In Development · Playable Vertical-Slice Development

Eirene Stack → Eirene Lab → Game & Interactive World

EireneFall

A World of Aether and Adventure

An original third-person fantasy progression RPG in development.

Explore a living world, build skills through action, gather resources, craft equipment, face dangerous creatures and uncover the remnants of an ancient Aether age.

An Eirene Lab project by Eirene Stack.

An internally playable Greenhaven development slice now connects exploration, gathering, progression, basic combat and a readable gameplay HUD. More advanced systems remain in development; no public download is available.

See current development progress ↓ Art direction concept

What is EireneFall?

Your journey is defined by what you do.

EireneFall is built around progression through action rather than a fixed class. Mining, fishing, combat, crafting, magic and exploration all contribute to how your character develops.

These systems are designed to connect: exploration reveals resources and mysteries, gathering supports crafting, and the equipment and experience you earn open new ways to travel and face the world.

Core gameplay loop

Every journey feeds the next.

EireneFall is designed around connected systems. Exploration reveals resources, threats and mysteries. Gathering feeds crafting. Crafted equipment supports deeper journeys and harder encounters. Combat, skills and discovery are intended to open new ways to interact with the world.

  1. 01ExploreFind routes and landmarks
  2. 02GatherBring back useful resources
  3. 03CraftPrepare equipment and supplies
  4. 04FightFace readable threats
  5. 05ProgressGrow skills through action
  6. 06DiscoverReveal reasons to explore again

This is the current design direction; individual relationships and systems remain in development.

Exploration

Beyond Greenhaven.

Greenhaven is only the beginning. Roads lead into mountain valleys, forests, rivers, forgotten ruins and ancient sites touched by Aether.

The wider world is being shaped around discovery. Distant landmarks create reasons to travel, while resources, settlements, threats and ancient Aether structures can reveal mysteries and fragments of world history. This concept establishes a direction for atmosphere; it does not represent a fully implemented landscape.

Exploration concept showing an adventurer overlooking a broad mountain valley with forests, waterways, settlements, ruins and luminous Aether landmarks.
Concept visual — world direction, not final gameplay.
Concept view of Greenhaven valley with mountains, settlement, waterways and distant Aether structures.
Concept visual — art direction, not final gameplay.

Greenhaven

Where the journey begins.

Greenhaven is envisioned as the starting valley and the player’s first home — a grounded settlement surrounded by forests, rivers, mountains and traces of an older Aether age. Nearby roads and wilderness lead naturally into early gathering routes and wider journeys.

Representative functions being explored for the valley include:

  • Player home
  • Bank
  • Forge / blacksmith
  • Tavern
  • Quests
  • Gathering routes

World & regions · Concept world atlas

A world larger than the starting valley.

Greenhaven remains the opening anchor, but the wider EireneFall world is envisioned to include wilderness, rivers, mountain routes, ruins, settlements and ancient Aether sites.

World planning concept — geography, routes, locations, scale and travel relationships remain subject to iteration during development.

EireneFall World Master Plan V2.0 concept showing Greenhaven, surrounding regions, transport routes and Floating Realm planning.
World Master Plan V2.0 — production concept, not final gameplay geography.

Realm concept

Two layers of the same world.

The Ground Realm contains the mortal lands where the journey begins. The Floating Realm, the Shattered Crown, represents a later world direction tied to ancient Aether structures and traversal.

This remains a worldbuilding and production concept. Access, traversal systems, geography and progression requirements are not final.

EireneFall concept showing the relationship between the Ground Realm mortal lands and the Floating Realm Shattered Crown.
Ground Realm / Floating Realm — worldbuilding and production concept.
Art-direction concept of an adventurer gathering and crafting beside a forest river, with mining, fishing and smithing activities represented.
Concept visual — skills and gathering art direction, not final gameplay.

Skills & gathering

Actions shape growth.

Players improve through what they actually do rather than selecting a rigid starting class.

Resources gathered from the world become materials for refining and crafting. Crafted and equipped items support further exploration and combat, while continued activity develops the skills connected to those actions.

Representative skills currently being explored include Mining, Woodcutting, Fishing, Smithing, Cooking, Crafting, Attack, Strength, Defence and Magic. The list and its place in progression may evolve.

  1. Gather
  2. Refine
  3. Craft
  4. Equip
  5. Venture further

Crafting & progression

The world should feed progression.

Gathered resources are intended to have a purpose beyond collection.

