This page is a 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.

Implemented features are in green.



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.



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



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



September 2016 – 

  • Quest file support
  • Initial quest virtual machine
  • Addition of world metadata to support questing
  • Initial faction support
  • NPC names, building names
  • Initial Info mode
  • Initial Talk more for key NPCs
  • Location exterior automap
  • Initial progression (increase skills, level up)
  • First pass at non-mage playthrough of main quest
  • Serialization of quest state
  • Keybind interface
  • Book reader and books in random loot



  • Magic system
  • Initial spells/effects support
  • Enhanced effect-entity relationship
  • Spellbook interface
  • Wandering NPCs
  • Random encounters on rest
  • Progress quest support


0.5 – Future

Not yet mapped out.


Last updated 01-Feb-17.