The recipient of every major "Best RPG of the Year" award, The Elder Scrolls: Daggerfall revolutionizes the world of role-playing games, creating a new standard in 3D graphics and role-playing expansiveness. The second chapter in The Elder Scrolls, Daggerfall contains, literally, hundreds of hours of gameplay. Prepare to experience your new obsession.

Starting off in Daggerfall can overwhelm the senses. No other game has such a huge world to explore. Travel around a land mass twice the size of Great Britain, exploring dungeons, castles, tombs, and even alternative dimensions. Just to walk from one end of the world to the other will take over 2 full weeks in real-time (we actually tested this!) Converse with over 750,000 characters that inhabit this world. Daggerfall is a game that sets new boundaries with over 200 hours of gameplay. It's no wonder that it took almost 3 years to develop this epic game.

You can literally do anything you want and go anywhere you want. Join a guild and climb in rank to become a respected member of a Knightly Order. Become a spy and infiltrate the royal ranks, and even rebel against your own king. Become a thief who slips in and out of the shadows and steals the rare treasures of the world. There are six different endings, if you choose to play out the main story quest, but ultimately the life you choose to live will be a unique experience that no other gamer will encounter.

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Daggerfall Workshop is expanding today. I'd like everyone to welcome Nystul, InconsolableCellist, and LypyL to the site!

Over the last several months, I have been amazed by the contributions these three have made to Daggerfall Tools for Unity. They have all selflessly offered code, reported bugs, raised ideas, and generally helped to refine the vision of these tools. But most importantly, they demonstrated the power of open source at work inside a passionate community. They have each shown what is now possible with Daggerfall and Unity.

Anyone following me on Twitter or watching the DFTFU Subreddit may be familiar with their work already. Here's a sampling, just to be sure.


Nystul created a Terrain Extender script for the default Streaming World terrain. This enlarges the default draw distance of a few miles out to insane distances. Nothing shows this better than a couple of screenshots.

Below screenshot was taken just above Direnni Tower using the default Streaming World setup in Daggerfall Tools for Unity.


Not bad! Definitely a huge improvement over the painfully short draw distances in vanilla Daggerfall. But check below for how this same spot looks with Nystul's Terrain Extender.


That popping sound you heard was my brain exploding. You can see clear across the Isle of Balfiera archipelago to the mainland. Simply amazing! And here's another lovely far terrain screenshot.



LypyL is the creator of the jaw-dropping Multiplayer Demo. This was literally a Daggerfall world-first, allowing you to explore the Illiac Bay and its thousands of locations with other players. If you missed out dungeon crawling with mates, I strongly recommend you give it a shot by clicking on that link!


Besides multiplayer and other enhancements (e.g. climbing and flying), LypyL has also proved to be a fearless experimenter, showing us the mad fun you can have with an open source Daggerfall. The below videos put me in mind of the vast mod potential enjoyed by later Elder Scrolls titles.

This kind of spirited tongue-in-cheek modding is exactly what I was hoping to empower everyone with from the outset. Not only can we remake Daggerfall, you can use Daggerfall Tools for Unity however you like!

Oh, and LypyL has also been working on a dynamic sky system for Daggerfall Tools for Unity.


Speaking of remaking Daggerfall, this last contributor is by no means least. With the stated goal of creating a fully playable version of Daggerfall, InconsolableCellist is working towards the outcome I think everyone wants to see the most. He has also proven to be a great contributor, expanding the default tools and building all the scaffolding of a real game.

Obviously there's a fantastic amount of work to do, and much of it is hard to show off visually. But InconsolableCellist has been working very hard indeed, building GUI systems, a text console interface, monster spawners, timers, quest logic, and much more. Best of all, he is continuing the spirit of open source by keeping everything available to the community on his Daggerfall Unity GutHub repository.

Below is an early look at InconsolableCellist's quest system back-end in action.

And here is a screenshot of the text interface a bit further along, looking more like Daggerfall.


InconsolableCellist has also experimented with running Daggerfall on the Oculus Rift. This was simply a proof-of-concept (and based on a much earlier version of Daggerfall Tools for Unity), but it demonstrates that we can one day play Daggerfall on VR headsets.

What Happens Now?

Daggerfall Tools for Unity is an interesting project all by itself, but the real story is what other people do with those tools. We have finally reached a point where the story becomes less about me and more about those who build on what I started.

InconsolableCellist, LypyL, and Nystul are now full posting members of Daggerfall Workshop. This means they can show off their progress right here and entertain us with the occasional blog post.

These three will also have collaborator rights to the Daggerfall Tools for Unity GitHub repository, allowing them to post changes to support their own work, help support others, and expand our tools into the future.

