Darkest Dungeon box art

See more on IGDB

Darkest Dungeon

Remove Ads with Grouvee Gold

Darkest Dungeon

Jan 19, 2016

Main game

3.73 average rating based on 1414 ratings

5
301
4
591
3
377
2
124
1
21
Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring. Recruit, train, and lead a team of flawed heroes against unimaginable horrors, stress, disease, and the ever-encroaching dark. Can you keep your heroes together when all hope is lost?
Release Dates
Feb 03, 2015 Early Access (Worldwide)
Mac, PC (Microsoft Windows)
Jan 19, 2016 Full Release (Worldwide)
Mac, PC (Microsoft Windows)
Mar 27, 2016 Beta (Worldwide)
Linux
Apr 26, 2016 Full Release (Worldwide)
Linux
Sep 27, 2016 Full Release (Worldwide)
PlayStation 4, PlayStation Vita
Aug 24, 2017 Full Release (Worldwide)
iOS
Jan 18, 2018 Full Release (Worldwide)
Nintendo Switch
Feb 28, 2018 Full Release (Worldwide)
Xbox One
Remove Ads with Grouvee Gold
User Stats
5366
In Collection
482
Wish Listed
287
Playing
2071
Backlogged
How Long Is Darkest Dungeon?
Main story: 79.8 hours
Main + extras: 110.6 hours
100% completion: 25.0 hours
Total completions: 28
V1CGaming
V1CGaming gave May 29, 2020
V1CGaming gave May 29, 2020
Pretty difficult game.

Starts off good. The interface is not that intuitive, but manageable. The story - what story? There is no story to speak of. Graphics is what it is. Dark cartoony, but fluid and carefully done. There are a few annoyances (the game balance, grind, lack of proper RPG mechanics, grind, very high RNG importance and again the grind). After a few hours the game gets repetitive. It wouldn't be so bad, if not for the time padding elements such as lengthy animations, same unsolicited dialogues stopping combat, and RNG as hell. All in all I stopped playing after a few hours.

Floweypowey
Floweypowey gave Sep 29, 2023
Floweypowey gave Sep 29, 2023
Genuine excellence meets mobile game grinding
This review is for the Nintendo Switch version

After having played for 40 hours and dying with my 4 strongest heroes in the Darkest Dungeon, I decided it was time for me to quit this game. I stopped enjoying it after 15 hours either way, so it was probably for the best.

Darkest Dungeon is an amazing game on paper, and somewhat succeeds in presenting a compelling story about the darkness of greed told by gameplay mechanics. Forcing you as a player to gradually sacrificing your morals by making it expensive and time consuming to care about your heroes, and more efficient to abandon traumatised party members and only invest in the strong, makes the initial 5 hours of the game a compelling allegory of the faults of the modern day labour market.

If the game had the courtesy of focusing on this theme and building a 15-20 hour game on this concept, expending it through the mid-and endgame, this would be a completely different review. What happens instead is that the game, despite unique and fun dungeon crawling gameplay, turns into a mobile style grinding game.

After the initial thrill of the concept, and some fun time experimenting with strategies and team compositions, the consequences of permadeath …

Read More

After having played for 40 hours and dying with my 4 strongest heroes in the Darkest Dungeon, I decided it was time for me to quit this game. I stopped enjoying it after 15 hours either way, so it was probably for the best.

Darkest Dungeon is an amazing game on paper, and somewhat succeeds in presenting a compelling story about the darkness of greed told by gameplay mechanics. Forcing you as a player to gradually sacrificing your morals by making it expensive and time consuming to care about your heroes, and more efficient to abandon traumatised party members and only invest in the strong, makes the initial 5 hours of the game a compelling allegory of the faults of the modern day labour market.

If the game had the courtesy of focusing on this theme and building a 15-20 hour game on this concept, expending it through the mid-and endgame, this would be a completely different review. What happens instead is that the game, despite unique and fun dungeon crawling gameplay, turns into a mobile style grinding game.

After the initial thrill of the concept, and some fun time experimenting with strategies and team compositions, the consequences of permadeath becomes more drastic the higher level your characters becomes. Having your team of level 0 characters die can be easily remedied with recruiting 4 level 0 heroes from the stagecoach, but having a team of your max level characters dying will result in a setback so large that the only way to get back to the same spot, will be to grind other heroes to max level and gain enough resources to cover for the loss in items and trinkets (equipment that improves stats). This will approximately take 5-10 hours, depending if RNG is in your side during the grinding - otherwise you could be set back even more.

