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.
