As a Christian, I'm kicking myself for not realizing this sooner.
You know what though- all things considered, I can't help but think that this is deliberate. The darkest dungeon game, IMHO is Dismas's redemption story.
We start with the highwayman comic. Dismas is nothing more than a murder, and it's only after gunning down a child that he fully realizes the monster he's become.
Dismas isn't a young man, if his character image is anything to go by. Who knows how many lives he's taken. How many people he's robbed. How Mapuche injustice he's committed over the course of his life.
At the start of the game, dismas is a broken man seeking redemption- the game itself hints as much. The opening cut scene you get after making a new game file ends with the haunting line, "the old road will take you to hell. But in that gaping abyss... we will find our redemption."
What separates the Dismas from the various brigands and thieves you fight in the game? It's not just that Dismas is on another side- it's that he's left his old life behind in a vigorous (and potentially martyrous) pursuit of driving out one of the greatest evils in the world.
Also, I've got my theory that Dismas was the one the Ancestor sent the letter to, and is actually the Ancester's bastard son with some prostitute from when the Ancestor was much younger (it's been well established that the Ancestor was a unrepentant hedonist). But this is more pure speculation than anything else.
TL;DR Dismas is my favorite darkest dungeon character. I'm a sucker for redemption themes.
There is a comic that Red Hook released about the various classes, This is the Leper's :http://www.darkestdungeon.com/darkest-dungeon-presents-the-leper/
There is no dialogue, but the things that are inferred are this: He was a loved and respected noble man, who left his home of his own free will despite the adoration of his community/subjects. As for why, it's entirely possible he does this as a Death March, a way to try and do some good before his body falls apart.
As for his combat prowess, there is a funny thing about Leprosy. It tends to dull the nerves and cause vision issues, which could be used to explain why he's such a tanky hard hitter with accuracy issues. It's also possible it's just a side benefit to explain away video game class archetypes.
As for why the hamlet doesn't ostracize him, I don't think Red Hook thought of that sort of mechanic before they implemented the Abombination. So it's likely just gameplay and story segregation.
Just want to chime in and point out that in the new official DD website, in the "Game Overview" section, this image appears after the Shieldbreaker's one.
I suspect an intended teaser. Hopefully we'll get more news soon.
Sources
Darkest Dungeon: http://www.darkestdungeon.com/ Monster Girl Quest (I don't know if there is an official website so ill just link the wiki): http://monstergirlquest.wikia.com/wiki/MonsterGirlQuest_Wiki
I actually felt this one was pretty clear, but I didn't understand what happened in Men at arms.
I think the Leper was a former king? Unclear on why the Arbalet's s dad was getting mobbed.
use a roulette wheel instead of a die?
Alot of the comments here recomend an automatic death on a 1 or whatever. That isn't neccesary. You don't have to make the game harder to make it more stressful. EG: Darkest Dungeon has a mechanic called "deaths door" meaning that when you hit zero hitpoints you are now on deaths door and any blow can kill you. In reality this mechanic makes the game easier. It's different for tabletop games, but the norm for video games is that death happens immediatelly at zero HP. The mechanic makes the game easier, and more stressful.
Also you need not mess with mechanics to generate stress. Doing things like attacking the party while their hp is low, usually with pretty weak enemies (although the party shouldn't know that) or using enemies that inflict nasty status effects. One I usually steer clear of due to it being unfair, yet highly effective, is the threat of permanent harm. Enemies that do permanent damage to players stats or hitpoint maximum, or who can destroy players gear. Threatening a players gear is often more effective than threatening their characters life. (once again, use sparingly because you want to create stress, not anger.)
Lastly I find that you can even create stress by siding with the players. Whenever a player dies, make sure to look through the rulebook for any minute loophole that may result in them not actually being dead. Give them a few moments for their death to sink in, and then drop the bombshell: "oh, joe blogs, you might not actually be dead.... Yeah see grenades do less damage at the edge of the blast radius, can you roll d6 - 2?"
I was trying to build the Antiquarian from Darkest Dungeon. Essentially a relatively combat weak and sort of cowardly support character on their own, whose combat abilities were all based around buffing allies and debuffing enemies and who was otherwise most a skill monkey whos main strengths were out of combat being good at finding treasure, support healing and dungeon delving. So expertise, jack of all trades, bardic inspiration, song of rest, and cutting words were pretty central. Magic was the LEAST important part of the character. Hell, if there was a 1/3 caster or 1/2 caster version of the bard (or a rogue variant with bardic support abilities) I'd have take that because "magic" was in no way the focus
There's a handful of threads for this particular topic on the first page addressing this question. Here are the most recent:
https://www.reddit.com/r/darkestdungeon/comments/3yh68b/is_the_game_worth_buying/
Also the latest patch has added the ability to customize more of the gameplay, addressing many of the concerns folks had before. It came out for the holidays so it's very recent.
