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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Blog RSS Feed Report abuse Latest News: Terrain Overhaul

About Daggerfall Tools for Unity with 0 comments by Interkarma on Dec 31st, 2014

Happy New Year everyone! I hope you're all looking forward to another great year in 2015.

Over the break, I've been tinkering with my streaming world terrain system. Up until recently, terrains were created as mesh data with mesh colliders. This worked fairly well, but had some real disadvantages.

  1. Creating and updating mesh colliders is fairly slow (much less so in Unity 5, but that isn't officially released yet).
  2. Lots of extra code to handle meshing of terrain chunks and lots more code to write for LOD support.
  3. System was based on the earlier requirement of UV tiling, which is no longer required thanks to the awesome tiling atlas shader discussed in previous post.
  4. Could be used for streaming world only, no editor design-time support.
  5. Code became bloated and unclear due to handling everything myself. This runs contrary to the spirit of using a commercial game engine in the first place.

I decided that everything should be clearer and run with as little code as possible. That means using Unity's own terrain system, but how will a splat-based terrain operate with my tile-based shader? Well, turns out it works perfectly with a few tweaks and a custom terrain shader. Below is a standard Unity Terrain object with a random tilemap assigned from custom shader.


Awesome! Now I can throw out around 90% of my clunky terrain system and start fresh using Unity's terrain. This comes with a bunch of other benefits as well.

  1. Smaller, clearer code when using Unity's documented terrain system.
  2. Efficient TerrainCollider with complete physics integration.
  3. All meshing and LOD handled by Unity.
  4. Any lighting model and setup handled by surface shader.
  5. Full editor support for painting terrain heights for custom scenes (i.e. not streaming).
  6. Everything can be serialized normally into scene.
  7. Fast preview of streaming world in editor, not just at runtime.
  8. Set your own heightmaps using standard Unity workflow.
  9. Can potentially combine my tilemap shader with splat painting for higher detail.
  10. Can add details like grass and rocks using the standard detail settings.
  11. Can use Unity's own tree system (or SpeedTree with Unity5) for truly amazing forest scenes.

Those last two items just rock my socks. This really is the best of all worlds. Daggerfall's terrain is merged seamlessly with Unity and all the extra power it provides. This was the entire reason I chose Unity in the first place, and I'm kicking myself for wasting so much time on my own terrain system beforehand. Oh well, live and learn.

Below is a screenshot where I've quickly painted heights around the outside of a custom town using the standard terrain tools. The town ground tiles are seamlessly painted on terrain where required. Note how the continuous LOD does not impact the tilemap, which is totally decoupled from mesh vertices.


My next job is to get everything working in the streaming world once again. It's been a much longer journey than expected, but I'm much happier with the direction things are going now.

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DaggerXL Version 0.199

DaggerXL Version 0.199

Jun 27, 2012 DaggerXL Demo 11 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

Mar 9, 2011 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

Mar 8, 2011 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...

DaggerXL Version 0.195

DaggerXL Version 0.195

Mar 7, 2011 DaggerXL Demo 1 comment

luciusDXL made this, obviously. I'm just re-uploading it here because the other file server was going down a lot.

DaggerXL Version 0.181

DaggerXL Version 0.181

May 18, 2010 DaggerXL Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.181. Please note that this is still a work in progress and that many features need to be implemented...

Daggerfall - Full Game

Daggerfall - Full Game

Jul 10, 2009 Full Version 25 comments

Bethesda has released their second Elder Scrolls game, Daggerfall, as freeware. The classic RPG is notable for its enormity – being large and ambitious...

Post comment Comments  (10 - 20 of 32)
Akalonor Jun 30 2010, 1:46am says:

:O I have Windows 7 with 32 bit , and apparently the file won't install, it says the application is for a different windows version :S ;( How do I fix that ?

+2 votes     reply to comment
Dervich Apr 2 2011, 6:42pm replied:

I have 64 bit but sorry I cant remember how but its possible, don't go and buy something you don't need

+2 votes     reply to comment
kjfytfkytfyt Mar 16 2011, 8:35pm replied:

Get a different version of windows, yours is too new, look at the date this was released...

+2 votes     reply to comment
Lymphatic Mar 23 2011, 2:04am replied:

You can run it on DOSBox. That's how I play it in Linux.

+3 votes     reply to comment
jonteh Jan 2 2010, 10:44am says:

i love this game best eldarscrolls game

+6 votes     reply to comment
G4B3 Jul 22 2009, 9:25pm says:

Freeware! Awesome!

+3 votes     reply to comment
l0p Jul 11 2009, 2:48pm says:


-1 votes     reply to comment
Darthlex Jul 11 2009, 10:59am says:

Holy! - It's Freeeeeeeware! yay for classics! ^_^

+2 votes     reply to comment
Kedgeree Jul 10 2009, 11:13am says:

After reading the summary, Bethesda certainly deserved the reward they got from this game.

+3 votes     reply to comment
Undying_Zombie Nov 15 2007, 5:18pm says:

The only reason why they did not call it Drow is due to that has a copyright on it by Wizards of the Coast ( or who ever owns it now )

+2 votes     reply to comment
mazgon Nov 23 2006, 8:41am says:


-1 votes     reply to comment
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Developer & Publisher
Bethesda Softworks
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Released Jul 30, 1996
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Role Playing
Single Player
The Elder Scrolls V: Skyrim, Released Nov 10, 2011
Oblivion, Released Mar 19, 2006
Morrowind, Released Apr 25, 2002
Daggerfall, Released Jul 30, 1996
Arena, Released Mar 1, 1994

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