This page is a high-level summary of work in Daggerfall Unity. The goal is to give newcomers and testers an idea of what has been completed and what still lies in the future. Any features not mentioned have not been implemented and may not be scheduled for some time.

This list is subject to change at any time. Upcoming features may be rescheduled or moved to a later version depending on available time and difficulty. Items are colour-coded to the following legend:

  • Feature Complete (all done but subject to bug fixes and future refinements)
  • Mostly Complete (almost there, could be waiting on another system)
  • In Progress (work started but still has some way to go)
  • Not Started (work is yet to begin on this feature)


For quests, see the Quest System Status roadmap page.

For spell effects, see the Effect System Status roadmap page.


0.1 (Baseline/Tools)

August 2014 – November 2015

  • Back-end tools and API for reading Daggerfall’s binary files and importing into Unity
  • Support for key binary assets (images, models, blocks, maps, audio, videos, etc.)
  • Image processing
  • Sprite atlas generation
  • Billboard support
  • Import of textures
  • Import of individual models
  • Import of blocks
  • Import of exterior maps
  • Import of interior maps
  • Import of dungeon maps
  • Full streaming world, procedural terrain & locations
  • Tile map and billboard shaders
  • Object activation
  • Transitions between interior/exterior
  • Action objects (lifts, levers, etc.)
  • Basic enemies (follow, attack, death, etc.)
  • Animated weapons
  • Material re-colouring support (iron, ebony, etc.)
  • Simple combat
  • Core game framework
  • INI support
  • User interface system (custom UI needed).
  • JSON support
  • Serialization of game state for save/load.
  • Entity system
  • Text.RSC support
  • Class support
  • Character creation
  • Classic save import
  • Quick save/load
  • Initial release with basic exploration and combat.


0.2 (Items)

November 2015 – April 2016

  • Enhanced action object support (Lypyl)
  • Setup helper
  • Travel map interface (Lypyl)
  • Dungeon and interior automap interface (Nystul)
  • Assorted mods integrated
  • Integrate horizontal floating origin
  • Item support
  • Inventory interface


0.3 (Loot)

April 2016 – September 2016

  • Initial mod framework (Lypyl)
  • Serializable automap (Nystul)
  • Serializable loot containers
  • Initial loot tables
  • Random treasure
  • Drop items to ground
  • Drop gold to ground
  • Monster loot
  • Enhanced save/load interface
  • Rest interface


0.4 (Quests)

September 2016 – February 2018

  • Quest file support
  • Initial quest virtual machine
  • Addition of world metadata to support questing
  • Initial faction support
  • NPC names, building names
  • Initial Info mode
  • Location exterior automap (Nystul)
  • Initial progression – increase skills, level up (Allofich)
  • Reputation gain/loss (simple)
  • First pass at non-mage playthrough of main quest
  • Serialization of quest state
  • Location and building discovery
  • Keybind interface (JustinS)
  • Book reader and books in random loot (InconsolableCellist)
  • Lockpick (Allofich)
  • Pickpocket (Allofich)
  • Console command for levitation


0.5 (Magic & Effects)

February 2018 – October 2018

  • Magic & effect system
  • Initial spells & effects support
  • Magic item support (generate for random loot, cast when used, cast when held, cast when strikes)
  • Enhanced effect-entity relationship
  • Spellbook interface
  • Refine town NPCs (behaviours, can kill, talk) (Allofich)
  • Initial “Talk” interface (Nystul)
  • Random encounters on rest (Allofich)
  • Progress quest support
  • Initial dungeon water
  • Volume sliders interface on pause UI (MeteoricDragon)
  • Weapon material vs enemy handling (Allofich)
  • %var support in character sheet (Allofich/Hazelnut)
  • Casting increases magic skills
  • Remove free casting when magicka at 0
  • Enemy spell casting
  • Character starting spells
  • Allocate time for refinement of quest system


0.6 (Shops & Banking)

October 2018 – December 2018

  • All basic shop features (Hazelnut)
  • Bank UI with ability to purchase ship/house (Lypyl/Hazelnut)
  • Transport UI (foot/horse/cart/ship) (Hazelnut)
  • Player housing (including ship) (Hazelnut)
  • Letters of credit (Hazelnut)
  • Gold to have weight (Hazelnut)
  • Enforce encumbrance and wagon limits (Hazelnut)
  • Link magic effects to action objects in dungeons
  • Allocate time for refinement of spell and quest systems


0.7 (Guilds & Services)

We are here right now. December 2018 – 

  • Reputation gain/loss (full) (Allofich/Hazelnut)
  • Join and progress in major guilds (Hazelnut)
  • Spell maker (pending Magic & Effects)
  • Buy spells
  • Complete spell effects (81 of 90 completed)
  • Magic item creator UI (pending Magic & Effects) (Hazelnut)
  • Magic items powers and side effects
  • Potion creator UI (pending Magic & Effects) (Hazelnut)
  • Potion support
  • Item decay/repair (Hazelnut)
  • Basic guild services (Hazelnut)
  • Tavern services
  • Building schedules (e.g. door locked at night) (Allofich)
  • Building NPC schedules (e.g. shopkeep gone at night) (Hazelnut)
  • Odd jobs (talk: tell me about work) (Numidium/Hazelnut)
  • Where is (talk: where is NPC or location) (Nystul)
  • Dungeon action records to cast spells at player
  • Allocate time for refinement of magic and quest systems


0.8 (Crime & Punishment)

  • Working guards in towns (Allofich)
  • Pickpocketing (Allofich)
  • Steal button in shop trade window
  • Guards responding to detected theft and breaking & entering
  • Bash exterior doors to enter building
  • Court UI (Allofich)
  • Prison UI (Allofich)
  • Skill and attribute changes after prison time
  • Allocate time for refinement of magic and quest systems


0.9 (Character & World)

  • Vampirism
  • Lycanthropy
  • Custom class creator (Numidium)
  • Advantage/Disadvantage specific effects
  • Artifact specific effects
  • Select class with questions
  • Complete levelling and character loop
  • Summoning services
  • Updated character motor
  • New motor states: swim, levitate, climb, crush (Allofich/MeteoricDragon)
  • Implement classic Jump skill formula and tune gravity
  • Close city gates at night
  • Quarter-screen HUD with icons and mouse cursor toggle
  • Implement pause menu detail slider to set quality level without restarting game
  • Allocate time for refinement of magic and quest systems


Daggerfall Unity will exit pre-alpha around this time.



  • All classic game features now implemented
  • Decouple all game text from executable
  • Enhancements to translation mod support
  • Continue fixing bugs and refining systems



  • All game features now implemented
  • Continue fixing bugs and refining systems
  • Final stages of development
  • Standalone release candidates


1.0 (Release)

  • Final milestones (TBD)
  • Standalone distribution
  • Post-release support


Last updated 14-Dec-2018.