Why We Paused SwordFall to Focus on a New Game

At DarkLoom Studio, we’ve always believed in transparency. Today, we’re sharing why we’ve made the tough decision to pause development of SwordFall and shift our focus to a new project — one we believe is a smarter, safer step for our studio and community.
Why SwordFall Became Too Risky as Our First Game
SwordFall was designed as a competitive multiplayer-only experience, and while we love the concept, reality forced us to reconsider. The success of multiplayer-only games relies entirely on one thing:
A large, active player base.
No players = no matches = no game.
For a small indie team, that’s a dangerous gamble. But that’s not the only reason.
Because SwordFall is online-only, it also means:
- We host the servers.
- We store player data.
- We handle all the networking infrastructure.
That comes with:
- Financial risks: renting servers globally, handling scaling costs as players join or leave.
- Technical risks: maintaining servers, handling player accounts, and preventing data loss.
- Development complexity: even small mistakes could impact every player simultaneously.
As a first release, SwordFall simply carried too much risk — financially and technically.
Our New Game: A Smarter, Safer First Step
Instead of pushing ahead with SwordFall, we’ve shifted to developing a new project. What makes this new game different?
- It’s a solo and peer-to-peer co-op experience.
- No central servers to rent or maintain.
- Your data stays local, on your own PC — no accounts, no databases, no hosting risks.
- Whether you play solo, with friends, or online, the game can always be enjoyed immediately.
This dramatically reduces:
- Infrastructure costs.
- Development risks.
- Launch dependency on large player numbers.
For us as a studio, it’s the safest, most sustainable choice.
SwordFall Will Return — Stronger Than Before
Make no mistake:
SwordFall is not cancelled.
Our new game isn’t replacing it — it’s preparing us for it.
By building a community now, learning from a more stable release, and growing sustainably, we’re setting the stage for SwordFall to make a strong, community-backed comeback when the time is right.
SwordFall will benefit from:
- A larger, engaged player base.
- Real multiplayer experience gained from this project.
- Improved infrastructure knowledge.
- Lower risk, higher reward.
In short:
We’re stepping sideways to ensure SwordFall launches the way it deserves to.
Why This New Game Makes Sense for You
This upcoming project (we’re keeping its name a surprise for now) is being built from the ground up to avoid the pitfalls of SwordFall’s multiplayer-only design:
- Play solo or co-op.
- No empty servers.
- No waiting in lobbies.
- Your data stays with you.
And while it’s a safer step for us, it’s not a smaller one. This game blends the mechanics you love — roguelite progression, proximity chat, co-op chaos — into an experience we believe will stand out in the indie scene.
What’s Next?
We’ll reveal more about our next game soon.
If you’d like to follow our journey:
Join our Discord: Be part of our growing community! Chat with developers, share feedback, and connect with other players. We're regularly sharing exclusive sneak peeks and hosting Q&A sessions with the team: Click to join our Discord!
Follow Our Socials:
- Twitter/X: @DarkLoomStudio
- Instagram: @DarkLoomStudio
- Facebook: @DarkLoomStudio
Wishlist on Steam: Coming Soon!
Thank you for your patience and trust as we build not just a game, but a future for DarkLoom Studio.
- The Dev Team 🎮