Game Info

Experience the unique world of GreedFall
This all-new adventure takes you on a journey through the lands of the Old Continent not seen in GreedFall. Explore the Star City of Olima, sail to the mysterious shores of Uxantis and tread the treacherous backroads of the Deutan Empire for the first time. Uncover the secrets of these ancient lands - if you dare!
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Create your own character
In GreedFall 2, you can fully customize your character. Not only can you choose your character's appearance, but also how you want to play it. In combat, choose the style that suits you best. You can choose to be a fearsome warrior, a seasoned archer, a shaman with healing spells or a poison expert.
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A deeper RPG Experience
Immerse yourself in an ever deeper RPG experience where every choise has an impact on your adventure and where diplomacy, manipulation, infiltration and combat are all viable paths for you to achieve your aims.
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EARLY ACCESS
Early Access
Companions
News
GreedFall: The Dying World | Faction Recap
Greetings Carants! As the grand day approaches at last – yes, the release date! - we thought it might be fun to have a little faction recap. These factions will be seen throughout your adventures, be it through the allies who join you or through people you’ll meet and either help or oppose. We’ve provided links to the full blogs, so read and enjoy them at your own pace! THE NAUTSThe Nauts are not born; they are sea-born or sea-given. Once given to their ranks, individuals are stripped of their pasts. In their place: a life of discipline, of precision, of purpose. A new identity, and a code that binds tighter than chains. Uxantis, their home, is an island surrounded by dangerous currents and isolated from the mainland. Accessible only to Nauts, guests can only go there if a Naut vouches for them. It houses a library renowned for its logbooks, maps and travelogues, but above all the Great Shipyard - a sacred place where all the secrets of Nauts shipbuilding lie, and where outsiders are strictly forbidden to enter. Historically, it is where the sailors organize themselves into the guild we now know. Governed by former sailors who have retired and by the Master of the Shipyard - they dispense justice and ensure the supply of building materials and food. You can read more about the Nauts here. THE CONGREGATION OF MERCHANTSThe Congregation of Merchants is a league of multiple relatively autonomous city-states. Their power has long been based on trade, the nation ruled by a merchant class via the Council of the Congregation. Remaining neutral despite the various conflicts breaking out over the rest of the continent, they continue selling goods and weapons to all who would buy. The first nation taken to Teer Fradee by the Nauts over a century ago, they attempted to conquer the island to no avail: when trying to exploit the land, the natives retaliated and drove them out of the land. You can read more about the Congregation of Merchants here. THE COIN GUARDA neutral faction, The Coin Guard is a guild of mercenaries mostly hailing from the Free Cities. Operating independently, and originally functioning as a mercenary company, they grew in importance over time while cultivating a reputation for honour and military excellence. Formed after the War of Independence of the Free Cities, many who were involved with the war were left with no skills but those of combat and weaponry. However, accustomed to a degree of hierarchy and wishing to avoid competition between former brothers-in-arms, they decided to create a guild – it's this very guild that pays their wages, trains them, and assigns them to regiments. You can read more about the Coin Guard here. THÉLÈMEA theocracy ruled by priest-mages of the clergy, holding both political and spiritual authority, Thélème is a deeply religious nation. The inhabitants worship their one God, the Enlightened, whose word was spread to them by Saint Matheus, the legendary founder of the nation who taught them how to manipulate light magic. Their foreign policy is centred around converting other nations and spreading their religious beliefs: by doing this, they gain both spiritual followers and allies, for no follower of the Enlightened would dare raise a hand against Thélème. You can read more about Thélème here. THE DEUTAN EMPIREConverted to the faith of Saint Matheus by Thélème, becoming the very first to do so, the Deutan Empire has long since been an ally to the staunchly religious nation. Recent happenings have changed this, however; a conflict is brewing at the heart of this Empire, their religious doctrine the very core of the issue. The Empire is in the midst of a religious civil war in which Thélème is heavily involved. Though the nation has followed their religion for centuries, a faction calling for reform has emerged advocating for equality for men before the light, whether they wield magic or not. This call for equality is not only supported by the people, but also by a large portion of the non-magic-wielding nobility who are seeking to regain their lost power against the Thélème clergy in the political sphere. You can read more about the Deutan Empire here. THE BRIDGE ALLIANCEA group of nations under one banner, the Bridge Alliance is formed by three: Thynea, Thraxis, and Morsinia. Created 200 years ago to resist Thélème’s ever-growing religious imperialism, a nation with whom they’d warred for centuries, they hoped it would create a more effective resistance against their would-be conquerors. Their capital became Al Saad, home to the Alliance Council, and their most prestigious universities. Being home to so many scholars allows a far greater grasp of science and technology compared to the rest of the continent. Thynea in particular is a shining example of a country where they abound. Seeking to further their knowledge, they were the first nation to settle on Teer Fradee since the Congregation's failed attempt. A city, Hikmet, was constructed and ruled over by Governer Burhan. From there, they spread out over the island as their exploration began. You can read more about the Bridge Alliance here. THAT'S ALL FOR NOWWhich faction are you excited to meet or re-encounter? You don't have much longer to wait until you can unveil their plans for yourself - though you'll have to discover what those are for yourselves.We'll see you soon for the GreedFall: The Dying World's full release, Carants! Follow @greedfall and join the discussion:DISCORD X REDDIT FACEBOOK INSTAGRAM