No, not at all. Just that Darkest Dungeon does the same thing so that's why it reminded me of it.
Specifically this colored version of berserker armor reminds me of this boss fight and the artistic style of adding red to things that do bleed damage or just red to things in general.
The devs of Darkest Dungeon just released a bunch of sounds for twitch streamers. I think some of them are pretty dank, do you guys think they will trump the Trump?
Here's their post with the download link: http://www.darkestdungeon.com/ancestral-bestowment/
Extremely surprised that Darkest Dungeon hasn't been mentioned yet. It's extremely similar to XCOM in terms of attachment to characters that can and will be lost at some point. With that comes a steady stream of training replacements for the dead or recovering.
The setting is a very psychological dungeon crawl with some Transylvania and Cthulhu thrown in. Characters build up stress dealing with monsters and darkness, and the will eventually have mental breaks that add random penalties to work around. For example, your cleric might need to start flagellating herself to destress.
The game plays out in a very "by the skin of your teeth" fashion that makes it really rewarding to keep people alive and accomplish goals. Character skills are similar to XCOM in terms of choosing from a few to choose well for the situation. The strategic battles are done really well and each class has both front and rear skills that make mixing and matching different teams extremely interesting.
The game is still in Early Access, but it's probably one of the most complete titles I've seen that isn't officially released. You could easily spend 40 hours on it as is. The loop of dungeon diving, leveling characters, recovering, and going back stays really fresh, so it's not a game I worry about exhausting by playing early.
http://www.darkestdungeon.com/roster-patches-and-content-update/ describes the Arbalest as a field medic, and says the MaA has "rallying shouts".
As for Dogbro, all I've got is his existing blurb: "Hound and master have kept order in every dirty pub and bandit-strewn village from coast to coast. A specialist in harrying blows and crippling, bleeding strikes, this pair is sturdy and versatile. By cudgel or teeth, they will keep the Law."
Agree. This is in line with the analysis of others like Ludicsavant. Hopefully some re-balancing is coming down the pipe soon. Personally I'd like to see the Plague Doctor given a stronger healing kit.
Most of the abilities in the game seem rather basic and simple at this point. Direct damage, dots, single turn stun. I hope the developer's explore some more complex mechanics. Charming opponents, locking out skills, tanks that can protect the rear ranks, etc. This game is already pretty amazing but it has crazy potential with the right design effort.
Its from the Twitch voice notification post Red Hook posted like 9 months ago. I just recently reposted it and I think they might of saw it there.
Darkest Dungeon gets a lot of praise, but here's an interesting counterpoint. I love very hard games too, but that's actually the review that's made me hold off on buying DD.
According to the reviewer, the difficulty is mostly smoke and mirrors, and the best tactic is to ignore almost all of the options in the game, because pure damage output beats everything. People with "balanced" parties are effectively crippling themselves, which is why the game seems more difficult than it is.
I haven't played the game, so I don't know how accurate that review is, but I found it interesting and well-written, at least.
It's an enemy?
Nooooooooooooooo
I want a new character :'[
For you guys i will Link This! which is a mockup i've stumbled upon and i really liked the idea. I feel like the setting in the game lacks a fencer/gentleman/pirate. Anyway, maybe if you show enough love it could happen.
Feel free to link any other character mockups you found.
It's an early access game, so obviously this game isn't finished. It says so clearly on the Store page.
That being said, here's Red Hook Studios' plan: http://www.darkestdungeon.com/an-update-from-redhook/
tl;dr = at least 5 more classes, 2 more zones, a lot of rebalancing, town events, customizable outfits, more curios and 2 bosses per zone instead of 1.
I don't actually have any idea why OP's above comment is being downvoted.
A quick google shows that there are TONS of videos about gameplay.
This past weekend (30th-3rd) began the Week of Torment event where backers were allowed access on the 30th and there was much encouragement (including contests) to get people to stream and make videos.
As an aside: Yeah. We get it guys. You guys fucking hate OP. Can we get back to talking about this game already? OP made a good point here. There ARE videos all over the place. AND streams. Stop downvoting the guy when he's right, just because you're mad at his opinion about other things.
Thanks for sharing the update.
"Hopefully" sounds weird for a developer to say. In their blog post Red Hook detailed that they haven't shipped a build to Nintendo for certification yet. From other developers we know this process takes 3+ weeks. A release of mid Jan sounds ambitious.
I think I have a different issue but for me the game refuses to run at 60 FPS and instead decides to just go as high as it can, at 2000+ in menus, 500+ in town and 300-500 in dungeons. My GPU and CPU temperatures aren't going above 55-60 C so I don't think it's too bad but I'd prefer to just run it at 60 FPS. There's no need for more when my monitor doesn't display higher than that anyway.
Also, I have no idea when this started but I appear to have the same issue as this guy too: http://www.darkestdungeon.com/topic/blur-effect-after-driver-update/
I'm having a difficult time finding the post now, but one of the devs recently commented on the DD boards saying the port is still in progress, but has been pushed out to August 2016.
