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GreedFall: The Dying World News

After 2 years in early access, Greedfall: The Dying World still feels unfinished




Having spent the last week playing the final version of Greedfall: The Dying World I'm faced with a conundrum. I admire its quiet ambition and some elements of its world, but it's a humdrum slog to play. It's the latest from Spiders, French purveyors of eurojank. The term is shorthand for an RPG that's big on ambition but low on budget, relative to the big blockbuster studios. Think Piranha Bytes, early Larian and CD Projekt, and the Stalker series...
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GreedFall: The Dying World is out now!

[p]Greetings Carants!  [/p][p] [/p][p]It’s here! The game has been fully released on Steam, and you now have access to everything. From the quests to romances, to the world’s fate, everything now rests in your hands. So go forth and adventure!  [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Thank you to all those who have supported the game throughout Early Access. We’re grateful to have had you all by our side throughout it and we hope you’ll enjoy the journey ahead of you in GreedFall: The Dying World.  [/p][p][/p][p]We’ll continue monitoring the game across all our platforms. If you encounter any issues, please let us know; we’ll be pushing out bug-fixing patches as needed. You’ll also be able to get your hands on the game’s DLC – the Black Mass – in May.  [/p][p][/p][p]Are you excited to delve back into the world of GreedFall, Carants? Many twists and turns await you – they only await your discovery.  [/p][p]
[/p][p]Follow @greedfall and join the discussion: DISCORD X REDDIT FACEBOOK INSTAGRAM[/p]

New Story Trailer | Get Ready for Launch Next Week

[p]Greetings Carants,[/p][p][/p][p]The wait is almost over! Today, we're sharing the official story trailer for the game.[/p][p]This new video offers a glimpse into the game’s story, teasing key moments without revealing too much. As the game officially launches next week, if you haven’t watched it yet, now’s the perfect time to dive in and see what’s coming very soon.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]GreedFall: The Dying World will fully release on March 10th on Steam and on March 12th on consoles.[/p][p][/p][p]Follow @greedfall and join the discussion: DISCORD X REDDIT FACEBOOK INSTAGRAM[/p]

