
Design goals
What we are building toward
- 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”
- 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”
- 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”
- 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”
- Goal
Backups proven by use
Recovered from in practice, not just taken.
Houses emptied, 2004: the Darktide record behind “Backups proven by use”
- 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.
