
GreedFall: The Dying World is an old-school influenced RPG that takes place three years before its well-received predecessor. As it’s technically a prequel, developer Spiders saw fit to drop the number two from its title during its early access phase; and, during the near-eighteen months the game’s been in early access, the studio has brought changes infinitely more sweeping than a simple name tweak. From revamped systems, to visual overhauls and new locations, here are fifteen things to know before you buy GreedFall: The Dying World 1.0.
GreedFall: The Dying World is an old-school influenced RPG that takes place three years before its well-received predecessor. As it’s technically a prequel, developer Spiders saw fit to drop the number two from its title during its early access phase; and, during the near-eighteen months the game’s been in early access, the studio has brought changes infinitely more sweeping than a simple name tweak. From revamped systems, to visual overhauls and new locations, here are fifteen things to know before you buy GreedFall: The Dying World 1.0.
Overhauled “Real-Time With Pause” Combat
One of GreedFall: The Dying World’s biggest deviations from its predecessor is the shift from action-orientated gameplay to a “real-time with pause” combat system. Spiders has cited classic RPGs Dragon Age: Origins and Knights of the Old Republic as influences for the new, more strategic, party-focused combat, but not everyone was convinced when the follow-up launched to early access. Rigid, rough, and antiquated were common grievances, but Spiders has stuck with the system, smoothening its edges, adding playstyle customisation, and target lock systems. The real test, whether these changes mark improvement, will be when you – the player – get your hands on 1.0, and can experience the overhauled combat – its dynamic action and tactical pauses – in context of GreedFall: The Dying World’s final version.
Tactical Party Control
Unlike the first game, The Dying World allows you to manage the actions of all your party members, opening up new avenues for strategic and tactical control. See, each character has access to a pool of Action Points, and it’s down to you during tactical pauses whether to spend them on executing skills, restoring life, or unleashing special abilities. Actively switching between party members is possible during combat too.
The Story Is Complete
The early access version represents approximately 30% of the final game, with the main quest up to now taking you from the island of Teer Fradee as far as the city of Olima. Now, in our early access review back in September 2024, we described the first hour of The Dying World’s story as “pretty dull.” While November’s update 0.3 brought a new region, and a continuation of the game’s overarching quest, 1.0’s narrative framework from start to finish still needs finesse. By the end, let’s hope the entire journey across the Old Continent lives up to its grandeur.
New Disguise System Facilitates Stealth
Like a covert spy, in GreedFall: The Dying World you can dress in the uniform of your enemies to infiltrate their stronghold undetected. The Disguise System is the game’s method of adding stealth to your skillset, and it’s an alternative to direct combat that’s as simple as wearing faction-specific armour on the inside of said faction’s base. Tied to the inventory system and stealth branches on the skill tree, the effectiveness of using disguises for subterfuge looks set to be influenced by the quality of gear you acquire and the skill points you spend.
Revamped Armour System
Another overhaul which arrived in November’s 0.3 update, and is set to be rolled out with 1.0, is the revamped armour system. When early access launched, the armour system was separated into two: one bar for physical damage, the other for magic. The community felt that the system was unintuitive, and that it didn’t provide any opportunity for creative synergies. So, Spiders looked to the first GreedFall game for inspiration, and now the interface is simpler, tactics are expanded, and there is space for team-wide synergies. Your armour now reduces incoming physical damage and magic deflection gives additional health while minimising magic damage.
Gear Crafting and Upgrading are New Additions
Previously, The Dying World gave you the tools to craft items to use in combat and to heal yourself, whereas now weapons can be created from scratch, giving new levels of satisfaction when you scythe down your enemies with a blade you forged yourself. Accessible via workbenches located throughout the world, you’ll be able to upgrade your weapons, providing you’re skilled-up enough and carrying all the necessary components. Old weapons can be recycled for materials, and, of course, new weapons can be made, copied from collectable blueprints. What’s more, if your crafting skills aren’t up to snuff, there are blacksmiths on hand to hammer your shiny new sword for you, albeit for a fee.
There’s a New City Beyond Olima — Peren

