GreedFall: The Dying World Q&A – “The Public Wouldn’t Have Accepted It if We Stuck to the First Game’s Combat”

Mar 2, 2026 at 12:45pm EST
A fierce warrior stands in the center with face paint in an image promoting 'GreedFall: The Dying World'.

Next week, French developer Spiders (a subsidiary of the ailing publisher NACON since 2019) will launch the game GreedFall: The Dying World, originally called GreedFall II, out of early access. It's a delicate time for the company, between the mixed reception to the early access version of The Dying World and the tensions within the studio in late 2024 that led to a strike and, eventually, to higher wages for employees. A few months ago, Spiders also laid off most of the animation team, probably because there was no more work to be done on GreedFall: The Dying World in that area.

It's clear that the studio desperately needs a win; their previous game, the Soulslike Steelrising, found neither critical nor commercial acclaim. Ahead of the launch date of GreedFall: The Dying World, which is set for Thursday, March 12 on PC, PlayStation 5, and Xbox Series S|X, we interviewed Creative Director Jehanne Rousseau, Design Director Nicolas Ducart, and Technical Director and Wilfried Mallet to discover a few technical details and, most importantly, how they plan to turn things around with the 1.0 release.

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The first question has to be: why did you change the combat system from the first game, which was successful with action combat? Were there any doubts within the studio, or did you all agree on this risky choice?

Jehanne Rousseau: When we released the first GreedFall game, we had some very positive feedback on the story and world, but the combat in general was not perceived as good by the players. A lot of them were asking for the possibility to handle the companions, and not only the main character. Because of this feedback, we did a survey amongst our players, and it confirmed that most of them would have preferred another combat system. It’s true that it was risky, especially since we never had this kind of combat before, and there were of course some doubts, but we also didn’t want to deliver a game using the exact same proposition of the first game. All RPGs are evolving in their system: the gameplay of let’s say Dragon Age Origins is completely different from that of Inquisition. So we had to try. It took time to find a new recipe that could work and please as many players as possible, but the public wouldn’t have accepted either if we had stuck to the exact same gameplay as the first opus, considering the criticisms we received back at the time.

It's fair to say that early access reception for GreedFall: The Dying World has been mixed so far. What are the steps that you've got planned to change the overall impression of the game for version 1.0?

Jehanne Rousseau and Nicolas Ducart: During early access, we received a great deal of feedback from players. This allowed us to identify the elements that needed reworking and further development to better fit the expectations. This back-and-forth with players led to two major content-rich updates during early access, which significantly improved the overall gameplay experience. With the official release, the game includes numerous improvements based on what the players expected, whether graphical, balance-related, or technical. It also features a wide range of enhancements that improve accessibility and gameplay fluidity, particularly thanks to the many options added to customize the character, its combat style, and the camera movement.

Can you give us an overview of what will be in the launch patch?

Jehanne Rousseau and Nicolas Ducart: At launch, players will be able to experience the full game's content. Here’s some of the main content they can expect:

Did you make any changes to the plot and length of the prologue from the early access version of GreedFall: The Dying World?

Jehanne Rousseau and Nicolas Ducart: Changes were made to the dialogue system to make its structure and choices more straightforward. We also added new ways to complete certain quests, while others were adjusted for better balance and clarity. The prologue in Teer Fradee now features additional regional quests available from the start, along with many new events and possibilities.

Can GreedFall players look forward to more ambient companion dialogue and more fleshed-out romances in the sequel compared to the previous installment?

Jehanne Rousseau and Nicolas Ducart: Yes, we have added more romance dialogue options, not only during companion quests, but also throughout the main story of the game.

Are you planning to make any further improvements to GreedFall: The Dying World post-launch? If so, can you share in which areas?

Jehanne Rousseau and Nicolas Ducart: A DLC titled “Black Mass” is planned for release and is included as a bonus in the game’s Deluxe Edition. Beyond that, we will continue to monitor player feedback to provide bug fixes and ongoing support as needed. While no additional content is currently planned aside from the aforementioned DLC, if the game proves to be a major success, we would be happy to develop more content in line with community feedback.

Is there any chance the final game will be fully Steam Deck-verified?

Wilfried Mallet: Unfortunately, the game is not yet compatible with Steam Deck. We are currently exploring the matter, though we cannot guarantee a swift outcome at this time.

Can you share which, if any, specific enhancements are planned for the PS5 Pro version?

Wilfried Mallet: The PS5 Pro benefits from specific enhancements. These include visual quality improvements across various elements such as shadows, object draw distances, visual effects, and vegetation quality. The Quality Mode also uses PSSR to increase resolution.

Do you plan to add NVIDIA DLSS Frame Generation or AMD FSR Frame Generation to GreedFall: The Dying World?

Wilfried Mallet: We do not plan to implement them.

Are you going to look into a potential Nintendo Switch 2 port, or is that just technically unfeasible?

Wilfried Mallet: This is technically feasible, but it is not planned.

Lastly, with the AI debate raging in the industry, can you share your studio's take? Do you use AI tools, and if so, in what capacity?

Wilfried Mallet: Talking about AI is quite broad! It can refer to many different tools used in game development. As all developers, using technologies that may incorporate AI algorithms helps, for example, to optimize performance, improve quality, or automate technical tests. But if you mean generative AI, we haven’t used it for the development of this game. There is no AI-generated content in the game.

Thank you for your time.

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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