Ores can support smithing; wood and natural materials can support equipment or supplies; and gathered ingredients can support cooking or crafting. What players refine, craft and equip is being designed to help them venture deeper into exploration and combat.

Recipes, materials and progression relationships remain subject to development.

Combat art-direction concept showing a sword-and-shield adventurer and wolf companion confronting an armoured Barrow Knight.
Concept visual — combat art direction, not final gameplay.

Combat

Read the threat. Choose the moment.

Third-person combat pairs accessible basic attacks with choices around positioning, stamina and timing.

Blocking, parrying, dodging and other forms of evasion sit alongside weapon skills. Readable enemy telegraphs and distinct combat roles are intended to reward recognising enemy behaviour while keeping each encounter understandable.

World mystery

Aether is more than magic.

Magic and Aether belong to the same world, but they do not play the same role.

Conventional magic

Learnable and practical, magic is being explored as part of ordinary player progression, with elemental, defensive and restorative possibilities.

Aether

Ancient and rarer, Aether is tied to old civilisations, crystalline structures, ruins and forgotten systems. It may enable unusual traversal, combat or world-interaction possibilities as its direction evolves.

Creatures & enemy progression

Threats change with the journey.

The wilds

Wildlife, rats, boars and wolves.

Roads & camps

Goblins, bandits and poachers.

Depths & ruins

Skeletons, undead, Barrow Knights and strange dungeon threats.

Aether-touched

Corrupted creatures, spectral beings, ancient constructs and rare threats.

Elite / boss

Larger encounters with more distinct mechanics.

Companions & mounts direction

Travel does not necessarily have to be solitary.

Grounded animal companions, travel mounts and companion support during exploration or combat are being explored as part of the wider adventure systems. Their roles and scope are not final.

Current status · Reviewed 11 November 2026

Greenhaven comes to life.

In Development · Playable Vertical-Slice Development

Current playable development slice

Approach Fenn Alder near Greenhaven's north gate, choose conversation responses and learn about the surrounding woodland. This first branching conversation brings a new voice to the internal playable prototype.

Fenn's dialogue builds on the integrated Greenhaven foundations already present in October:

  • Third-person movement and exploration in integrated Greenhaven.
  • Mining, Woodcutting and Fishing foundations, with skills and XP progression.
  • Inventory, banking and local save/load.
  • Baseline creature combat, Highland Boar encounters and Q Power Strike, with movement and contact corrections.
  • Player HP, POWER / Q-ready display, target name and HP, plus a resizable and collapsible System/Activity Log for gathering, XP and interaction feedback.

Implemented internally, not a public download. Fenn dialogue is merged, and post-corrective automated QA passed. Additional post-corrective human gameplay QA remains pending. Earlier human acceptance of the integrated slice and core HUD does not establish acceptance of this later dialogue correction.

A conversation, with a bounded role. Other NPC services retain their passive responses. Fenn does not provide quest completion or ranger training, and conversation choices do not create persistent character relationships.

Future or incomplete

Equipment visuals and loadout progression, production monster pursuit AI, full loot/death loops, crafting outputs and a deeper economy, quests and journal, a minimap and broader navigation UI, dungeons/bosses, and advanced Aether and traversal systems remain future or incomplete work. Quest & Journal is planning only. The sword-animation experiment remains paused. The wider design shown above is direction, not a list of completed features.

Platforms, release timing and commercial availability have not been announced. There is no announced release date. Existing illustrations remain concept visuals, not actual gameplay screenshots or final in-game footage.

For nerds — technical details

Technical evidence links may require authorized GitHub repository access.

Verified on 11 November against main · 607d6e1cf860; no newer main commits were present. EF-RM-011A / PR #62 merged on 10 November. The post-corrective local Unity QA record contains 34/34 passing executions, zero failures/skips. Earlier 44/44 executions are historical pre-corrective evidence and are not added to that total. Additional human gameplay QA is deferred, not passed. See the Fenn dialogue acceptance record.

PR #63 reconciled production documentation and roadmap status; it added no gameplay. EF-RM-011B Quest & Journal remains planning only. The sword-animation experiment remains paused and unaccepted.

EF-INT-001 / PR #59 and EF-UI-001A / PR #61 are the October integrated-slice and HUD foundations. The historical focused 122/122 automated result covers A1, not the entire game or the later Fenn correction. No Unity tests were rerun for this website refresh.

The road ahead

Your journey begins in Greenhaven.

EireneFall is under active design and development. The systems, visuals, world and scope may continue to evolve as the project takes shape.