The Evolution Of GreedFall: The Dying World | A Visual Journey
Dear Carants,Since the beginning, when GreedFall: The Dying World launched in early access in 2024, the game has come a long way. At the time, the foundations were there, but the journey was only just starting. Over time, through updates and constant work, the game has evolved tremendously. This evolution has been shaped by countless iterations from the team, technical improvements, and the invaluable feedback we have received from you. In this blog, we want to take a step back and focus on one specific aspect of that evolution: the game’s graphics and visuals, through the lens of environment and lighting work. This is a behind-the-scenes look at how the game’s visual identity has grown to become what it is now. From early experiments to more refined artistic choices, every decision has aimed to make the world of GreedFall more immersive and visually striking.Let's get into it!Create the world…The environment in the game is composed of multiple elements working together, such as objects (buildings and structures, props and items, vegetation) and textures that can be found on ground surfaces and objects. The role of our environment artists is to assemble these elements into a coherent composition on the screen, but also to make sure that you can understand it and immerse yourself in it.Our approach to environment In GreedFall: The Dying World, every location has a role to play, and the environment must make that role immediately clear to you, while remaining technically sound and loyal to the artistic direction. Telling the story through the worldEnvironments are paramount to the storytelling in a narrative game like GreedFall: The Dying World. As they are often the first contact you have while navigating the world, they need to carry narrative weight, without relying solely on dialogue or exposition. For instance, in the city of Peren, you will find signs of wear and decrepit props hint at past events and conflicts, like the Malichor plague. Supporting the gameplayThe levels are also built around how they are played and what the location brings in terms of gameplay experience for you – combat areas need room and clear sightlines, points of interest are either hidden or distinct, etc. Technical aspect and performanceOf course, behind the scenes, every environment must also respect technical imperatives, such as view distance, asset loading and performance. All which shape how spaces are ultimately designed. This requires constant collaboration and iteration between artists and programmers to balance visual ambition with technical constraints – so that navigating a location feels visually pleasant and smooth in the gameplay for you. The different stages to build our environmentsCreating a zone in GreedFall: The Dying World happens in three main phases, each building on the last. 1. Establishing the blueprint of a levelThe first step is to block out the overall shape of a zone. At this stage, environments are very rough - simple shapes show where villages, combat areas, paths, and points of interest will be. The goal is not visuals yet, but scale and structure, and how players move through the space. 2. Refining the structure and visual identityOnce the layout feels right, it is refined. Landmarks, buildings, and terrain are shaped into their final forms to guide navigation and draw the eye through composition. The world may still look plain at first, but this is where the environment’s proportions and identity are locked in before textures and materials bring it to life. 3. Adding the detail and polishingFinally, we add the details that make the world feel lived in. Props, small objects, and environmental storytelling give the locations in the game history and purpose. This phase sets the stage for lighting and final visual polish. … and there shall be lights!Lighting plays a central role across the entire game, from environments and gameplay to cinematics and visual effects. More than a technical layer, it’s a key part of the game’s visual identity and the main element that ties everything together into a cohesive world. Our approach to lighting When it comes specifically to environmental lighting, its role goes beyond simply illuminating a space to provide more visibility. Ensuring readability for the playerIn GreedFall: The Dying World, lighting is carefully balanced to keep environments clear and playable without breaking immersion. In darker spaces like caves or sewers, it highlights paths, obstacles, and points of interest. We make sure that it never feels too artificial. The goal is not to flood these spaces with light, but to strike a balance between realism and playability. Shaping the atmosphereOur lighting team is the one that brings the final touch to define the mood of each location. It applies changes in sky, weather, contrast and color tones so a space can feel calm and open, tense and dangerous, or mysterious and unsettling. These choices give every area its own emotional identity and help support the story being told. Acting as a natural beaconLighting also acts as a subtle navigation tool in the game. It gives visual cues to draw attention to important areas such as routes forward or interactive elements, while