A centuries-long peaceful coexistence within the Grand Principality of Timnuzyma is brought to an abrupt end by a political turmoil that escalates into an all-out open conflict between the two ethnic groups of the multinational state: the Daywalkers and the Nightstalkers.
No hope of peace looms in the horizon, as the self-righteous wage war, the innocent pay the price, and old hatreds and resurfaced historical claims swing the swords, march the troops and put villages to the torch.
Only one question remains: will you fight for the freedom of your nation—or for the integrity of the realm?
The night is dark before the dawn—and the dawn is far.
Outdated development material.
Art direction experiencing overhaul over winter 2026–2027.
(January 19, 2025)
- Unit stats inspection ↗
- Caster unit skills ↗
- Construction #1 ↗
- Construction #2 ↗
- Base attack ↗
- Bridge battle #1 ↗
- Bridge battle #2 ↗
- Bridge battle #3 ↗
- Victory ↗
(October 31, 2023)New, darker art direction: open ↗
(February 3, 2023)First sneak peek: open ↗
The golden era of 2D real-time strategies, or RTSes, began in mid-90s, lasted until early 2000s and gave us several great gameplay experiences—such that have never been successfully replicated since, be it in later iterations, clones or new franchises.
Far Dawn is set to bring us back the look and feel from the era of true classic RTSes, while modernizing what needs to be modernized.
- Crisp, pixel-sharp 2D graphics.
- Grid-based gameplay, offering clearest possible battlefield readability and uncompromised control.
- No worker units, thus no exhausting worker micromanagement either. Both building construction and unit production are managed through the user interface. The user interface supports effortless multiconstruction and multiproduction, and unit production capability scales linearly up with the number of production facilities, thanks to optimized, functional user interface design.
- Caster units automatically know when to use their abilities when the situation arises.
- No heroes or other superunits at the center of gameplay, contrary to role-playing game–influenced RTSes (‘RPG-RTSes’). Far Dawn is pure RTS, where units are maneuvered en masse instead of one by one. Unique superunits do not dominate combat nor define surrounding battlefield conditions with their presence; instead, battles are waged between large fronts of amassed combatants.
Far Dawn will feature two single-player campaigns—one for each of the differing factions—with branching storylines and a number of alternative endings.
Online multiplayer will likewise be supported. The game will also provide tools to craft your own custom maps—all up to script-driven scenarios composed into custom campaigns.
The game runs on a custom engine written in Rust ↗ and utilizing SDL2 ↗. While this approach may require more time than using a proprietary third-party engine, as is common nowadays, it ensures complete control over technical implementation and gameplay performance, and secures the developer's independence from any peculiarities and "undocumented features" that third-party engines tend to bring with them.
Far Dawn is a solo developer effort, so it takes a relatively long time to push features and assets into production. With all this said, the development is progressing at a steady pace.
Be sure to wishlist on Steam and follow the development:
