This is the part where a studio usually pretends it has everything figured out.
We don’t. What we have is a world — dark, cold, and stubbornly worth fighting for — and two very different games trying to live inside it. Critfall is the universe that holds them both.
What you’re looking at
- Critfall Online — a living MMORPG where light is a resource you fight to hold. It’s in development.
- Critfall Tales — a co-op dungeon crawl run by an AI Dungeon Master, with a deterministic engine and honest dice. There’s a playable browser demo on the way.
One world. Two ways to play. The tagline isn’t marketing; it’s the actual constraint we set ourselves.
Why build in public
Because the interesting part of making a world is watching it fill in — and because feedback early beats applause late. So this devblog will be unglamorous on purpose: design notes, dead ends, the occasional honest “that didn’t work.”
The world has a name now: Vharendol — eroded from the word fallen, so it carries its own catastrophe in its bones. That catastrophe is the Fall, the critfall the whole universe is named for: the day the light fell above and a city fell below. Fire above, ledger below — two lights against one dark.
Pull up a seat by the Fount. We’re just getting the fire going.