Why We Paused SwordFall to Focus on a New Game

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!

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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 🎮