Welcome to the first post of 2020! Over the last few months, our focus in Daggerfall Unity has been on bug fixes and refinement. This isn’t the most exciting time in a game’s life, but it is key to long-term success. Daggerfall Unity is now starting to feel more like a game well into a long beta rather than one freshly in public alpha. I’m in fact very confident we’ll be calling beta sometime this year, and it’s likely to be a short beta thanks to the time we’re spending now.
It’s incredible to think the main quest has been fully playable since 2017 and all classic gameplay features since July 2019. If this was any other game, we’d be beyond 1.0 and well into post-release support by this stage. But Daggerfall Unity isn’t just a game, it’s also a platform. This title is a superset of classic Daggerfall plus many more features not present in classic. I’m talking of course about quality of life refinements and mod support. This requires an extended development process well in excess of classic, because Daggerfall Unity is today a larger and more ambitious game than even classic Daggerfall was. That might not sound like much in 2020 compared to the wildly ambitious original way back in 1996, but it still represents a real accomplishment that everyone involved has brought this game so far and delivered on so much. For something that began with a single developer, this game has grown into a monster that only the combined efforts of dozens of people could have achieved. The fact we’re all doing this as unpaid volunteers in our own free time out of love for this game speaks volumes about how passionate this community is.
Before I get into the new features in current release, I wanted to recap some news from the last few months.