Release: Q1 2019
Platforms: PC, others TBC
Studio: Clan Latria, based in Bastia, Corsica (France)
Winterfall combines the instant action of a third-person open-world RPG with the resource management and strategy layer of a town builder. Choosing between three tribes of different cultures, you set out on an adventure across expansive, untamed environments, rebuilding your Sanctuary and uncovering its forgotten history. If you fall, what will your legacy be to those left behind?
Create a range of unique characters in a deep character creation suite, each with their own skills, personality, and ambitions, dramatically changing the experience from one trek into the wilderness to the next. Every action you take will leave a lasting mark on these ancient and awe-inspiring lands. A fully functioning ecosystem, each region with its own distinct atmosphere, makes the world teem with life, adding a layer of unpredictability to every journey.
After a character’s time has passed, you can continue to expand your House’s legacy through the deeds of another. Your House becomes a reflection of your actions as you attempt to create an environment in which your lineage can thrive in the face of the deadly frosts of the looming Winterfall.
One minute you are battling in tense, real-time, strategic combat, and the next you are managing your people in Sanctuary mode. Take a top-down view of your Sanctuary and build, upgrade, decorate, and defend it from incoming enemy sieges.
Through battle, relationships, and adventure, forge your own legacy and test it against the Winterfall.
Experience a vast world with different ecosystems affecting gameplay
Inspired by the lands of Corsica and spoken it its language
Choose from three different cultures, each with their own starting place, history to uncover and culture to rebuild
A deep character creation system where each character has their own equipment, backstory, personality, and ambitions
Explore the wilds in the open-world Wilderness mode, gathering artefacts and supplies
Manage, upgrade and defend your Sanctuary, forging bonds between your characters
No gratuitous violence as a gameplay trope. Killing has consequences and ramifications in a character’s life
Play as multiple characters in the same grand adventure
This was once Anor, the Old Kingdom. A place that we left, to new homes far away; a place of ancient longing, a place of forgotten beauty, of sorrowful remains of what once was.
But beyond the ruins of lost ancient cities, and far over endless plains; beneath the roots of the world or high up the course of streams and deep into wilderlands, we are called... to reclaim what we once left behind.
For in our past, there was betrayal, there was war and there was exile. To distant sanctuaries our ancestors departed. They sought to preserve culture, honour and legacy and yet, there they were followed: corrupted by the cursed gold of an unseen enemy, the kinglets of the Old Kingdom laid siege to our distant havens, which fell one by one at the onset of the great frosts.
Now we remain, called back into the wild, nurtured by its awe and abundance. Seeking, amongst its lost ruins, Remembrance to restore what once was. Our blood-enemies, betrayers of our forebears, still linger. Haunted and oath-breaking in their greed, blind with an evil hunger, they await, bidden to finish what they began and cut off all branches of our family trees.
And yet, our homes, our bonds, our sanctuaries, we will rebuild against frost, against dismay and against death, for those are the things the Winterfall brings. In war, in love, through history, we will overcome and thrive into the next age... or fade by the world-ending snows.
Winterfall Announcement Trailer YouTube
Logo & Icons
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Game director Fab Mariani grew up in the wilds of Corsica, between the mountains and the sea where, for the child that he was, felt like the setting of a great adventure like Hyrule or Middle-Earth. Growing up in this environment, he knew from a young age that designing games that let you experience the vast sprawling wilderness was his calling.
The concept for Winterfall came from a personal story of hardship, as Fab came to a crossroads in adulthood. This inspired him to risk it all to realise his vision: creating the vast, endless, deeply interactive, simulation-rich open world game that he dreamed of but couldn’t find anywhere. As development went, it started mirroring his own struggles, and would be a game of emotional survival, growth and legacy in a lush open world.
There was only one problem… Other than spending time on the modding scene and designing pen-and-paper RPGs, Fab had no prior game dev experience - but he downloaded Unity3d and hired a freelance game developer to code his ideas into shape. Five years into the adventure, Winterfall is finally being realised.
Fab Mariani: Game Design, Writing, Art Direction, Environments, Production
Caustic Games: Development
Andrew Kobylski: Development
Florent Habert: Development
Simon Gugeler: Media Design
Frédéric Antonpietri: Corsican language consultant, Music supervision, Production
Paul Turchi-Duriani: Co-writer
Doria Ousset: Singing, voice acting
Neil Hookway & Jonathan Olsson: Composers
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