timer

The “Survival Timer” now displays not only each impending undead invasion night but also the countdown to the ultimate challenge - the final demonic invasion.



Boss Abilities

Our elites and bosses now boast unique abilities, adding an extra layer of tactical depth to your gameplay. Here is a peek at the Blazing Overlord, the formidable final boss in survival mode.

'

This demon leaves a trail of fire in his path and occasionally unleashes a radial inferno, challenging you to adapt your troop positions swiftly to escape his scorching wrath.

Loot Chests & Art

Our loot chests have undergone a stunning transformation, both visually and functionally.

We're proud to introduce Jakub, a supremely talented freelance artist who has joined our team to elevate Darfall's visual aesthetics. Here’s a sneak peek at some of the revamped chest models:



Main Menu Concept Art

We're also sprucing up our main menu in preparation for the grand release. The main menu concept art is currently being crafted by our talented concept artist friend, Dalibor.

Here are a few sketches from the work he has done. We will reveal the final concept art in upcoming dev blogs!



Studio Logo

And finally, feast your eyes on the newly minted logo for our studio, SquareNite, created by Martin!



This logo symbolizes a “squared knight”, imbued with elements from Darfall, to signify our first game. The three peaks in the helmet crown design pay homage to Slovakia's national emblem.

And More...

This is just a small glimpse of what's to come. We have many more features and additions up our sleeves, which we'll either leave as surprises or gradually unveil in our upcoming dev blogs. Stay tuned for more exciting updates!

[h2]The Paradox Impact[/h2]

Our partnership with Paradox is a game-changer, quite literally. Thanks to the partnership with Paradox, we’ve been able to make some significant enhancements to Darfall.

This includes huge improvements to sound effects, the hiring of a skilled music composer who will bring audio experience to the next level, and additional talented artists to elevate the game’s visual experience. Their support has been instrumental in bringing our vision for Darfall closer to reality.

[h2]What's Next for Darfall[/h2]

As we move closer to our early access release, we want to thank our community from Discord and other social media for your support. Your feedback, enthusiasm, and love for Darfall have been our driving force. Stay tuned for more updates, and get ready to experience a world like no other in Darfall!

With gratitude and excitement,
The SquareNite Team, from beyond the darkness of Darfall.