The delay is partly so the port can be bundled with new content updates for the game.
EDIT: Found the post: http://www.darkestdungeon.com/topic/linux-release-town-events-update-playstation-and-more/
>We have previously announced Late Spring/Early Summer as a target for PS4 and Vita release. With the adjustment of schedules and matching up with potential future events we are now targeting late July or August. We want to make sure that all of the Town Event contents we are working on now are solid for inclusion into the console release, as well as making sure it runs like butter and plays well with a controller. Adjusting controls, in particular, is not a quick process. We have a level of quality that we want to ensure in all of our releases and we would rather take some extra time to make it right, rather than rush it out the door. The awesome and talented Sickhead Games has been helping us with the porting.
i was looking forward to a mod like this. i've seen some classes and their neat camping ideas after scrounging at darkest dungeon forum. here is a sample camping skill ideas, credits goes to Morris from darkest dungeon forums.
Camp Skills
1 – Cleansing Procedure
“I must master my rifle and uniform as I must master my life.” Buff, self
Time cost: 3
The Musketeer boosts his Accuracy and gains some resistance bonus to Bleed, Blight and Diseases.
2 – Liquid Courage
“Ahh, now that hit the spot… hic! Utility, self Time cost: 3 The Musketeer greatly reduces his own Stress, but loses some Accuracy until next camping or quest ending. If afflicted, the Stress reduction is even larger.
3 – Formation Drill
“A line of soldiers is like a chain – only as good as the weakest link.” Buff, party Time cost: 4 The Musketeer greatly boosts the Move and Stun resistance of his companions, but not his own.
4 – Night Patrol
“Eat heartily and sleep well. Just try not to mind any gunshots.” Utility, party Time cost: 3 Reduces the chance of an ambush while camping to almost zero, but causes a little Stress in companions.
I say it's totally worth picking up.
It's definitely got a steep learning curve if one isn't used to this type of gameplay. However, a recent holiday patch has added in the ability to customize gameplay. You can toggle some game mechanics like corpses. http://www.darkestdungeon.com/topic/holiday-cheer-update/
Maybe look at Darkest Dungeon It's a dungeon crawler that looks into the long term psychological effects of dungeon diving, might kick up some inspiration for ye.
I get how ye feel though, I'm in the same boat, I thought I wanted to play a deep story driven narrative game, but now I'm feeling more inclined to some old school bash in the door and steal the loot games, I think I've been playing too much Heroquest.
This is a known issue: http://www.darkestdungeon.com/update-on-todays-update/
It only affects the Musketeer, which was not supposed to be in the build, but was accidentally included on that patch. We will be fixing this in the next patch. For now if you get a Musketeer on your PS4 version we recommend you don't move it to the VITA.
His character description calls him "a ruined man, a warrior, a poet", so I think zeta is right that his use of a broken executioner sword is a very metaphorical way to see himself in his weapon, rather than him being an executioner by trade.
http://www.darkestdungeon.com/darkest-dungeon-presents-the-leper/
his new comic also depicts him as some sort of chosen holy champion of his people, so it may even be that the sword, like his mask, is some sort of holy relic.
Well... The "fix" to the corpse mechanic was implemented months ago in an update that allowed to go to the OPTIONS and turn off this (and other mechanics like it) that were implemented with prior patches that "some"(albeit a minority) of people gave blacklash to.
This was further streamlined in the latest patch
>Game Options
>– More game options have been added!
>– Options are sorted into categories
>– Gameplay Options are now controlled by a master “Darkest Dungeon Config” option. In order to toggle individual gameplay options off, you must first change “Darkest Dungeon Config” to OFF. “Darkest Dungeon Mode” is the default configuration as designed.
>– If you previously had Corpses turned OFF, you will need to turn Darkest Dungeon Config OFF and then turn Corpses OFF again.
>– Removed the option to disable Heart Attacks. Heart Attacks were changed substantially in the Inhuman Bondage update (they no longer kill you instantly) and the stress mechanics of the game require you to play with the revised Heart Attacks
>– New Game Option: Disable Combat Delay Penalties
>– New Game Option: Reduce strength of enemy crits
>– New Game Option: Eliminate lasting mortality debuffs from Death’s Door and Heart Attacks
>– New Game Option: Make Combat Retreats always succeed (except when blocked by Affliction)
As you can see, ALMOST EVERY single gripe that the negative reviewers had (aka crybabies) has been dealt with, offering an "alternate and easier" gaming experience.
/r/darkestdungeon
Subreddit about a new indy videogame coming out early access on Feb 3rd! It as funded through kickstarter and what really caught my eye at first was the art, none of that cheap pixel art, it's excellent!
It's a roguelike, turn based game heavily inspired by HP lovecraft. It looks to be really amazing.