Stuck between concepts, Darkest Dungeon fails to capture the strength of either of its main genre roots. It lacks the permanent progress and more heavily crafted gameplay experience found when playing a role playing game, but fails to capture the fun essence of more condensed run-based burst of gameplay sessions in a more pure roguelike experience.

In the end, I felt as empty playing this as one would feel like in a free to play-mobile game gathering resources to be able to continue. It just became a time sink, and the feelings of excitement when succeeding or horror when failing in the early game was replaced with boredom and indifference.

P.S. please stop having over convoluted UI:s games

Read Less
deepdoop
deepdoop gave Jan 24, 2016
deepdoop gave Jan 24, 2016
deepdoop's review of Darkest Dungeon

9/10

Though I am not necessarily the hugest roguelike fan--mostly because I don't actually enjoy having to replay things since I grew up in days where when you died that was it-- I'm impressed by Darkest Dungeon. This was a very hyped up game for a lot of people but I purposely avoided any information about it because I knew I'd play it and I wanted to go in blind.

This is deep and it twists roguelike conventions around in interesting ways. There's perma-death but you constantly recruit new people when you're back in town. Sometimes these people won't journey with someone else because certain aspects of their character don't clash. Is that frustrating sometimes? Yeah it is, but in a way that makes you think ahead like it's a game of chess. On top of that, everybody has their own personalities, both good and bad, and these affect the outcome, whether it's how they cure their stress or how they interact with others and deal with issues in the dungeons.

Around town there are different ways to cure stress, there are buildings to upgrade by using things you find in the dungeons, and it just blends together light strategy …

Read More

9/10

Though I am not necessarily the hugest roguelike fan--mostly because I don't actually enjoy having to replay things since I grew up in days where when you died that was it-- I'm impressed by Darkest Dungeon. This was a very hyped up game for a lot of people but I purposely avoided any information about it because I knew I'd play it and I wanted to go in blind.

This is deep and it twists roguelike conventions around in interesting ways. There's perma-death but you constantly recruit new people when you're back in town. Sometimes these people won't journey with someone else because certain aspects of their character don't clash. Is that frustrating sometimes? Yeah it is, but in a way that makes you think ahead like it's a game of chess. On top of that, everybody has their own personalities, both good and bad, and these affect the outcome, whether it's how they cure their stress or how they interact with others and deal with issues in the dungeons.

Around town there are different ways to cure stress, there are buildings to upgrade by using things you find in the dungeons, and it just blends together light strategy elements in an effective way. It can be a little overwhelming but it makes you think, something most games of this ilk don't really do. It's a genre built on repetition but Darkest Dungeon feels less so.

When you're actually exploring all kinds of shit can go wrong. There are stress levels and your characters will react in different ways. There are traps to deal with, enemies to fight, and you never know what exactly is going to happen... or what you're going to find. The combat system is noteworthy as well: your characters are in a line and attacks only go so far, so placement is key. It makes it endlessly frustrating when an enemy hits you and rearranges your party because something so simple could literally fuck up your battle. There are plenty of status ailments, like bleeding, that you need to tend to, and if your light goes out then things get harder. You have to feed them, heal them, keep torches, etc. By the way, your characters will die. This is not easy.

It also has a really endearing, comic book-y (in a grittier sense) art style to it and music that perfectly fits the impending doom that awaits you.

I've thrown around the worlds "overwhelming," "frustrating" and whatnot because this game is all of those things. It stressed me out, it made me tense. I barely escaped a dungeon with all my characters once, and I felt so good about it. Making preparations before entering was stressful because you only have so much money and you need to prepare adequately or it may spell failure. The only flaw I can see is that sometimes the difficulty will ramp up randomly and that's a little discouraging because a steady increase is always better than sudden spikes. I'm aware that it's a roguelike, but being punished is not enjoyable to me most of the time.

