MULTIPLAYER GUIDE

Daggerfall Online multiplayer guide

Understand Daggerfall Online multiplayer, its DFO Online foundation, independent accounts and plans for playing with friends. Online service is not open yet.

A character standing on a medieval town street at sunset in Daggerfall Unity
Daggerfall Unity referenceDaggerfall Workshop ↗

THE TRAVELLER’S FIELD GUIDE

Town streets, familiar faces

Use the guide below for this community client. This reference image shows another edition of Daggerfall; interfaces and features can differ.

Understand the editions ↗

Daggerfall Online and DFO Online

If you searched for dfoonline, this guide explains the DFO Online browser project and our independent Daggerfall Online integration. The multiplayer source is shared through the upstream project, but this website has its own service configuration and is not the upstream operator.

Our world is still being prepared

The website and self-hosted client are in development. Our account service and multiplayer world have not been opened or verified with two devices. There is no live player count to report.

The first release is intended to use one community world. Private rooms, passwords, and one-click party invitations are not currently promised.

Independent accounts and progress

This is separate from daggerfalljs.dev. An upstream account, party, or cloud save does not automatically appear here. Registration stays inside the game client; the website does not introduce a second account system.

Meeting friends

Once the service is available, use the same server and game version. Confirm your character names and agree on a location outside any solo introduction. Detailed meeting steps will be added after they are tested on this build.

A connected icon does not mean a friend is nearby. Region, interior, dungeon, and party state may affect visibility.

What must pass before opening

Two independent players must be able to meet, move, chat, fight a supported shared enemy, change scenes, and recover progress after reconnecting. Rewards must follow the game's rules without duplication.

Shared quests, player trading, and large player counts will only be advertised after relevant testing. This is not a promise of a fully server-authoritative MMO.

Prepared for our development build · 12 October 2026. Gameplay instructions are subject to device and multiplayer verification.