For those interested you should take a peek at their website here. They also have a bunch of their livestreams they did uploaded to youtube.
http://www.darkestdungeon.com/wp-content/uploads/Radiant_Squiffy_Ghast.jpg
I spy with my little eye... an attack that summons ghost-like tentacles from below -AND- a ship's figurehead as an obstacle ??????????
It's a joke/tribute (which apparently people don't find amusing, I think it's superb) by Steam user Monsoontide:
https://steamcommunity.com/profiles/76561197976631959/images/?appid=262060
http://www.darkestdungeon.com/topic/darkest-arkham/
As far as theme and mechanics goes, I see far more CoC and gothic horror in DD than much of Torchbearer. There are some obvious mechanical connections between TB and DD, but it seems pretty thin to me, and almost no thematic connections other than ... torches. The Lovecraft influences in DD are front and centre, if you name your studio "Red Hook Studios" using a tentacle for your logo, I think you are wearing your Lovecraft love on your sleeve.
If the OP is after some mechanics to adapt I think it depends what "crappy system" is being used as a base. Might be better to start with something better than "crappy" !
Nicely done, OP!
By the way, did you happen to know about the 55 week NG experience from this poster?
It seems that you both have similar strategies with gunning for getting the blacksmith up, but that was the end of it. Did you differ on team comps and trinkets to prioritize for DD?
The steam forums have updated info on each patch: http://steamcommunity.com/app/262060/announcements
They also mirror announcements from the official page (pinned at the top): http://steamcommunity.com/app/262060/discussions/
The official page has announcements and everything too, though depending on how you like to browse your content and forums, it may be better/worse for you: http://www.darkestdungeon.com/
They released an official post about it over on their forums that you may find helpful :) - http://www.darkestdungeon.com/topic/red-hooks-official-statement-on-darkest-dungeon-modding/
Basically they like the idea of mods, just want to make sure there's a visible marker between official and unofficial content.
I've actually been experimenting with implementing my own class. I just found the last file needed to not crash it at any point. And I was really glad to observe that the game picked up my custom class and spawned it in the recruit coach. Although it is identical to a vestal at this point, there is nothing stopping us from implemeting our totally unique classes. I've already started moving the abilities over to a "shadow priest" type class.
I posted on the main forums that we needed a mod subforum but it was ignored. Perhaps someone could innocently bump it? http://www.darkestdungeon.com/topic/mod-subforum-please/
From dev website:
http://www.darkestdungeon.com/email-and-key-request-overload/
"If we do not get to your request, please note that Early Access is live on Steam at 9am (ish) tomorrow – that’s Tuesday, February 3rd!"
Darkest Dungeon is going to hit early access on Steam in February and I am pumped. The trailer really sets the whole thing up. Cannot wait.
Crusader is the best for dank memes, especially with killing things using the power of ~~the reading rainbow~~ literacy.
Grave Robber's definitely up there for the same reasons, her comic and some of her lines really make her an intriguing character.
For application in-game I'm finally getting the hang of how to use my Occultists, though Man-at-Arms is probably my top well-rounded combat pick.
I imagine that You're getting the vita version due to its portability. If I may, I'd like you to take note of this, in case it is a more appealing option to you.
http://www.darkestdungeon.com/crimson-court-update-175000-copies-sold-and-counting/
They were talking about it in a dev post. They also had a few other CC related changes, the biggest ones being the fact that blood drop rates are going down, BUT you can go on a new CC mission for blood at will. This will prevent people from being passively inundated with blood that they will never use because they can manage the disease well, and for those who need it they can actively go and hunt for more.
No love for Darkest Dungeon? I'm addicted to this at the moment, excellent atmospheric music and narration and artwork. Heavily influenced by Lovecraft / Cthulhu mythos. It's turn based combat, not an action rogue lite. Deep town and character advancement system and still under active development. (Free update just came out, and DLC Crimson Court is coming soon.). Think it's currently $15 on steam. http://www.darkestdungeon.com/
Dużo ludzi lekceważy Plague Doctora, ale wg. mnie jest ona jedną z bardziej użytecznych postaci, szczególnie jak się jej porządny ekwipunek sprawi, fajnie że ktoś jeszcze jej używa.
Shambler to jeszcze nic, łatwo go ominąć i można się na niego przygotować. Collector to dopiero bydle-skurkowaniec zawsze się pojawia w najgorszym możliwie momencie, a na samą myśl o jego spamie przywoływania w kółko obrońców i akolitów aż mam zamiar grę odinstalować.
Btw. Twórcy gry ostatnio pokazali nowego potwora i chodzą słuchy, że nowy tryb gry ma już być dostępny pod koniec lutego.
Heya srwaddict,
I did it a while ago but if you look at this link it was helpful to me when I was looking at doing this:
http://www.darkestdungeon.com/topic/folders-overview/
Definitely back up any file before you make any changes (though if you have done this for LW then you probably already know this!).
