ELDMARKLANDFALL
Concept illustration of a traveller overlooking an unfamiliar valley and a small timber foothold

Eldmark: Landfall / The game

Survive the unknown.
Make a life worth defending.

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 gameplay

The experience we’re building

A life at the edge
of what you know.

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.

I

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
II

Exploration / Discovery

Leave the familiar behind.

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 development
III

Building / Community

Build a foothold.

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 prototype
IV

Craft / Progression

Become what you practise.

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 development
V

Trade / Relationships

You are not alone here.

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
Concept illustration of a settlement beside a river
AI-assisted concept illustration · Not gameplay

Shelter is something you make

A fire to return to.
A world to venture into.

Clothing / Equipment / Identity

Dress for the journey.
Carry what it demands.

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.

Seven concept figures showing clothing layers from linen and tunic to padding, mail, helmet and cloak
AI-assisted concept art · Layering study, not a sequence of unlocks · Select to view the full sheet
Concept lineup exploring practical civilian, working and armed outfits
AI-assisted concept art · Outfit studies, not fixed character classes

Many lives.
One unfamiliar world.

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 journey

A shared world

Face it together.
Or find your own way.

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 questions

Go deeper

Every mechanic
begins with a choice.

Explore the thinking behind survival, settlement and discovery.

Read the design notes

Creative credits

Concept illustrations: supplied Eldmark AI-assisted art exploration sheets and AI-generated website landscapes prepared for creative review. These show artistic intent, not gameplay or finished game assets.

Prototype images: captures from the local Eldmark development build. Visuals and features are subject to change.

Title lettering: Cinzel by Natanael Gama, licensed under the SIL Open Font License. Body text uses your device’s system fonts.

Read the font licence