Some info (gathered from the discord):
- they are in pre-production so things are subject to changes
- they have about a dozen people working part-time on pre-prod and 1 investor
- they will probably use Unreal (the other one they looked at is Unity as Julian is familiar with it). They want an engine that can support mods.
- Setting will be western high fantasy with some weird things in it.
- Ted is researching how the medieval era people saw magic to design their magic system/lore.
- They want the landmass to be on par with Daggerfall (aka the size of Great Britain, also 4000+ dungeons and 5000+ cities). You can infer from that that it will not all be hand placed.
- They want "infinite quests", and for that they created a system they call dynamic composition which takes more factors into considerations (like reputations, local area, events, etc) than what Daggerfall used.
- the focus will be on adventuring (something people have an hard time understanding on the discord with all the not-adventuring related features they are requesting)
- Ted wants the game to have more skills than there was in Daggerfall, but he wants them to be useful for adventuring (skill will raise with usage)
- Other features 100% in the design docs: spell maker, climbing, guilds/factions and reputation system
The things they will reveal toward the end of this year will have concept arts. Including Ted new in-world "self insert" (it was Sheogorath in TES).
Also, the website saying "production values of today games" doesn't mean AAA game which I get the impression everyone is expecting the game to be. My gut feeling is that this will be a private investor low budget indie project. So expect lots of procedural generation, almost no voice over and very few not adventuring related features.