Read Less
pete_cruickshank
pete_cruickshank gave Aug 4, 2017
pete_cruickshank gave Aug 4, 2017
strategic and atmospheric but ultimately repetitive

I loved the strategy and tactics to this atmospheric game. You are constantly up against it trying to survive and I liked the art style. For me this game was very enjoyable for a good 11 hours. However after this I felt it became repetitive and there was nothing else in the game to keep me personally coming back for more. enter image description here

Bluespade
Bluespade gave Apr 28, 2023
Bluespade gave Apr 28, 2023
Bluespade's review of Darkest Dungeon
This review is for the Nintendo Switch version

I've gone back and forth, playing Darkest Dungeon off and on, since it entered Early Access 8 years ago. Now that I've finally completed it, I can recognize it as a near masterpiece. Darkest Dungeon has possibly the best turn-based combat system I've played, only potentially tieing with Etrian Odyssey V. As a life-long lover of Turn Based rpgs, my biggest issue with the genre is that most games that utilize are simply too easy and forgiving, making it completely unnecessary or even a waste of time for the player to learn true mastery of the systems, regardless of how deep they might be. Darkest Dungeon absolutely shatters this convention with grueling difficulty that highly rewards strategy and tactics. In addition, said combat never gets old due to the almost limitless amount of customization and experimentation available due to the dozen+ character classes, each of which can perform dramatically different roles depending on their chosen abilities and position in battle formation. Even after playing well over a hundred hours, I was still experimenting with new team compositions right up until the final quest, often with surprising results. The presentation is top notch. Darkest Dungeon commits to an exceedingly morbid, grim, …

Read More

I've gone back and forth, playing Darkest Dungeon off and on, since it entered Early Access 8 years ago. Now that I've finally completed it, I can recognize it as a near masterpiece. Darkest Dungeon has possibly the best turn-based combat system I've played, only potentially tieing with Etrian Odyssey V. As a life-long lover of Turn Based rpgs, my biggest issue with the genre is that most games that utilize are simply too easy and forgiving, making it completely unnecessary or even a waste of time for the player to learn true mastery of the systems, regardless of how deep they might be. Darkest Dungeon absolutely shatters this convention with grueling difficulty that highly rewards strategy and tactics. In addition, said combat never gets old due to the almost limitless amount of customization and experimentation available due to the dozen+ character classes, each of which can perform dramatically different roles depending on their chosen abilities and position in battle formation. Even after playing well over a hundred hours, I was still experimenting with new team compositions right up until the final quest, often with surprising results. The presentation is top notch. Darkest Dungeon commits to an exceedingly morbid, grim, eldritch horror setting and dials it up to 11, giving life to even the most played out and generic horror tropes by pushing just a little bit further into extremes. It's artstyle is simple but striking, making heavy use of pitch-black shadows to leave many details of its characters and environments up to the player's subconscious to fill in the gaps. The extremely limited animation of the battles, which consist mostly of characters snapping in and out of static poses, are made exciting by some absolutely top-tier sound design. Every attack feels like a massive strike due to the sound effects, and most of them are. Music is also highly atmospheric, though it's effect can wear thin over time due to the heavy amount of repetition the game relies on. The sound, whether it is music, sfx, or the ever present narration, has a way of getting into your head and subtly framing every experience, making the game far more atmospheric than could possibly be achieved by it's visuals alone. Though my praise is quite high, this game is very much not a game for everyone. You have to be someone who is excited by grueling challenge, willing to permanently lose characters you've spent a lot of time and resources developing, and not be dissuaded by very repetitive gameplay (though the game does a really good job of making that repetition never BORING, when a few poor decisions can turn any mission to ruin).

I first played Darkest Dungeon when it was in early access, and unfortunately that kind of ruined the experience for me for years. With no endgame and significantly more repetition and lack of content, I kept going back to the game, getting frustrated with the small changes since my last check, and quitting again. That's why I've played the game half-a-dozen times before finally beating it. But after leaving it untouched for four or five years, and coming back when it was truly finished, I found basically all of my issues with the game had fallen away, and I adored the experience start to finish this time.

Note: I did not play with any of the substantial amount of DLC available.

