Prepare to meet the beasts and monsters of Cieve.
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Meet the community and join the discussion!
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Check out our interactive worldmap.
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Read about exploration in the world of Dawntide!
Latest News
- Fixed several crash bugs
- Fixed more collision issues, rocks and buildings should now handle collisions much better
- Reduced the frequency of creature attack sounds in combat
- Fixed a bug that was preventing endurance from regenerating
- The chat console should no longer have a reduced responsiveness to input when your FPS is low
- Fixed a bug that was preventing certain damage over time spells from working properly
We just successfully patched the game and invited about 500 new testers. The development crew is now taking some well deserved rest but will be back at it tomorrow. There will be a patch message then, as well.
To the new testers: Welcome to the beta! We hope you'll enjoy and give us lots of reports on it, and don't forget that you can key a friend invite key by linking your beta account with your forum account.
* A note from Ronin - The bugtracker is currently read only for new accounts until we either fix the old system or finish or work to move forward with the new one.
- Sounds should now function properly in combat
- The camera will no longer clip out walls and other objects close to you
- The combat system should now be more responsive and feel better to use
- Fixed numerous visual alpha issues with fog, autograss and distant object fade
- Fixed a bunch of collision issues
- Fixed several client crashes
- NPCs will now stop chasing the player if he died or is very far away
- Fixed a number of non-functional spells
Update: There's problem with falling through the world in some places, notably caves. As such, new invites are delayed until tomorrow.
The Bestiary has been updated with entries for the Sporeborn and Goblin, two of the more basic monster races roaming Cieve that players will frequently encounter and interact with. Check them out, and stay tuned for more updates to the Bestiary over the next weeks!
On February 4th, 7PM GMT, we will be hosting a Q&A session on our IRC server in the #DT channel. Participants are free to ask any questions they want, and though we obviously reserve the right not to answer, we expect to be able to answer most.
We hope you'll stop by and grill us about the combat, storyline, settling or anything else Dawntide!
On Monday, February 1st, we'll have our 4th round of invites. We will be inviting over 500 new testers to the beta in order to get a solid base for extensively testing Settling, Conquest and Sailing over the next months. We also hope older testers will begin to take the chance to rejoin us (your accounts are still active) and get up to speed with the game.
Fleshing out the game and reaching feature completion is our main goal right now. We hope that the recent rounds of performance and gameplay improvements will entertain people. We'll be posting new details frequently as well as promoting beta player blogs more heavily through our community site.
We will be wiping characters for the 4th round in order to start everyone on the same footing, for testing's sake.
Just posted a couple of dragon concepts. The model is coming along very well as well and should be ready to begin terrorizing players within a few weeks. Check them out in the Concept Art gallery!
Well it's been quite a long time coming back I'm proud to present the first iteration of our community portal complete with gallery, blogs and integrated forums. The plan is to expand as we go forward and make the website better based on your feedback, so please send it our way! Check it out by following the new 'Community' link!
This is the first of a series of patches planned in the next few days that will fix / replace much of the game’s core functionality. We’ve been working hard on the base game over the last month, and we think it’ll show in a much more fun beta.
All betas: You will need to redownload and reinstall the game since Dawntide now requires PhysX.
2.15 Changelog
- Dawntide now uses PhysX for collisions, and collision detection should be vastly improved. We’re still implementing this so some parts of the collision system (like underwater) won’t work for a few days.
- Added a separate console for combat messages.
- Spells have gotten a complete overhaul. Conjuration has been cut and replaced with Spellcraft, a skill that increases your Focus and unlocks caster stances, while the other five schools have been redesigned from ground up and populated with new spells and numerous new (and functional!) spell effects.
- Spell effect stacking should now behave far more logically and you should no longer be able to have multiple instances of the same spell affecting you.
- Crafting tools will now take damage and decline in quality as you use them.
- Anticipation skill has been replaced with Tactics, which increases your Speed, Force and Balance generation and unlocks new stances through perks.
- Added special attacks to Long Blades, Short Blades, Polearms, Maces and Axes. These special attacks are unlocked through perks and have Speed, Force and/or Balance requirements and costs to use.
- Added a large number of sounds and fixed weird/malplaced sounds (like NPCs around you constantly humming and making odd noises).
- Fixed many non-functional perks.
- Added a number of new creatures to the world, including whelks, drifts, aurochs and the rather common goat.
- Added several quests to both South Vynn and East Vynn.
- Added spell-like abilities to numerous monsters.
- The fort in the marsh of South Vynn is now quite a bit bigger and populated with a few new enemies…
- Increased the variety of creatures you encounter in several areas.
- Added more variety of loot to many enemies.
- Added rare material drops to some powerful enemies.
- Fixed dozens upon dozens of bugs, broken quests, broken content, missing resources and other minor issues.
Server will be down for patching until 2am EST, at which point the new download with PhysX will be available.