For my part, I will continue working just as I have been in the past. I will keep on reverse-engineering bits of Daggerfall, adding new features, fixing bugs, and help oversee the continued vision and quality of code changes. My job as tool creator is to help keep the tools useful and free for everyone.

The real story of Daggerfall Tools for Unity is just beginning! The more people who contribute, and the more this community grows, then the more amazing stories we'll have to tell. I look forward to seeing what this all means for Daggerfall in the future.

Stay tuned! There is more exciting news still to come this week.

Terrain Overhaul

Terrain Overhaul

11 months ago Daggerfall Tools for Unity 0 comments

Streaming world now uses Unity's own terrain system for maximum features.

Improved Terrain Tiling

Improved Terrain Tiling

11 months ago Daggerfall Tools for Unity 0 comments

Implements a fragment shader for tiling from atlas, with corrections for texture bleeding and mipmap sample errors.

Streaming World - Part 3

Streaming World - Part 3

11 months ago Daggerfall Tools for Unity 0 comments

Looks at marching squares to handle tile transitions and inserting nature billboards.

Progress Recap and Future Direction

Progress Recap and Future Direction

1 year ago Daggerfall Tools for Unity 0 comments

A quick look back at the last 4 months of development and forwards to 2015.

Daggerfall: Streaming World v1.2

Daggerfall: Streaming World v1.2

2 months ago Full Version 6 comments

Daggerfall Streaming World v1.2 features full streaming world, day/night cycle, building interiors, contextual music, seasons, rain, snow, dungeons, combat...

Daggerfall: Direnni Tower Demo-Win

Daggerfall: Direnni Tower Demo-Win

2 months ago Demo 1 comment

Explore Daggerfall Direnni Tower, during a late afternoon storm! Enter any building, and explore a remixed city environment, or brave the depths of a...

Daggerfall: Red Gauntlet

Daggerfall: Red Gauntlet

5 months ago Full Version 1 comment

Daggerfall: Red Gauntlet - is a text mod for the Elder Scrolls II game! This classic RPG is notable for its enormity – being large and ambitious even...

DaggerXL Version 0.199

DaggerXL Version 0.199

3 years ago DaggerXL Demo 15 comments

Contains XL Engine Launcher, version 0.199 of DaggerXL and build 9.50 of DarkXL.

Version 0.198 Released - Bug Fix Build

Version 0.198 Released - Bug Fix Build

4 years ago DaggerXL Demo 7 comments

Version 0.198 is mainly a bug fix build. One fun feature,though, is that random monsters are no longer just bears - though they still aren't correct.

DaggerXL Version 0.197

DaggerXL Version 0.197

4 years ago DaggerXL Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.197. Please note that this is still a work in progress and that many features need to be implemented...

Post comment Comments  (0 - 10 of 33)
maxammo Jun 15 2014 says:

My character grinds on city guards for xp since some monsters have immunity with lower tier weapons. The guards will arrest you when they successfully land a hit on you. For added bonus try playing a ranged type character.

And some inns are known to have Daedric Weapons.

+1 vote     reply to comment
Guest Sep 7 2015 replied:

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Avoozl Aug 18 2012 says:

It kind of sucks how a game made 3 years after Doom didn't ever get official modding tools or a source code release.

+4 votes     reply to comment
DEAD_FiSH Oct 19 2013 replied:

None of the Bethesda games saw the source code release.
Trust me, fans would bury Bethesda so deep with bug fixes and new upgrades. It's kind a no wonder they never released a source code.
They should really, I mean the games are single player. Who gives a damn, give fans the freedom if you stop supporting the games.

+2 votes     reply to comment
cordenand Jul 12 2012 says:

simply one of the best games ever made burn alive any one who says otherwise lol

+2 votes     reply to comment
TheConsul Feb 14 2012 says:

LOVED Daggerfall, I just wished they could've implemented everything they (Bethesda) had in mind when they were developing this and didn't had to rush it. The bugs were pretty bad when it got first released and was never completely dealt with, but when you over look the bugs it truly was a fantastic game. The lore in DF is really deep and I love that aspect also.

Just remember when playing Daggerfall:


+3 votes     reply to comment
Distort Dec 2 2011 says:

This is what started Skyrim, all bow down to it's ancestor.

-1 votes     reply to comment
adfjkndjklnhdfs Feb 6 2012 replied:

actually I pretty sure Arena started Skyrim...

+14 votes     reply to comment
sethfc Apr 30 2011 says:

Anyone that wants to play on newer systems can either use dosbox or a virtual PC

Also look for the fully made setup version with auto configed dosbox if setting it up otherwise is too difficult.

+2 votes     reply to comment
faulk Mar 13 2011 says:

If they would port this to the ds or some other handheld, I would be very pleased. And I would buy it. :-)

+5 votes     reply to comment
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Released 1996
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