I really enjoyed playing PBD but I wasn't good enough at it before the fun became too frustrating for me.
Hope this helps.
Matt
> Is the game a 20-30 hours game?
I have 70 hours according to Steam, and still haven't finished NG. I am however not rushing through, and trying to do as much as I can in one playthrough.
It looks like Redhook is planning on adding a new game mode in the future to make it faster to finish as "One of the most common critiques of the game is that the significant length to completion (approximately 80+ hrs on average, though this varies widely)" source
> I am wondering about it's replayability...
After beating the game you can give NG+ a shot. Same content as NG, but you're pressured by having a time limit to beat the game by.
There's also mods (if that's your thing), achievement hunting, and DLC being released next year.
Personally, even without these, I would still go back and play it again. All the different classes and skills offer variety of team compositions to try out and have fun with. Plus I just really like the game.
Fantastic list, Brawli. Let's see if I can list some suggestions of my own:
Fatal Frame - (VVR, JS, and possibly RPV? The series has a bit of a following as far as I know).
Firewatch - (VI, RPV, SSC)
Life is Strange - (VI, RPV, SSC)
Stanley Parable - (VI, RPV, SCC)
...I'm starting to see a pattern here. Story-heavy walking simulators with player choices!
Darkest Dungeon - (VI, SSC) (bonus points for integrating the official voice notifications)
Rimworld - (VI, SSC)
I might also suggest being careful with games with too much of a puzzle element to it? They make good viewing for some broadcasters, but terrible viewing for others. The type of chat and community also largely matters in this case.
I think we should just wait for the March 8th update that deals with level 0 grinding. ("we are looking at making some higher level heroes available in the Stagecoach in certain conditions, as well as some other tweaks.")
My guess is
Sweet homebrew class! I have a few suggestions :
1) Per the 5e PHB, p.78, there are no such things as exotic weapons, or exotic weapon proficiencies, so technically anyone is proficient with the spiked chain weapon.
2) The End of the Line ability gives the Bounty Hunter double their proficiency bonus on any grapple or shove checks. No other core class has access to a doubled proficiency bonus on any combat-related checks – not even Monks for grapple attempts – and I would suggest that this could be extremely OP, especially since On The Hook allows Bounty Hunters to grapple creatures up to two sizes larger than they are (and even larger, past 15th level).
3) The second half of End of the Line describes the extra ability to throw bolas as a restraining ranged weapon, as well as how an enemy can escape from them (Strength or Dex saving throw or slashing damage), but doesn’t give a statblock for them. You should add the stats to the table “Bounty Hunter Weapons” at the bottom of the page. I suggest 2gp cost, 1d4 damage (bludgeoning), special, and 3 hp (slashing damage to cut it off).
I would also suggest that the DC to escape the bola be a straight static DC (probably 10), and not based off your Ranger Spell Save DC, because nothing about how hard you throw a bola is going to factor in to how easy it is to remove it.
4) Finally, the character artwork is taken directly from the Bounty Hunter class from the game Darkest Dungeon, with no credit given. That sucks – give credit, please.
Take a look at this mod
My concern in balancing is that jade and citrine are not worth taking - they cost 250 but stack up to 4, having 1k gold for slot, but you are very likely to not have a full stack.
EDIT: found another mod - Velexia's overhaul. Thoutful changes imho.
Red Hook Studios is Vancouver-based. They developed Darkest Dungeon.
Edit: Here's a good list of local studios.
>The grinding/suicide runs; Were the game designers taking orders from Zapp Brannigan, making a game where sending wave after wave of your own men is the correct way to play? You have to do this about 20 times before you get the resources to really get rolling. Typically you save the grinding for mid to late game, not the first 4 or 5 hours of play. I understand the need to level your the town first, but it seems like it could use some tuning.
Well I have made a post on this subreddit and also the official forums to fight that. Wasn't too popular back then but now the devs even put the idea of stress recovery of heros in your hamlet in the game.
I always hated the ideaof suicide runs. You can basically just throw new heroes over an over again in the dungeon with nothing to worry about and grind up a lot of gold. Hell now your other heroes even recover stress while you do it...
Child of Light is fantastic, I think you'd enjoy it. You may also really enjoy Dragon's Crown, I'm having heaps of fun levelling up in that and doing all the quests to unlock all the gorgeous artwork. Also, keep your eye open for Darkest Dungeon http://www.darkestdungeon.com/
There's that one old screenshot of the game before it was released with a mock up of something called "Town Events" (DD's website doesn't let me link it directly, but you can go here then click the Work In Progress tab and look for the one with the Hear ye, hear ye!) and it hints that there's definitely other people in the Hamlet besides your heroes and the shopkeepers.
I do wonder if those Town Events will make their way to the current released game anytime soon. Hopefully by the time we get the next big update with the Houndmaster (and hopefully the Merchant).