keeping secondary spaces more subdued. This allows you to move intuitively through the world without intrusive markers or explicit instructions. Reaffirming the artistic directionThe way we approach lighting in GreedFall: The Dying World can fundamentally reshape the perception of a space. Color grading and post-processing effects must also align with the game’s artistic direction. For instance, in places like Olima, the lighting was deliberately pushed toward warmer, orange hues to better align with the intended artistic vision. An iterative and collaborative process Because lighting is often one of the final layers applied in the game, it must react correctly to materials, work across all environments and structures, and align with the game’s artistic direction. It requires constant iteration and close participation with the other teams at Spiders. Ultimately, lighting is a foundational pillar of the game’s visuals. Through its careful use, the world gains depth, atmosphere, and intention, allowing you to experience GreedFall’s universe in a way that feels both immersive and cohesive. What appears effortless in play is the result of careful planning, steady collaboration and regular adjustment behind the scenes. Throughout GreedFall: The Dying World development, one goal remained constant for us. We wanted to deliver beautiful and believable locations that evolve alongside the game and consistently give you that “wow” moment when you step into a new location, encouraging you to discover it.From the lush forests of Teer Fradee, to the Byzantine-inspired designs of Olima, to the luxurious city of Peren and its dark catacombs, when the game releases, you will be able to explore those various regions, each as unique as the next.We are excited for you to finally discover the immensity of GreedFall's world and what it has in store for you!GreedFall: The Dying World is set to officially release on March 10th for PC and March 12th for consoles. Follow @greedfall and join the discussion:DISCORD X REDDIT FACEBOOK INSTAGRAM
Wonders of Gacane
Greetings Carants,Discover the brand new trailer for GreedFall: The Dying World: Wonders of Gacane.In this two-minute video, immerse yourself in this continent ravaged by endless war and the deadly Malichor plague, from the crashing, rolling waves of Uxantis to the baroque city of Peren and ancient coastal ruins.Follow @greedfall and join the discussion:DISCORD X REDDIT FACEBOOK INSTAGRAM
GreedFall: The Dying World | Romances
Greetings Carants! As a famous song once said, love is in the air – or, in this case, on a ship in the middle of an ocean. Why fight world-ending monsters when you can settle down with a companion and, well. Get closer. Below, we go over the future romance features of the game. Though not currently available, all of this will be accessible after full release. Never gonna give you up. Never gonna let you down. You’ve found the right companion for you. They’ve charmed you with their wit, charm (or lack thereof), and personality. You’re thinking about taking it a step further, and then it happens. A dialogue branch pops up with a heart next to it. This is it. This is your time. However, be careful when picking an option with a heart next to it: sometimes, your choices will impact how your companions react. Other times, they’ll not find any romantic inclination in your words. So make sure to consider their personality beforehand - we wouldn’t want any misunderstandings. As you progress through the story, more romantic dialogue choices will unlock alongside their companion quests as they learn to trust you. Eventually, provided you make the choices that send them falling head-over-heels, this will cumulate, and you’ll be able to enter a relationship with them. As for where it goes after that? You’ll have to see. The last person I dated blew himself up with an orb. I hope you won’t do the same? This time, romances aren’t constrained to gender either. All romanceable characters, regardless of which gender you picked at the start of the game, are available to you. So pick your favourite companion and run wild: they’ll only turn you down if you make a faux pas the size of a Nádaig. I’d lock my heart in a wooden box out of despair if we ever parted ways. That said, not all characters are romanceable. Safia, one example, won’t have the dialogue prompts others will have to be able to take things a step further. Her heart is set on adventuring, not on the person you incarnate within the game. These characters will still travel alongside you and help you defeat the monsters strewn across your path. Besides, even if they aren’t an option, who is to stop you from creating headcanons? Not us. Is that an axe or are you happy to—no, that’s definitely an axe. Perhaps you're wondering who is romanceable? Fear not, we'll answer here: Ludwig, Nilan, Sybille, and Alvida will be awaiting for you to sweep them off their feet once the full game releases. That’s all for this week. We hope you’ve enjoyed this small look into the romances and the future content you’ll be able to access at full release. We’ll be back soon with more information on the game and what more you can expect soon! Follow @greedfall and join the discussion:DISCORD X REDDIT FACEBOOK INSTAGRAM
Meet the voices of GreedFall: The Dying World
Greetings Carants,Every character has a voice that gives them personality and emotion, and today we’re excited to reveal the talent behind them.Watch our new video which showcases the voice cast of GreedFall: The Dying World.Alvida – Tracy IfeachorFausta – Genevieve GauntKurnaz – Neil NewbonLudwig – Sam WoolfNílan – Atilla AkinciTill – Dario CoatesSafia – Jacqueline BoatswainSheda – Jess NeslingSybille – Camilla AikoVriden Gerr – Harry McEntire (male) & Bryony Corrigan (female)You’ll be able to hear all of them in the game when it releases on March 12th!Follow @greedfall and join the discussion:DISCORD X REDDIT FACEBOOK INSTAGRAM






