Two vast armies with crimson and blue banners face each other across a misty plain at sunrise, a ruined watchtower between them.

The New Era · Stability

The foundation

A new client, a new server, and a world built to hold when the whole server turns up at one gate.

Design goals

What we are building toward

  1. Goal

    The server decides

    Hits, movement and timers are settled by the server, never the client.

    Movement tricks, 2004: the Darktide record behind “The server decides”

  2. Goal

    Items that cannot be copied or lost

    Every trade saved whole, fast detection of duplication, and the tools to roll it back.

    A duplicated armour, 2002: the Darktide record behind “Items that cannot be copied or lost”

  3. Goal

    Built for the crowd

    A siege is the case we design and test for.

    Darktide’s lag, 2004: the Darktide record behind “Built for the crowd”

  4. Goal

    Nothing a player sends can take it down

    Every message checked, so abuse cannot crash the world.

    Silenced by crashes, 2016: the Darktide record behind “Nothing a player sends can take it down”

  5. Goal

    Backups proven by use

    Recovered from in practice, not just taken.

    Houses emptied, 2004: the Darktide record behind “Backups proven by use”

  6. Goal

    Honest reporting

    Once a build is out, plain dated reports in Dispatches.

    Players remember: the Darktide record behind “Honest reporting”

Running today

  • A new clientBuilt on Unreal Engine.
  • A new serverWith engine work of its own.
  • RunningIn internal builds today.
  • In developmentSystem by system.