I've been working on something similar, I have some research suggestions that might bring clarity:
http://en.wikipedia.org/wiki/Middle-earth_Collectible_Card_Game
These games both focus on exploration, random encounters, success based on random number generation.
Unfortunately, it seems like updates may be a bit delayed for Darkest Dungeon; the father of Tyler (designer and executive producer) recently passed away, which has impacted the game's development plans (link here: http://www.darkestdungeon.com/topic/an-unfortunate-passing/)
TL;DR We don't have any real idea when the next content patch is coming. Red Hook has been putting out pretty frequent small bugfix patches, though no major updates.
A list of what's expected to be added before launch can be found here. In summary, 5 more classes, a new dungeon, and new bosses for every dungeon, including the new one.
The full release is, last I read, slated for 6 months from the early access beta, so around August. It wouldn't terribly surprising if this is late. Full release should add the Darkest Dungeon.
Wicked Slice is better for level 5 dungeons, as bleed effects don't scale well with enemy resistances. Critting also becomes more important later in the game, meaning anything with higher crit becomes more valuable. Finally, bleed effects as well as blight effects are currently in a poor state for various other reasons, better explained here.
The only times I still use Open Vein is when IF the bleed would stick it could be enough to kill the enemy on the start of his next turn when Wicked Slice's damage would not suffice unless it crits.
Nice to see Sunless Sea getting some love.
If you like this game Kim, can I suggest taking a look at Darkest Dungeon. It's a neat little gothic horror/ Lovecraftian indie game that got successfully Kickstarted and recently went into early access.
Sips!!!! There's a great new game on Steam Called Darkest Dungeon which is pretty addicting and fun.
Website : http://www.darkestdungeon.com/
Steam : http://store.steampowered.com/app/262060/
The game is a rouge like which will most likely having you ripping your dick off after about 2 runs. Just because it's a rouge like it doesn't mean there's no progression you can gain a plethora of hero's who you bring on adventures which you can get really attached to which makes it even sadder when they die. The game is really challenging but the fact that its so negative means that when something goes right and the RNG gods shine on you you'll get really hype.
I really wanna see you do a lets play of it I think you'd love it!
Title: Gaemz Report: Darkest Dungeon
Submitted by: neocatzeo
Description:
Hi There! I just reviewed Darkest Dungeon from Red Hook Studios. Here I take a peek at the game and give you my impression of it. Official Game Website: http://www.darkestdungeon.com Licensing: Music provided by Teknoaxe (CC 2.0) https://www.youtube.com/teknoaxe
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The Darkest Dungeon is coming to early access on Feb 3rd if you don't mind early access games. They're planning on being out of early access 6 months after that.
The game looks downright amazing where you need to manage not only health pools but the stress of your characters. It also has both a persistent town upgrade system (since you mentioned you enjoyed persistent upgrades) and a character upgrade system (character upgrades lost when that character dies of course... it is a roguelike).
You should check it out!
A game that isn't out yet but looks very promising Darkest Dungeon, a game where you manage a roster of heroes and send 4 at a time into various dungeons to find loot and defeat monsters, all the while managing their mental states (they can become too stressed and develop an "affliction", such as fear, sadism, irrationality, abusiveness, etc) while controlling them in turn-based combat. The gameplay isn't the same as XCOM, but it does have a similar level of strategy where party makeup is key and character positioning plays an important role. It also has perma-death for the characters, and saves every time you do anything so you have to live with your decisions...even if it means you lost one of your favorite adventurers.
Check out the teaser trailer here, it does a good job of getting the main feel of the game across. It's arriving on early access on Feb. 3rd, so not that long actually until we get to play it.
Still in development with a planned early access release end of this year Darkest Dungeon is my most anticipated game, largely due to the 'stress' mechanic. Plus I think it looks fucking awesome.
For real? Surely Red Hook wouldn't withhold permission? Hell, they made a voice pack for streamers with Wayne June's voice! They're an America-based indie company, not some Kojima-firing, fan-deaf corporate assholes.
Here they are: http://www.darkestdungeon.com/darkest-dungeon-presents-the-crusader/ On the botton of the comic you will see all the links for the others characters. They are official comics, and we make the 'Animated comic' we have 5 so far, here is the list: https://www.youtube.com/playlist?list=PLrvneiAnGk98t8c6U8EtD75zE4dVhid42. Thanks!
It seems to cut down on the grind significantly to make the campaign/access to the Darkest Dungeon shorter. I only started playing after they introduced Radiant mode and I haven't felt it being too grindy.
Darkest Dungeon. This game is the result of mating X-Com with Final Fantasy 1, and it is the thing that should not be. Eldritch Horror, Regular Horror and Permadeath combine to sap your sanity and your free time.
Thanks, You help me a lot with all these doubts about mods, info preparation etc.
