Survival / Preparation
Earn the next morning.
Gather materials, make tools and find food. Weather and shelter give ordinary decisions weight: what to carry, when to leave and where to stop.
Survival systems present in the prototype · Tuning ongoing
Eldmark: Landfall / The game
Explore an unfamiliar world. Build your first shelter. Find the people, resources and knowledge that could make it a home.
Your first foothold AI-assisted concept illustration · Not gameplayThe experience we’re building
Landfall brings hands-on survival and settlement together in a fantasy world. Your needs send you out into the wilds. What you discover gives you reasons to venture further.
The current build is a local PC prototype. Multiplayer and deeper social systems remain development work.
Survival / Preparation
Gather materials, make tools and find food. Weather and shelter give ordinary decisions weight: what to carry, when to leave and where to stop.
Survival systems present in the prototype · Tuning ongoingExploration / Discovery
Follow waterways, cross wooded valleys and seek resources beyond the shore. Increasing challenge inland is part of the design direction. Preparation and judgement should matter as much as curiosity.
Generated world in prototype · Encounter progression in developmentBuilding / Community
Place modular pieces, make room for work and shelter, and support the people who join you. Homes, fields, workshops and supplies turn a camp into something worth protecting.
Building, villagers and work systems present in the prototypeCraft / Progression
Gathering and crafts connect the land to daily life. The classless design ties development to meaningful use of skills, professions and equipment, with deeper challenges needed as proficiency grows.
Crafting in prototype · Broader use-based progression in developmentTrade / Relationships
Other settlements have goods, needs and lives of their own. Seek trade and learn whom to approach. Culture, faith and diplomacy are intended to give those relationships greater depth.
Local trade in prototype · Deeper culture and diplomacy planned
Shelter is something you make
Clothing / Equipment / Identity
Cloth, padding, mail and a weathered cloak. Equipment should belong to the life you lead: work at the settlement, a journey inland, or danger on the road.
Our fantasy setting draws visual inspiration from northern European history around 900–1200 AD. These concepts explore that direction; final in-game clothing and character presentation are still being developed.


A worker, a traveller, a hunter, someone prepared for a fight. Clothing helps make those lives visible. These are studies of silhouette and materials, rather than a ladder every character must climb.
Warmth, protection and carrying weight already have a place in the equipment prototype. The illustrated garments still need fitting, integration and testing in the game.
Read: Dressed for the journeyA shared world
The multiplayer design lets players cooperate in a settlement or found their own. Optional settlement PvP is planned as a server setting, off by default.
Eight players is the target. The current prototype is local: networking, host capacity and dedicated-server performance still have to be proved.
Multiplayer questionsGo deeper
Explore the thinking behind survival, settlement and discovery.
Read the design notes