Darkest Dungeon | “The Road” of dungeon crawlers, on Kickstarter, GAFfer-made

Well, RNG so far didn't fuck me especially over, however every point of damage more is important than in most other games.
The kicker is the downwards spiral. When one of your guys dies or goes for his event horizon and gets a bad trait like "abusive", it has huge influence on the other guys. And then you may end up with a team that is unwilling to fight or do what you want them to do. So a unlucky crit that kills somebody can cost you the whole fight. When the situation is in your favor, you're pretty safe, but more often than not, you're in a risky space with a worn out team and then things can get from bad to worse in a hinch. So keep your people in good shape as much as possible.

Okay sort of what I expected.

One more question cause I didn't see this in the earlier demos- Can you back down in the middle of a dungeon if you deemed your party unable to continue? Is there any downside?
 
Okay sort of what I expected.

One more question cause I didn't see this in the earlier demos- Can you back down in the middle of a dungeon if you deemed your party unable to continue? Is there any downside?
Yes! You can even flee a fight instantly as long as it's the turn of one of your guys. Fleeing from a fight doesn't even give a real penalty. Although your party will leave with all the damage they got, while the enemies are fresh when you try again. But I think it's good to get away when you want to leave that dungeon anyways.

And yes, fleeing from the dungeon - again, possible at every time you're not in battle - has repercussions. All your heroes will have high stress and get no experience reward. However you get to keep all the stuff you collected so far in the dungeon. Money, heirlooms, trinkets. Sometimes it's the best idea to just bail out with the earnings, even if you didn't finish the quest yet.
 
I got to ask, how bad are the random effects in battle? Like could you be winning then suddenly one bad dice roll screws everything up? Or alternately could something as bullshit as missing three times in row happen?

Cause it's that kind of nonsense that I felt was too much in XCOM.

Nope that was the shit that made XCOM great. Panic chains are devastating but also necessary. It isnt a game for people who hate dice rolling or feel the need to be in total control fo the situation.
 
Somehow this game passed by my radar last year. Looks very interesting, despite the "manage your party's mental health" which reminds me of my negative experience with This War of Mine (not that that feature specifically was a negative).

I like the art style, though I'm not sure I'm ever in love with the design approach of "use concept art as the real game assets". It always makes it feel a bit too much like a Flash game, though in this case with the 'storybook' style of voiceover it kind of works.

Being billed as a roguelike, I'm a bit unclear about the randomization -- are the "dungeons" just different tilesets that get randomized each playthrough? Are there specific quests or goals which change each time? How many different enemy types are there?

It's about spending gold wisely. As I mentioned, the Jester has a really good Mental restore that, if used nearly all the time, will keep your Mental health in good shape and you'll rarely have to send someone to cool off.

This seems like an odd design decision – if the Jester is basically mandatory in the party in order to progress, and that class type's major function is just acting as a mental buff, it seems a bit of a one-note class that was put in to fix a more fundamental problem with juggling mental health and game progression. Note: I haven't played it, so this is just based on what I've been reading.
 
...there is a escape button in the fight. There is not even chance, you flee with 100% chance.
Also get a jester, the song that heals minds is damn valuable.

I have to correct myself. There are five dungeons, two of which are not available yet.

--

I made a few screenshots. Many people know about the combat and the insanity, but not so much about the rest of the gameplay that's why I focused on the other aspects of the game.

Thank you. That is a lot of detail.

So our heroes always has the same strenght but has more resistance to terror when they level up. If they die in battle I can replace them with same strenght heroes instantly when I go back in town, right ?

Do you mind If I borrow your post to post it somewhere else to bring up the hype ?
 
Yes! You can even flee a fight instantly as long as it's the turn of one of your guys. Fleeing from a fight doesn't even give a real penalty. Although your party will leave with all the damage they got, while the enemies are fresh when you try again. But I think it's good to get away when you want to leave that dungeon anyways.

And yes, fleeing from the dungeon - again, possible at every time you're not in battle - has repercussions. All your heroes will have high stress and get no experience reward. However you get to keep all the stuff you collected so far in the dungeon. Money, heirlooms, trinkets. Sometimes it's the best idea to just bail out with the earnings, even if you didn't finish the quest yet.

Huh. So pretty standard level of Grown Ass Wo/Man dungeon crawler goodness? Cool.
 
This seems like an odd design decision – if the Jester is basically mandatory in the party in order to progress, and that class type's major function is just acting as a mental buff, it seems a bit of a one-note class that was put in to fix a more fundamental problem with juggling mental health and game progression. Note: I haven't played it, so this is just based on what I've been reading.

It's certainly the Jester's best quality, and he is totally a "buffing" class, that's his job in the game. He has a few melee attacks but his two best buffs are a Mental restore and another which gives +accuracy/speed/crit to the entire party. He has really good survival buffs and skills to. He's not mandatory by any stretch of the imagination, but he's certainly a really, REALLY good addition to the party.