>Also the game gives you information about most hero and enemy stats, you can predict many things like if you can stun an enemy or kill it with one hit. by that You mean tooltip combat window or sth else more?
on http://darkestdungeon.gamepedia.com there are class descriptions like >i.e for crusader:Every cause needs a champion, a hero to rally otherwise common men to a righteous cause and lead them to victory. The Crusader is that champion. With holy blade in hand he smites the wicked and sends them back to the darkness from whence they crept. While his armor restricts his movement it affords him great protection, allowing him to stand in the frontlines to take the blows that his weaker comrades cannot.
Where is it come from? Is it on the game, is any bio info in the game itself, how ever I can not find it in game itself or it's from somewhere on official site www.darkestdungeon.com?
http://www.darkestdungeon.com have link to http://darkestdungeon.gamepedia.com, which describes itsefl as a "official", whatever it means.
I'm just curious are these heroes bios made by developers or by players, some quotes on wiki have adnotation "guild/blacksmith" and they're come from the very game itself, but can not find source info about the main class description.
http://darkestdungeon.gamepedia.com/ describes its like "official" and have link on http://www.darkestdungeon.com/ ,I'm just curious is this heroes bio made by developers or by players
some quotes on wiki have adnotation "guild/blacksmith" and they're come from the very game itself, but can not find source info about thse main bios
thx ,great tips
but what about stress dmg when going back and looting curios?
edit. btw. What do You think about currently form(usefulness,drawbacks compared to advantages) of trinkets?
I'm pretty new to the game and as always I started to do litlle research about mods, etc. I found that on nexus popular mod is Better Trinkets mod,read some topics www.darkestdungeon.com , on the other hand voices, that this mod changes too much game difficulty. But of course it's been a while and for sure there were some rebalance in game since that topic.
Should I install this mod? I'm not afraid of difficulty, that's why I started to play roguelike after all, just wondering about balance of trinkets, since I heard a lot of complaints about it before.
Are still more useless with bigger drawbacks trinkets than good one?
thx in advance
I've had my eye on Darkest Dungeon!
It's side-scrolling 2-D dungeon crawler that gives off creepy Dark Soul-ish vibes. From what I’ve seen it promises to be perfect for scratching that party-building, loot-finding itch. Lots of cool mechanics like stress and acquired traits for your heroes to face. Also, the artwork, so cool!
Thanks for doing this massive giveaway, /u/FinallyASysAdmin!
This one isn't a reference, just a funny occurrence in Darkest Dungeon. In this game, you take a team of four adventurers to go dungeon crawling and they gain stress while in there (bad!). When returning to town, you can clear their stress by sending them to do certain activities. For example, you can have them drink, pray, flagellate, or just spend some time at the brothel. This will destress them, but, occasionally, random events will happen while they are in those activities (for example, a character that is gambling may lose one of their trinkets).
So, this is what happened when I sent a character I had named Oberyn Martell to the brothel: http://imgur.com/a/8NhPm
I thought it was funny.
Check these old threads from the forums:
http://www.darkestdungeon.com/topic/class-idea-musketeer/
http://www.darkestdungeon.com/topic/lt-hargroves-fan-classes/
And a whole bunch of Actionjack's threads
And they announced about a month ago that that was still in the works, and they would give a more solid ETA once they had probed that further. Furthemore I think another post clarified that they had basically just begun - hence why we didn't even have an estimate yet. Chances are it's going to happen after the Town Events updated, which is on March 8th, so you best hold your horses all around.
Here's the post I'm referring to. It's been promised, and they indicated it would be done before release. I understand that deadlines aren't always met, but it better not be more than a few weeks away.
Ignore all the other comments saying no until you get some legitimate proof, maybe wait until her comic comes out.
It reminded me of the Arbalest one. Giving heavy choices to children in this game cannot be ruled out.
I started a thread about this on the official site, feel free to check it out! :)
http://www.darkestdungeon.com/topic/best-3-traits-to-lock-for-each-class/
What do people think about Hard Skinned on non-tank or low HP characters like Plague Doctor? I'm not sure what third quirk to lock in for her after Evasive and Quick Reflexes.
If it looks like you'd enjoy it, go for it! It took me a while to figure the intricacies of the game, but you'll get there eventually. The wiki and /r/darkestdungeon are useful places to look for information and opinions. Also, their website has a forum, so you can use that, too. Good luck and have fun!
http://www.darkestdungeon.com/topic/shambler-item-drop/
Found that, no source but its consistent with what has been said.
So it might be a limit of 4 Ancestral items from them, even if you lose them (I lost mine).
And another: https://www.reddit.com/r/darkestdungeon/comments/3bi43k/why_am_i_not_getting_any_trinket_drops_from/
Yep, fuck shamblers. I know I won't be fighting them anymore.
It's more like the combat mechanics were poorly thought out in Darkest Dungeon.
http://www.darkestdungeon.com/topic/first-impressions-some-good-ideas-some-horrible-game-design/
Thank you for those who have messaged me thus far. I'll be getting back to some of you shortly. For now, I also wanted to provide a little more information (as requested).
