
What We Have Been Up To?
Over the past few weeks, we've dedicated most of our efforts to preparing the demo for release by addressing bugs and enhancing the player experience with quality-of-life improvements. So if you haven't downloaded Darfall demo yet, don't hesitate and play it now yourself. In addition to development work, we've also been actively engaging in marketing efforts by participating in events like Steam Next Fest and Builder Fest. While these activities can be time-consuming, we recognize their importance in building awareness and excitement for the game. We're thrilled to have recently launched the public Steam Demo, which allows players to experience Darfall for themselves for up to six days (or even up to eight days for more experienced players). We hope that this demo will give players a taste of the exciting city-building and strategy gameplay that Darfall has to offer. (You can see the score of one of our Discord players, Pattat, quite impressive, right?)
Backpacks - More, more and more items!
We've recently introduced a new feature to the game that allows players to craft backpacks at their Tailor building. These backpacks can be equipped on your hero, boosting their carrying capacity and reducing the need to return to base after a successful loot run.
Fishing
Fishing has been a highly requested feature, and we're excited to announce that it will be available in the next update. With the Fishing Hut building, players can catch fish for an alternate source of food, particularly useful on maps with reduced farm production.
Biomes - Desert and Swamp
The work is slowly starting on our 2 new biomes, Desert and Swamps, which will provide a refreshing change from the grassland biome. Our goal is to make each biome feel unique, with different strategies required to gather food, resources and fend off enemies. For example, on desert maps, food will be scarce, so players will need to collect special fruits or catch fish in rare oases to feed their units. However, stone and iron will be abundant, making it easier to mine, build, and craft.
More Technical Details
For developers and Unity3D enthusiasts, I'd like to share some technical details about our project. We've been working hard to rewrite and improve many background systems to increase performance and make the architecture more robust for the future.Terrain Generation
One of the changes we've made is to our terrain generation system, where we're generating chunks and meshes for the game. Part of the code is run through Unity's new job system, which has helped to improve performance. However, we've been revisiting this code as we believe that stuttering may have been caused by this system, particularly when corrupted tiles change into grass and the terrain needs to regenerate.
User Interface Refactor
In addition to the technical updates, we've also made some improvements to the user interface. Previously, all of our UI was in a single scene, which was difficult to navigate due to the large number of objects. It was also a mess, which made it challenging to manage. (As you can see, all of the UI is in a single scene, bunched together)

Project Structure
We've also made some changes to the naming convention of the asset files we're using in the game. To improve organization and ease of use, we followed the guidelines outlined in the Unity Style Guide found here.