GreedFall: The Dying World | Faction Recap

[p]Greetings Carants!  [/p][p] [/p][p]As the grand day approaches at last – yes, the release date! - we thought it might be fun to have a little faction recap. These factions will be seen throughout your adventures, be it through the allies who join you or through people you’ll meet and either help or oppose.  [/p][p][/p][p]We’ve provided links to the full blogs, so read and enjoy them at your own pace!  [/p][p] [/p][p][/p][h3]THE NAUTS[/h3][p][/p][p]The Nauts are not born; they are sea-born or sea-given. Once given to their ranks, individuals are stripped of their pasts. In their place: a life of discipline, of precision, of purpose. A new identity, and a code that binds tighter than chains.  [/p][p][/p][p]Uxantis, their home, is an island surrounded by dangerous currents and isolated from the mainland. Accessible only to Nauts, guests can only go there if a Naut vouches for them. It houses a library renowned for its logbooks, maps and travelogues, but above all the Great Shipyard - a sacred place where all the secrets of Nauts shipbuilding lie, and where outsiders are strictly forbidden to enter. [/p][p][/p][p]Historically, it is where the sailors organize themselves into the guild we now know. Governed by former sailors who have retired and by the Master of the Shipyard - they dispense justice and ensure the supply of building materials and food. [/p][p] [/p][p]You can read more about the Nauts here. [/p][p] [/p][p][/p][h3]THE CONGREGATION OF MERCHANTS[/h3][p][/p][p]The Congregation of Merchants is a league of multiple relatively autonomous city-states. Their power has long been based on trade, the nation ruled by a merchant class via the Council of the Congregation. Remaining neutral despite the various conflicts breaking out over the rest of the continent, they continue selling goods and weapons to all who would buy.    [/p][p] [/p][p]The first nation taken to Teer Fradee by the Nauts over a century ago, they attempted to conquer the island to no avail: when trying to exploit the land, the natives retaliated and drove them out of the land. [/p][p] [/p][p]You can read more about the Congregation of Merchants here.  [/p][p] [/p][p][/p][h3]THE COIN GUARD[/h3][p][/p][p]A neutral faction, The Coin Guard is a guild of mercenaries mostly hailing from the Free Cities. Operating independently, and originally functioning as a mercenary company, they grew in importance over time while cultivating a reputation for honour and military excellence.  [/p][p]  [/p][p]Formed after the War of Independence of the Free Cities, many who were involved with the war were left with no skills but those of combat and weaponry. However, accustomed to a degree of hierarchy and wishing to avoid competition between former brothers-in-arms, they decided to create a guild – it's this very guild that pays their wages, trains them, and assigns them to regiments.    [/p][p] [/p][p]You can read more about the Coin Guard here.  [/p][p] [/p][p][/p][h3]THÉLÈME[/h3][p][/p][p]A theocracy ruled by priest-mages of the clergy, holding both political and spiritual authority, Thélème is a deeply religious nation. The inhabitants worship their one God, the Enlightened, whose word was spread to them by Saint Matheus, the legendary founder of the nation who taught them how to manipulate light magic.   [/p][p][/p][p]Their foreign policy is centred around converting other nations and spreading their religious beliefs: by doing this, they gain both spiritual followers and allies, for no follower of the Enlightened would dare raise a hand against Thélème.    [/p][p] [/p][p]You can read more about Thélème here.  [/p][p] [/p][p][/p][h3]THE DEUTAN EMPIRE[/h3][p][/p][p]Converted to the faith of Saint Matheus by Thélème, becoming the very first to do so, the Deutan Empire has long since been an ally to the staunchly religious nation. Recent happenings have changed this, however; a conflict is brewing at the heart of this Empire, their religious doctrine the very core of the issue.    [/p][p][/p][p]The Empire is in the midst of a religious civil war in which Thélème is heavily involved. Though the nation has followed their religion for centuries, a faction calling for reform has emerged advocating for equality for men before the light, whether they wield magic or not. This call for equality is not only supported by the people, but also by a large portion of the non-magic-wielding nobility who are seeking to regain their lost power against the Thélème clergy in the political sphere.   [/p][p] [/p][p]You can read more about the Deutan Empire here.  [/p][p] [/p][p][/p][h3]THE BRIDGE ALLIANCE[/h3][p][/p][p]A group of nations under one banner, the Bridge Alliance is formed by three: Thynea, Thraxis, and Morsinia. Created 200 years ago to resist Thélème’s ever-growing religious imperialism, a nation with whom they’d warred for centuries, they hoped it would create a more effective resistance against their would-be conquerors. Their capital became Al Saad, home to the Alliance Council, and their most prestigious universities.    [/p][p][/p][p]Being home to so many scholars allows a far greater grasp of science and technology compared to the rest of the continent. Thynea in particular is a shining example of a country where they abound. Seeking to further their knowledge, they were the first nation to settle on Teer Fradee since the Congregation's failed attempt. A city, Hikmet, was constructed and ruled over by Governer Burhan. From there, they spread out over the island as their exploration began.   [/p][p]  [/p][p]You can read more about the Bridge Alliance here.  [/p][p][/p][p][/p][h3]THAT'S ALL FOR NOW[/h3][p][/p][p]Which faction are you excited to meet or re-encounter? You don't have much longer to wait until you can unveil their plans for yourself - though you'll have to discover what those are for yourselves.[/p][p][/p][p]We'll see you soon for the GreedFall: The Dying World's full release, Carants! [/p][p]
[/p][p]Follow @greedfall and join the discussion: DISCORD X REDDIT FACEBOOK INSTAGRAM[/p]