For the time being, I'm only looking for single character pieces. I may need a group shot in the future, but we can discuss prices on that when it comes up.
A few examples of what I'm looking for: http://www.darkestdungeon.com/wp-content/uploads/WallPaper_Abomination_sml.jpg http://www.redhookgames.com/media/wallpapers/WallPaper_Arbalest.jpg http://www.redhookgames.com/press/images/Wallpaper_LosingItBigTime.png
I'm also looking for artists who have experience with action shots. Should the project expand beyond the 15 pieces, it will involve doing artwork for the different skills in the game. I'd like them to be images of the characters in the middle of casting spells, or attacking enemies with swords, ect.
For the time being, I'm only looking for single character pieces. I may need a group shot in the future, but we can discuss prices on that when it comes up.
A few examples of what I'm looking for: http://www.darkestdungeon.com/wp-content/uploads/WallPaper_Abomination_sml.jpg http://www.redhookgames.com/media/wallpapers/WallPaper_Arbalest.jpg http://www.redhookgames.com/press/images/Wallpaper_LosingItBigTime.png
I'm also looking for examples of action shots. Should the project expand beyond the 15 pieces, it will involve doing artwork for the different skills in the game. I'd like them to be images of the characters in the middle of casting spells, or attacking enemies with swords, ect.
I made this class inspired by the class from the game Darkest Dungeon.
The firearm stats and rules are taken from Matt Mercer's Gunslinger Fighter archetype that he adapted from Pathfinder for his game.
The main thing I'm unsure about is the quality of the 17th Level ability (Bandit's Sense)
Aesthetically pleasing means different thigns to different people. You might want to expand on that a bit. Was it a PC game? How recent?
Darkest Dungeon comes to mind.
Take a look at Darkest Dungeon. It doesn't play anything like The Witcher or the Souls games, but it is an awesome and difficult turn-based RPG. You really have to manage your party's health and resources while determining whether to push further into a dungeon or back out and live to fight another day.
Here's a gameplay video to give you an idea of what it's like.
Actually I'm more interested in the background and the title, if that's possible.
Edit: I think I got it. It's this http://www.darkestdungeon.com/wp-content/uploads/Wallpaper_bg.jpg and this http://i.ytimg.com/vi/r0ZXs1gmwo0/maxresdefault.jpg right?
The files are relatively easy to mod. All the components are modular, so you can go and edit whatever you feel like. It's how people make mod characters for this game. You can just insert their files into the correct spots and the game auto-reads them. It's great for mod support.
As for the PD, I used the suggestions on this thread: http://www.darkestdungeon.com/topic/plague-doctor-buff/ I liked the way it worked, so I decided to edit these. I might edit the PD even more with suggestions based on recent threads. I must say, I love the PD as a concept, but not as a character.
I haven't received that yet, I don't believe, but isn't that just a negative Quirk?
I'm going off of the Primer for the Early Access here. It says that Medicinal Herbs are an item that cure diseases which aren't implemented into the game yet, so unless they came in a recent patch and weren't noted, I don't think they're in.
But I might've missed it.
Update: "Darkest Dungeon missions will test even your most battle-hardened veterans, and are non-retreatable! You will succeed and survive, or die trying – the ultimate challenge awaits!"
I experiment with a lot of setups, but I usually bring a Vestal, Crusader and Hellion if I want to wreck shit. Mostly Sun Cloak/Sun Rings for Light runs and Moon Cloaks and Ancestral trinkets for Dark runs. The Leper DOES do more damage, but his lower ACC and lesser versatility (no Lance, no stun) make me prefer the Crusader. Lepers are great too but they need the right team to shine.
If you're interested in an excellent break down of the classes, THIS is a great read.
I've been giving the recent Resident Evil HD Remake a spin, it looks pretty great! I think it's the Gamecube Res Evil vs. the old PS2 one but still....pretty fun to revisit. Controls well. Background are pretty muddy as they used to be, but character models look great!
Also dipping my toes into Darkest Dungeon http://www.darkestdungeon.com/
Pretty cool roguelike. I hope to get some videos of it going here soon once I figure it out and have time on my schedule. (Day jobs suck!)
A comment from /u/RedHookTyler
"We're shooting for 9am PST! Might take a few minutes to publish, etc. but it's coming fast! We're up right now making final tweaks for tomorrow's launch. :P Probably should sleep at some point, but we're all too anxious!"
It was also here.
Links for the lazy:
Kickstarter: https://www.kickstarter.com/projects/1460250988/darkest-dungeon-by-red-hook-studios?ref=live
Darkest Dungeon Website: http://www.darkestdungeon.com/
New Darkest Dungeon Trailer: http://www.youtube.com/watch?v=wjiBB3nBR-w