[/p][p]Shifting to our own engine is a major step, and while it positions us to deliver a far better game, it also means we won’t be able to meet the end-of-year goal we previously set. Our new target is to release to our Kickstarter backers in June of next year, with a public Early Access release following a few months later. [/p][p]
[/p][p]We also want to remind you that we’ll be hosting our Live AMA on Wednesday, December 3rd, and we invite all of you to join us and ask any questions you have about the new engine and the road ahead.[/p][p]
[/p][p]Thank you again for the trust, enthusiasm, and insight you continue to share with us. Stay tuned, big things are coming.[/p]
Features
[p]The new engine allows us to:[/p]- [p]Achieve 30+ FPS on decade-old laptops without dedicated GPUs, giving us excellent performance even on very low-end hardware.[/p][/*]
- [p]Run the game at nearly 30 FPS on a first-generation Nintendo Switch, ensuring smooth performance on all major consoles, with full Linux support included.[/p][/*]
- [p]Load Eyjar, a static map four times the size of Manhattan, in under one second, providing an almost instant start.[/p][/*]
- [p]Load the entire engine in roughly 300 milliseconds, which allows extremely fast iteration and has already more than doubled our development speed.[/p][/*]
- [p]Offer full community modding support for everything outside the core systems, using a public scripting language inspired by C# as a tribute to the Daggerfall Unity community.[/p][/*]