The Evolution Of GreedFall: The Dying World | A Visual Journey

[p]Dear Carants,[/p][p][/p][p]Since the beginning, when GreedFall: The Dying World launched in early access in 2024, the game has come a long way. At the time, the foundations were there, but the journey was only just starting.[/p][p] [/p][p]Over time, through updates and constant work, the game has evolved tremendously. This evolution has been shaped by countless iterations from the team, technical improvements, and the invaluable feedback we have received from you.[/p][p] [/p][p]In this blog, we want to take a step back and focus on one specific aspect of that evolution: the game’s graphics and visuals, through the lens of environment and lighting work.[/p][p] [/p][p]This is a behind-the-scenes look at how the game’s visual identity has grown to become what it is now. From early experiments to more refined artistic choices, every decision has aimed to make the world of GreedFall more immersive and visually striking.[/p][p][/p][p]Let's get into it![/p][p][/p][p][/p][p][/p]
Create the world…
[p][/p][p]The environment in the game is composed of multiple elements working together, such as objects (buildings and structures, props and items, vegetation) and textures that can be found on ground surfaces and objects.[/p][p] [/p][p]The role of our environment artists is to assemble these elements into a coherent composition on the screen, but also to make sure that you can understand it and immerse yourself in it.[/p][p][/p][p][/p][h2]Our approach to environment[/h2][p] [/p][p]In GreedFall: The Dying World, every location has a role to play, and the environment must make that role immediately clear to you, while remaining technically sound and loyal to the artistic direction.[/p][p] [/p][h3]Telling the story through the world[/h3][p]Environments are paramount to the storytelling in a narrative game like GreedFall: The Dying World. As they are often the first contact you have while navigating the world, they need to carry narrative weight, without relying solely on dialogue or exposition. For instance, in the city of Peren, you will find signs of wear and decrepit props hint at past events and conflicts, like the Malichor plague.[/p][p] [/p][p][/p][h3]Supporting the gameplay[/h3][p]The levels are also built around how they are played and what the location brings in terms of gameplay experience for you – combat areas need room and clear sightlines, points of interest are either hidden or distinct, etc.[/p][p] [/p][p][/p][h3]Technical aspect and performance[/h3][p]Of course, behind the scenes, every environment must also respect technical imperatives, such as view distance, asset loading and performance. All which shape how spaces are ultimately designed. This requires constant collaboration and iteration between artists and programmers to balance visual ambition with technical constraints – so that navigating a location feels visually pleasant and smooth in the gameplay for you.[/p][p] [/p][h2]The different stages to build our environments[/h2][p][/p][p]Creating a zone in GreedFall: The Dying World happens in three main phases, each building on the last.[/p][p] [/p][h3]1. Establishing the blueprint of a level[/h3][p]The first step is to block out the overall shape of a zone. At this stage, environments are very rough - simple shapes show where villages, combat areas, paths, and points of interest will be. The goal is not visuals yet, but scale and structure, and how players move through the space.[/p][p] [/p][h3]2. Refining the structure and visual identity[/h3][p]Once the layout feels right, it is refined. Landmarks, buildings, and terrain are shaped into their final forms to guide navigation and draw the eye through composition. The world may still look plain at first, but this is where the environment’s proportions and identity are locked in before textures and materials bring it to life.[/p][p] [/p][h3]3. Adding the detail and polishing[/h3][p]Finally, we add the details that make the world feel lived in. Props, small objects, and environmental storytelling give the locations in the game history and purpose. This phase sets the stage for lighting and final visual polish.[/p][p] [/p][p][/p]
… and there shall be lights!
[p][/p][p]Lighting plays a central role across the entire game, from environments and gameplay to cinematics and visual effects. More than a technical layer, it’s a key part of the game’s visual identity and the main element that ties everything together into a cohesive world.[/p][p] [/p][h2]Our approach to lighting[/h2][p] [/p][p]When it comes specifically to environmental lighting, its role goes beyond simply illuminating a space to provide more visibility.[/p][p] [/p][h3]Ensuring readability for the player[/h3][p]In GreedFall: The Dying World, lighting is carefully balanced to keep environments clear and playable without breaking immersion. In darker spaces like caves or sewers, it highlights paths, obstacles, and points of interest. We make sure that it never feels too artificial. The goal is not to flood these spaces with light, but to strike a balance between realism and playability.[/p][p] [/p][p][/p][h3]Shaping the atmosphere[/h3][p]Our lighting team is the one that brings the final touch to define the mood of each location. It applies changes in sky, weather, contrast and color tones so a space can feel calm and open, tense and dangerous, or mysterious and unsettling. These choices give every area its own emotional identity and help support the story being told.[/p][p] [/p][p][/p][p][/p][h3]Acting as a natural beacon[/h3][p]Lighting also acts as a subtle navigation tool in the game. It gives visual cues to draw attention to important areas such as routes forward or interactive elements, while keeping secondary spaces more subdued. This allows you to move intuitively through the world without intrusive markers or explicit instructions.[/p][p] [/p][p][/p][p][/p][h3]Reaffirming the artistic direction[/h3][p]The way we approach lighting in GreedFall: The Dying World can fundamentally reshape the perception of a space. Color grading and post-processing effects must also align with the game’s artistic direction. For instance, in places like Olima, the lighting was deliberately pushed toward warmer, orange hues to better align with the intended artistic vision.[/p][p] [/p][p][/p][p][/p][h2]An iterative and collaborative process[/h2][p] [/p][p]Because lighting is often one of the final layers applied in the game, it must react correctly to materials, work across all environments and structures, and align with the game’s artistic direction. It requires constant iteration and close participation with the other teams at Spiders.[/p][p] [/p][p]Ultimately, lighting is a foundational pillar of the game’s visuals. Through its careful use, the world gains depth, atmosphere, and intention, allowing you to experience GreedFall’s universe in a way that feels both immersive and cohesive.[/p][p] [/p][p]What appears effortless in play is the result of careful planning, steady collaboration and regular adjustment behind the scenes.[/p][p] [/p][p]Throughout GreedFall: The Dying World development, one goal remained constant for us. We wanted to deliver beautiful and believable locations that evolve alongside the game and consistently give you that “wow” moment when you step into a new location, encouraging you to discover it.[/p][p][/p][p]From the lush forests of Teer Fradee, to the Byzantine-inspired designs of Olima, to the luxurious city of Peren and its dark catacombs, when the game releases, you will be able to explore those various regions, each as unique as the next.[/p][p][/p][p]We are excited for you to finally discover the immensity of GreedFall's world and what it has in store for you![/p][p][/p][p]GreedFall: The Dying World is set to officially release on March 10th for PC and March 12th for consoles.[/p][p] [/p][p][/p][p]Follow @greedfall and join the discussion: DISCORD X REDDIT FACEBOOK INSTAGRAM[/p]