Read Less
ElizabethTheWicked
ElizabethTheWicked gave May 18, 2020
ElizabethTheWicked gave May 18, 2020
I'm going mad playing this, and that's the point
This review is for the PlayStation 4 version

Much like when I first played Dark souls many years ago, this game turned me away with it's steep learning curve and punishing difficulty. I bought it when it came out, because I loved the idea of it, but i put it aside rather quickly and left it for years. Until I saw a documentary about the making of it and I resolved to give it another shot. This is a game about madness, stress, adversity, the toll of dungeon crawling on the mind and body. You will constantly be stressed out while playing it (at first) and there is a mountain of micro managing. Often, RNG will determine your fate and despite your best preparations, chaos itself will take everything from you. You will never be in a hole forever. There is progress that can't be taken from you, building your town and leveling your destinations. Despite failures, you will be better equipped to keep trying as you go (your town can actually lose upgrades if you make one very specific mistake that is avoidable as soon as you know about it) I have a very abusive relationship with this game. I definitely hate it sometimes. But I keep …

Read More

Much like when I first played Dark souls many years ago, this game turned me away with it's steep learning curve and punishing difficulty. I bought it when it came out, because I loved the idea of it, but i put it aside rather quickly and left it for years. Until I saw a documentary about the making of it and I resolved to give it another shot. This is a game about madness, stress, adversity, the toll of dungeon crawling on the mind and body. You will constantly be stressed out while playing it (at first) and there is a mountain of micro managing. Often, RNG will determine your fate and despite your best preparations, chaos itself will take everything from you. You will never be in a hole forever. There is progress that can't be taken from you, building your town and leveling your destinations. Despite failures, you will be better equipped to keep trying as you go (your town can actually lose upgrades if you make one very specific mistake that is avoidable as soon as you know about it) I have a very abusive relationship with this game. I definitely hate it sometimes. But I keep coming back. Am I a masochist? Am I a sadist for doing this to my endless supply of fresh adventurers? Perhaps both. Do I like this game? I think so. When success comes, it's a joyous time indeed. One way or another I'm addicted to playing this game now in a way I never was when it came out.

Read Less
Kolesne
Kolesne gave May 7, 2024
Kolesne gave May 7, 2024
Kolesne's review of Darkest Dungeon

OBRA-PRIMA. Se reclamou apenas jogue melhor.

skinnyapples
skinnyapples gave Feb 7, 2024
skinnyapples gave Feb 7, 2024
Addictive and punishing!

I found the game very addictive with each run feeling unique and rewarding if you made it through till the end. There is a certain level of bs that will get your characters killed and managing their stress, levels, and sickness can get annoying at some points, but overall I had a ton of fun with this one. Not sure if I'll play the sequel since I haven't heard good things.

PuReaper
PuReaper gave Jan 2, 2024
PuReaper gave Jan 2, 2024
PuReaper's review of Darkest Dungeon
This review is for the PC (Microsoft Windows) version

This is the best game ok. If you think its too hard, get gud (intsall mods). If you want more content, stop being so ungrateful (install mods). If you would rather play an nsfw anime pron game then what tf are you doing here (install mods).

Axelito
Axelito gave Sep 26, 2021
Axelito gave Sep 26, 2021
Axelito's review of Darkest Dungeon

This game's critical success proves that we all like our ass filled sometimes. don't be ashamed to play with the wiki open if the game's too hard for you without it.

FanceeLadd
FanceeLadd gave May 26, 2021
FanceeLadd gave May 26, 2021
Go Insane, Die, Repeat
This review is for the PC (Microsoft Windows) version

I tried to like this game. Twice! I liked the aesthetics enough but man, the gameplay is just pure grind. As others have said, the repetitiveness wears out its welcome after just a few hours and then it just seems tedious. I could forgive that if there were a compelling story giving me a reason to keep going but let me tell you, there is not.

anarchistica
anarchistica gave Dec 31, 2020
anarchistica gave Dec 31, 2020
Just another nonsensical grindy survival game

This game reminds me a lot of a boardgame called Arkham Horror. You move through places infested with horrors, gain some loot, get screwed over by RNG and eventually your character will probably die or go insane. If you're lucky you'll make it until the Old One shows up. If you're really lucky you can even prevent it from rising at all. I don't think we've ever actually managed to beat it once it showed up.

I like Arkham Horror, but i don't love it. It's all a bit too dicey (get it, because you roll dice). But it has fun random encounters that give it flavour. And after setting up the board (takes like half an hour) you can just play it. Also, when things go south you have your friends to sympathise with you.

Darkest Dungeon has none of those things. You take your randomly generated characters to randomly generated dungeons, barely survive and bring back a tiny bit of loot that you can spend on excessively expensive estate upgrades. After a few hours the dungeons feel kinda samey, they lack flavour. The grinding is so bad that it apparently takes 40 hours to complete the game on …

Read More

This game reminds me a lot of a boardgame called Arkham Horror. You move through places infested with horrors, gain some loot, get screwed over by RNG and eventually your character will probably die or go insane. If you're lucky you'll make it until the Old One shows up. If you're really lucky you can even prevent it from rising at all. I don't think we've ever actually managed to beat it once it showed up.