Another 0.3 addition that’ll be fully explorable in GreedFall: The Dying World’s full version is a new city. Characterised by gothic spires and misty hilltops, Peren is a shining city blighted by nefarious nobility and ravaging plague. With a winding network of subterranean catacombs, Spiders promise there’s plenty to see and do beyond continuing the main quest.
There Are Two New Companions
Yep, two newcomers can accompany you on your voyage across the Old Continent: seasoned explorer Safia and grizzled soldier Till – both added to the game in March’s 0.2 update. Safia is a ranged specialist, using muskets and other firearms to keep enemies at bay. Her wisdom props her as the mother of your party, always eager to offer advice and guidance. Till, on the other hand, is a defender whose loyalty is as sturdy as his strength.
Character Creator has Been Greatly Expanded
On early access launch, The Dying World’s character creator was sparse, to say the least. Now, with 1.0 on the horizon, if you’re the type to spend hours perfecting the shape of your character’s lips you’ll be made up with the expansions Spiders has brought. In short, there’s a myriad of choices, with sliders adjusting eyes, nose, face, mouth, chin, and more. More distinguishing features, like scars, can give your character a more personable backstory, although if you’d rather get straight into the game you can randomise your character’s look or choose from a selection of presets.
New, Overarching Antagonist — Kurnaz

Just-announced in January, Kurnaz is the cold yet charismatic villain who’ll be a thorn in your side throughout your time in the Old Continent. The leader of an imperialist subfaction of the Bridge Alliance, Kurnaz has experienced something of a Napoleonic rise through the ranks, and as such follows his superiority complex to crush anyone who opposes him. Kurnaz’s narrative beats are currently under wraps, but his backstory looks to fit right in with the complex, mystifying world Spiders has created for this follow-up.
Visual and Performance Upgrades Arrived Throughout Early Access
Beyond updating character creators and retooling system UI, Spiders has been absorbing your feedback on the overall state of The Dying World’s visuals since early access launch. Their response was to focus heavily on optimising the game engine, with richer environmental detail, expressive character animations, realistic lighting, and more, coinciding with an extensive list of bug fixes which were aimed squarely at improving performance.
Photomode Will Be Included
A heavily requested community feature made its way into the early access build in the November update, and it’ll be rolled out when 1.0 lands. Photomode includes all the options to snap with skill and personality, from basics like shutter speed adjustments, to blur distance and exposure changes. It’s the sort of photomode which pushes you towards digital tourism; handy for when you’re strolling Peren’s pristine streets in golden hour.
“Game Profiles” are Selectable Playstyles
Another community-led change, Game Profiles are now selectable at the start of a new game, governing playstyle, difficulty, keybinds, camera controls, and more. Playstyles include the combat-focused “Tactical”, character-led “Focused”, or the balanced “Hybrid” experience. From there, the level of challenge, story focus, camera sensitivity – even an invincibility switch – can tailor the game exactly how you want to play it, before you’ve even begun.
Custom Save Files are Being Removed

Custom Save Files drop you right into specific parts of the game: early-game skips, late-game exploits, new content only, and so on. They’ve only been a part of the early access experience since November but Spiders announced even before they arrived that they won’t be included in the final build of the game; the idea was to streamline feedback and info gathering for specific portions of the game, but there’s no need once early access ends.
Release Date, Platforms, Price, and PC Requirements
GreedFall: The Dying World 1.0 will release on March 12th, with PS5 and Xbox Series X|S joining the PC version that’s already playable in early access via Steam. The final build will cost more than early access, with console pre-orders currently retailing at £49.99 / $59,99 for the standard edition, and £59.99 / $69.99 for the deluxe. As per the game’s Steam listing, if you purchase whilst in early access you’ll have access to the complete title on launch.
To play comfortably on your PC you’ll need at least an Intel Core i7-4790 or AMD Ryzen 5 1500X processor, Nvidia GeForce GTX 1060 or AMD Radeon RX 5500 XT GPU, and 16GB RAM. However, the recommended specs list an Intel Core i7-10700K or AMD Ryzen 5 5600X CPU,and Nvidia GeForce RTX 4060 Ti or AMD Radeon 6700XT GPU. Whatever your setup, GreedFall: The Dying World needs 30GB storage space.














