Atmospheric artwork inspired by The Elder Scrolls
All series

7 mainline entries1994 — today

The Elder Scrolls

A continent you can walk across, one open world at a time.

The story of the series

The Elder Scrolls promised something few games dared in 1994: an entire continent, and the freedom to ignore the main story entirely. From the buggy ambition of Arena to the modded eternity of Skyrim, the series has steadily widened the scope of what an open-world RPG can be — a first-person world of factions, books, daedra, and dragons where the player’s curiosity is the only compass. Each entry expands the map, simplifies the systems, and draws more people in, turning a niche PC series into one of the most-played games ever made.

Every release

The release timeline

From the first cartridge to the latest entry — every mainline game in the The Elder Scrolls series, in the order it reached players.

  1. 1994 · PC

    The Elder Scrolls: Arena

    The first continent. Originally a gladiator game, it grew into a vast first-person RPG across all of Tamriel — rough, vast, and ambitious.

  2. 1996 · PC

    The Elder Scrolls II: Daggerfall

    A map the size of Great Britain, procedural dungeons, and a political story. The most ambitious — and most broken — Elder Scrolls.

  3. 2002 · PC / Xbox

    The Elder Scrolls III: Morrowind

    A strange alien province, no fast travel, and a world that doesn’t care if you fail. The cult favorite that proved depth beats polish.

  4. 2006 · PC / Xbox 360

    The Elder Scrolls IV: Oblivion

    A bright fantasy forest, Patrick Stewart, and a more guided adventure. The series reaches the mainstream console audience.

  5. 2011 · PC / 360 / PS3

    The Elder Scrolls V: Skyrim

    Dragons, shouts, and a streamlined skill system. The breakout — re-released on nearly every console since, and still modded daily.

  6. 2014 · PC / Consoles

    The Elder Scrolls Online

    Tamriel as an MMO. A rough launch grew into a vast, story-rich online Elder Scrolls that keeps expanding.

  7. 2019 · Mobile / Switch

    The Elder Scrolls: Blades

    A mobile spin-off with first-person dungeon crawling and town-building — a small experiment between mainline entries.

How it changed

What changed across releases

The The Elder Scrolls series never stood still. Here is how it reinvented itself, era by era.

The continental ambition (1994–1996)

Arena and Daggerfall threw open the entire continent with enormous procedural maps, founding the series’ promise of total freedom — at the cost of stability.

The handcrafted world (2002)

Morrowind shrank the map but filled it with meaning — a hand-built alien land, deep faction systems, and a world that refused to hold your hand.

The mainstream polish (2006–2011)

Oblivion and Skyrim simplified mechanics, added quest markers and fast travel, and brought the series to consoles and a mass audience without losing the open-ended core.

The living world and the long wait (2014–today)

ESO turned Tamriel into a persistent online world, while Skyrim’s endless re-releases and modding kept the single-player flame lit through a decade-long wait for the next mainline game.