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After only seven years of development time. Seriously, I'm not kidding you, it's complete now!
7 years in the making, presenting the official Driftmoon launch trailer.
The brand new, long-awaited Driftmoon version with a tilted viewing angle has just been opened to all our players! Have fun! :)
The biggest visual upgrade in the history of Driftmoon... Coming soon to a Driftmoon near you! :)
I am proud to present the first official complete Driftmoon beta version: the Fortress of Loom!
When reporters threaten to drop you in a pool of lava, it's time to lift the curtain of secrecy, at least a tiny bit.
Driftmoon just got a major update! Awesome, according to our players. :) Our long demo (with the embedded discount code!) was also updated a bit, so why...
The first, official Driftmoon demo has just been released!
Our huge new update, Driftmoon Alpa 7, is here! Yahoo! :) We've had lots of fun with it ourselves, so we have high hope you'll really enjoy it too!
Driftmoon includes a very handy feedback button, which both our players AND we ourselves have used to a great extent. It's been especially useful now...
It's been a little while since we stopped to look back, and evaluated the current stage of Driftmoon, so I decided to ask myself a few difficult questions...
A look at how pathfinding in Driftmoon works, and how modders can use it to their benefit.
Driftmoon has been nominated in the MindTrek Indie Games Awards!
Following my replay of Wazzal a while ago, and your persistent requests, I've decided to release the game as open source.
A replay of Wazzal after 9 years, plus some memories and gained wisdom.
Are you alive? Why not reserve a place in the Driftmoon Crypt? There are still plenty of caskets free!
Version 5 of Driftmoon is now ready for download to all our valued preorderers!
The Driftmoon soundtrack has just become available for $5!
In preparation for the Driftmoon mod system, we've moved our servers to Google App Engine. Why spend a week moving everything?
A common problem with any roleplaying game is forgetting what you should be doing.
One Mod Screen to rule them all, One Mod Screen to find them, One Mod Screen to bring them all and in the darkness install them.
It is extremely annoying for a game designer to see all the great and polished newer versions surpassed by the first ever released buggy version.
We've received tons of very nice and useful feedback after our Alpha 4 release, and it's all been put to good use!
Why do most roleplaying games these days have to be so dreadfully serious?
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