Fight to Save Faerûn in ‘Demeo x Dungeons and Dragons: Battlemarked’ With the Twilight’s End Campaign, Launching Today on Meta Quest

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Reality itself is unraveling, unless you and your party of adventurers can do something about it. Those are the stakes in “Twilight’s End,” the third story campaign for Demeo x Dungeons & Dragons: Battlemarked, launching today on Meta Quest.

“Campaign III: Twilight’s End” marks the epic conclusion of a story arc that has spanned all three of Battlemarked’s campaigns, and has taken players across the continent of Faerûn. As you make your way through this new chapter, you’ll return to important locations you’ve visited before, only to find them scarred by war and the events that have transpired across the previous campaigns. At the heart of it all are hidden plots and new enemies you’ll have to seek out and stop, with all of reality hanging in the balance.

Battlemarked brings together the strategic tabletop gameplay of Resolution Games’ Demeo with the vast worlds and deep storytelling of Dungeons & Dragons. You take on the role of one of eight characters, then explore the world with either a party of up to three friends, or alone in single-player mode, as you uncover Battlemarked’s story and fight your way through epic turn-based battles.

The final campaign of this story arc adds some other surprises, including new enemies and bosses for players to face and new side quests to complete. And with the release of “Twilight’s End,” Battlemarked adds XBOX cross-play, so you can now team up with friends playing on XBOX Series X and S, PC, or PlayStation 5 while you play on Meta Quest.

For the release of the new campaign, we sat down with Producer Simon Cutajar to dig in on what Battlemarked players can expect to face in “Twilight’s End,” how Resolution Games approached telling a wide-reaching story over three campaigns, and how the game’s world has changed entering this final chapter.

For players who aren’t in the know, can you catch us up a bit on the story so far?

Simon Cutajar: Since launch, players have been able to adventure through two campaigns. Now, on September 22, we are launching a third campaign. 

  • Campaign 1: The city of Neverwinter and the elves of nearby Neverwinter Wood stand on the brink of war. Our heroes learn of the machinations that are happening behind the scenes, and rush to stop them.
  • Campaign 2: Giants, kobolds, and mysterious forces are gathering at a frozen stronghold, threatening Icewind Dale. Our heroes discover the leaders behind the invasion, how these unlikely allies have been brought together, and rush to put a stop to this terrifying show of force.
  • Campaign 3: Chaos is spreading across the land, brought about by creatures born of chaos and their terrible plots. As reality begins to unravel, they must put a stop to this before their very existence is remade.

This chapter features new enemies and bosses. What can players expect to face in this campaign?

SC: Oh yes, players can expect to face all sorts of enemies! Some are new, such as the owl bear and the specter. Others are variants of monsters that players have already faced, such as kobolds, goblins, Uthgardt barbarians, and the horrible slaadi. But we don’t want to spoil anything, so if you really want to know the details, you’ll have to dive in!

What has it been like to develop a story over three campaigns? Were there any important lessons you learned along the way that helped shape “Twilight’s End?”

SC: Developing a story across three campaigns has been a really interesting evolution for us. With the first two campaigns, we were learning a lot about how to build these adventures — how to pace the story, create memorable encounters, and make each campaign feel visually and narratively distinct. By the time we reached “Twilight’s End,” those processes were much better understood.

Narratively, one of the biggest lessons was the value of leaving ourselves plot hooks and threads that we could return to later. That gave us a strong foundation for “Twilight’s End,” because we already had characters, events, and mysteries established in the first two campaigns that we could build upon and bring together in meaningful ways. Each campaign is still designed to work as a standalone adventure, but for players who have experienced all three, “Twilight’s End” brings those threads together and gives the larger story a satisfying conclusion.

We’ve also learned a lot about creating a sense of place. We want every campaign to feel visually distinct, while striking a balance between taking players to recognizable parts of the Forgotten Realms that longtime D&D fans will be excited to see brought to life, and exploring some lesser-known corners where we have more freedom to create something that feels distinctly Battlemarked. By the third campaign, having both that established world and our own established history within it gave us a lot more to work with, and, in some ways, made “Twilight’s End” the most natural of the three to write.

“Twilight’s End” takes players back through lands that have been described as “scarred by war.” How have the events of the campaigns changed the world, and how can players expect that to affect their stories?

SC: The events of the first two campaigns have left a very real mark on the world, and in “Twilight’s End,” players will get to see the consequences of everything that has happened so far. The growing instability between the planes is becoming increasingly difficult to ignore, with strange cracks and other signs of that disruption appearing more frequently throughout the adventure.

Players will also return to some familiar locations from earlier campaigns, including Cragmaw Castle and Ythryn, but they may not find them exactly as they remember. The effects of the planar anchor have transformed these places in significant ways, giving us an opportunity to show that the story hasn’t just moved forward — the world itself has changed along with it. For players who have been with us since the beginning, we hope revisiting these locations and seeing the consequences firsthand gives “Twilight’s End” an even greater sense of culmination.

With “Twilight’s End,” you’re bringing cross-play in between players on Meta Quest and XBOX consoles. That’s a huge addition to allowing players to band together with friends — what did it take to make it happen?

SC: Cross-play has actually been part of Demeo x Dungeons & Dragons: Battlemarked from the beginning, first connecting players across Meta Quest, Steam, and PlayStation, and later expanding to Nintendo Switch 2. With this update, we’re excited to welcome XBOX players into that same community.

Cross-platform multiplayer is very much in Resolution Games’ DNA. It’s never a simple undertaking, but we’ve built up a tremendous amount of experience over the years connecting players across different platforms. For Battlemarked, that’s especially important since we want it to be as easy as possible to gather your party and play together, regardless of where everyone chooses to play.

Is there anything you want to mention that we haven’t brought up?

SC: The Battlemarked community has been so amazing, and we really can’t wait to hear what they think of this epic conclusion that takes place with the third campaign!


Start your adventure in “Twilight’s End” today — the campaign is available as an in-app purchase for $9.99 USD. And if you’re new to Demeo x Dungeons & Dragons: Battlemarked, grab some friends, form a party, and begin your quest. You can find Battlemarked for $29.99 USD on the Meta Horizon Store.