Edit: Just confirmed something that is super cool. I did notice that DoTs stack on enemies, that is to say if you use a bleed move more than once on the same enemy the bleeding damage will increase per round. I thought to myself, "Huh, I wonder if the Jester's Crit/Acc/Speed buff stacks"...it does. It SUPER does. This is going to get really, really good at higher skill levels for stacking. I guess this means pretty much everything stacks. I love that.
 
They really should've used Dark as the Dungeon as this game's theme song.
Yeah, Johnny Cash does the definitive version of this Merle Travis song, but I think the Irish folky feel of Willie's version works better with the game's aesthetic.
 
I tried out a Rank 3 dungeon with my best team that are all at Rank 3 themselves with the first upgraded weapon/armor/skill tiers. It didn't go very well. I could only do about 1/2 the dungeon before everyone was almost dead (with some close calls). On top of that, my entire roster is almost at max mental danger status. Guess that's it for me tonight. That run was beyond frustrating.

Edit: After going for a walk and thinking about it, I'm not entirely sure I like the mechanic that higher ranked veterans won't accept going on lower ranked missions. The reason I was ranking up four specific party members was so I could get them at a point where I could do lower rank missions with them to do gold grinding if need be to cure ailments, reduce stress, gear up, etc. This just adds another layer of challenge to a game that's already balls hard due to some reliance on RNG. Now I have to pick up a few lower ranked characters to add to my roster in order to do lower ranked grinding just so I can progress more easily with my higher ranked characters. If their end goal was to avoid grinding with higher tiered characters, than they failed and succeeded spectacularly at the same time.
 
So much in love with the game :D

I kind of agree on the fact that the jester is a bit "o p" in the sence that he seem to be the only character to have the ability to lower the party's stress (haven't checked all classes unlockable abilities though, hope I'm wrong and that some others can do something similar).

Still, after more time with the game, his abilitie isn't that effective (stress reduction is rather low and randomely skips some members), and comes at the cost of not attacking.
Furthermore, now that I finaly got access to campfires, seeing the whole new set of possibilities that opens regarding stress and mental disorders management, I believe he might not be as mendatory later in game as he may seem early on.

Anyways, I do agree that this matter might need some balancing: some other classes definitely need that kind of moral boost capabilities while engadged in combat.
 
Closed the Northernlion video 5 minutes in.


Say no more. You already had me at hybrid roguelike dungeon crawler turn-based RPG.
 
I started over a new save file and haven't found it to be nearly as challenging as my first. It's partially familiarity with the game's quirks - did you know, for exmple, that you can select an abilty, mouse over individual enemies, and it will give you a detailed stats readout including chance to hit, damage range, and so-on? It's game-changing!

But more than that, I think my first save file was just stuffed with unlucky runs. I missed enemies a LOT, and had crits landed on my a lot. Second time around things went a heck of a lot more smoothly once I actually started landing most attacks.
 
So our heroes always has the same strenght but has more resistance to terror when they level up. If they die in battle I can replace them with same strenght heroes instantly when I go back in town, right ?
Yes. But you will level upgrade your heroes in the Blacksmith (new equipment), the Guild (improve and unlock new skills) and the Wild (new survival skills), so they become very valuable assets with the time and you will be very sad if you loose them.

Do you mind If I borrow your post to post it somewhere else to bring up the hype ?
Not at all, spread the love, the game really earned it.
A mention of where you got it for would be appreciated in any case.

Edit: Just confirmed something that is super cool. I did notice that DoTs stack on enemies, that is to say if you use a bleed move more than once on the same enemy the bleeding damage will increase per round. I thought to myself, "Huh, I wonder if the Jester's Crit/Acc/Speed buff stacks"...it does. It SUPER does. This is going to get really, really good at higher skill levels for stacking. I guess this means pretty much everything stacks. I love that.
Wow, I had the feeling once, but didn't confirm it. Nice!

Anyone know how to change colors for units?
I think it's not yet in the game. But you can rename them.

Can you load save in this game if you make a mistake like making your hero death ?

I hope we cannot do that.
It autosaves basically at every action, even within a fight. This is also pretty cool, when your game crashes (happened to me once, and one time I was caught in an endless loading screen, it's EA after all), because you don't actually lose any progress.
 
Saw this game a while ago and loved the artstyle and concept. Will def be getting it on EA this Tuesday. I'm curious if there's a still a vita version planned because this seems like a double dipper for me
 
Can't wait to get into this when available in two or so days. Anyone know what the EA price will be? I'm assuming somewhere between $15-30 range.
 
Saw this game a while ago and loved the artstyle and concept. Will def be getting it on EA this Tuesday. I'm curious if there's a still a vita version planned because this seems like a double dipper for me

Yes there is a PSN version coming.

Can't wait to get into this when available in two or so days. Anyone know what the EA price will be? I'm assuming somewhere between $15-30 range.

20 for EA.
 
Kind of wish they would let me use re higher stress level characters to grind the lower levels to help my weaker characters level up...

Dude "wants a challenge" but then bitches about going back after he gets one. I don't mind them capping the increase if it's too low but come on... :(
 
I love the game but the one thing I wish it offered was more info on afflictions and stress penalties. Maybe some better healing options outside of combat as well, or atleast to use character abilities outside of combat, kinda silly that a character gets hit with blight from a trap and he has to wait for it to expire rather then my other healer curing it (as he can do in combat).

Otherwise I find the game to be great, it adds a lot of stress while playing because you start building up characters and do not want to lose them. I'm quickly juggling two teams to make sure I don't lose anyone and let others recoup.

Do characters stress go down in town if they aren't maxed? Like if they only built up 4 or bars?
 
Kind of wish they would let me use re higher stress level characters to grind the lower levels to help my weaker characters level up...

Dude "wants a challenge" but then bitches about going back after he gets one. I don't mind them capping the increase if it's too low but come on... :(
I agree. Maybe give them higher chance of negative traits like arrogance or vanity when crawling in a lower dungeon, but don't except them generally.
Do characters stress go down in town if they aren't maxed? Like if they only built up 4 or bars?
I don't think so. You have to give them something to do.

Being billed as a roguelike, I'm a bit unclear about the randomization -- are the "dungeons" just different tilesets that get randomized each playthrough? Are there specific quests or goals which change each time? How many different enemy types are there?
You have dungeons where randomly quests of different kind of difficulty, size and type appear. So far I encountered Scouting (Explore 90% of the rooms), Skirmish (Resolve 100% of all room battles), Collect (Collect 3 things), Activate (Activate or interact with 3 things) and Bossbattles (Kill the boss). There are three difficulties I seen so far, for stress lvl 1, 3 and 5.

The dungeons get generated randomly, orienting at the location and traits of the quest. You have rooms and passages that connect them. A room can be empty, have an encounter or something different in it, in a passage there are usual 2-3 things (encounter, shrines, chests, traps, walls, etc.). In general you don't know what lies behind a door, but sometimes your heroes randomly scout ahead when in a room or finding a map, revealing the type of everything in the nearest rooms and passages. This can be more common with certain traits (e.g. "Ruin Explorer", that gives 20% higher chance of scouting in the Ruins).
 
Is there a 'story'? Can you 'finish' the game? Or is it an endless dungeon crawler rogue like?
Yes, there is! You need to restore the Hamlet. For that you need to conquer the Darkest Dungeon (the fifths of the dungeons and the deadliest). The narrator is there the whole time and comments on your actions, occasionally shading more light into what happened to the estate, e.g. telling you about his connections to the different bosses you encounter.
 
Yes. But you will level upgrade your heroes in the Blacksmith (new equipment), the Guild (improve and unlock new skills) and the Wild (new survival skills), so they become very valuable assets with the time and you will be very sad if you loose them.

Not at all, spread the love, the game really earned it.
A mention of where you got it for would be appreciated in any case.


It autosaves basically at every action, even within a fight. This is also pretty cool, when your game crashes (happened to me once, and one time I was caught in an endless loading screen, it's EA after all), because you don't actually lose any progress.

Thank you for the answers :)

I really cannot wait to play the game.


Is there a 'story'? Can you 'finish' the game? Or is it an endless dungeon crawler rogue like?

You can finish it in full version of the game. Not in early access.
 
Is there a 'story'? Can you 'finish' the game? Or is it an endless dungeon crawler rogue like?

While there is a story, it is not designed to be a linear romp. It's designed for you to fail. So it's set up a lot like a mobile game: short runs. It's not a game where you sit down and play in one day.
 
Absolutely loving this. It's gorgeous, dripping with personality, darkly humorous, runs beautifully on my MacBook Air (I'll try it on my PC tonight), and so far has been very difficult, but not frustratingly so. This is incredibly polished for earlier-than-early access. I fully expect to see a lot of buzz build up after the official early access launch.
 
Yes, there is! You need to restore the Hamlet. For that you need to conquer the Darkest Dungeon (the fifths of the dungeons and the deadliest). The narrator is there the whole time and comments on your actions, occasionally shading more light into what happened to the estate, e.g. telling you about his connections to the different bosses you encounter.

Okay that's pretty cool XD So he's pretty much a darker version of Deckard Cain.
 
Because it's fun. It's alright, if you don't want to play it now, but I want to make clear that its super fun even now for people that are interested enough in the game to accompany it to the full version.
 
Yea, it might be fun but I just don't play unfinished games especially if know the wait will be worth it :P Just a matter of one's approach, obviously :)
 
Saw this for the first time in action on Giant Bomb's UPF and now I'm watching Lirik stream the game.
Looks cool as hell and I'm definitely interested in playing the finished game.
 
Is it weird that I have to play a different game after Darkest Dungeon just to reduce my own stress from playing Darkest Dungeon?
 
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