I like Arkham Horror, but i don't love it. It's all a bit too dicey (get it, because you roll dice). But it has fun random encounters that give it flavour. And after setting up the board (takes like half an hour) you can just play it. Also, when things go south you have your friends to sympathise with you.

Darkest Dungeon has none of those things. You take your randomly generated characters to randomly generated dungeons, barely survive and bring back a tiny bit of loot that you can spend on excessively expensive estate upgrades. After a few hours the dungeons feel kinda samey, they lack flavour. The grinding is so bad that it apparently takes 40 hours to complete the game on the Easy setting. And you have no one to complain to when you get screwed over by RNGesus.

The actual gameplay is kinda fun but because of the positioning system it's so limited that it becomes mechanical. Even worse is the fact that you can only have 4 active skills at a time. They shot themselves in the foot with that choice. You're fighting the same battles in dungeons that all have the same-ish features too many times.

I really wanted to like this game. A friend of mine played it and it seemed so cool. I even cheated and edited the text files to speed things up. Yet i still lost interest after 4,5 hours. There isn't even an interesting story to keep you going. Oh god, and the fact that you sell all your torches/food/etc for 5% of their value after each run is so fucking stupid. What a waste of a cool concept.

Read Less
JuggleMan
JuggleMan gave Sep 27, 2020
JuggleMan gave Sep 27, 2020
Not made for consoles
This review is for the PlayStation 4 version

I tried picking this up again after putting it down years ago. Now I remember why I put it down the first time...

I like this game, but that's about as far as it goes. The gameplay is a bit of a slog. Returning to town after every delve is slow and tedious with the amount of healing you have to constantly do with all your characters. The progression also seems too slow. I often would get out of a delve still without having enough artifacts to be able to level up any of the town abilities.

The worst part however are the console controls. DO NOT PLAY THIS GAME ON CONSOLES. The controls were very poorly adapted to consoles. I had to go to Google just to figure out how to equip characters with items. And the thumb-sticks are much too sensitive. You're required to use the thumb-sticks to select your allies and enemies in battle, but pressing left or right often goes two positions left or right instead of one, making it very frustrating. There's no option to use the D-pad instead.

Also, I understand that the theme of the game is supposed to be dark and depressing, …

Read More

I tried picking this up again after putting it down years ago. Now I remember why I put it down the first time...

I like this game, but that's about as far as it goes. The gameplay is a bit of a slog. Returning to town after every delve is slow and tedious with the amount of healing you have to constantly do with all your characters. The progression also seems too slow. I often would get out of a delve still without having enough artifacts to be able to level up any of the town abilities.

The worst part however are the console controls. DO NOT PLAY THIS GAME ON CONSOLES. The controls were very poorly adapted to consoles. I had to go to Google just to figure out how to equip characters with items. And the thumb-sticks are much too sensitive. You're required to use the thumb-sticks to select your allies and enemies in battle, but pressing left or right often goes two positions left or right instead of one, making it very frustrating. There's no option to use the D-pad instead.

Also, I understand that the theme of the game is supposed to be dark and depressing, but... wow... I never feel relieved or rested or like I had fun after a play session. I'm fine with that in games where the narrative is impacting me in some way, but that's not the case here. It's just a standard Lovecraft story as far as I can tell and it's certainly not the focus of the game.

Beneath all that though, there is a lot of really cool stuff here. The character classes and abilities are all cool and fun to use. Quirks and stress are cool factors to consider with your characters. All the parts of the town are interesting and it's fun to upgrade the town and your characters (even though it's not nearly as often as you would like). And the combat itself is very satisfying.

If there's a game out there that's like Darkest Dungeon, but avoids many of the pitfalls I've mentioned here, I'd love to check it out, because I think this is a game structure I'd very much enjoy if just done a little differently.

Read Less
Chovus
Chovus gave Jun 25, 2020
Chovus gave Jun 25, 2020
The Narrator sure likes his thesaurus
This review is for the PC (Microsoft Windows) version

Darkest Dungeon, for PC

Rating: 8.0/10; Great

Played 2020 without dlc

Darkest Dungeon is a strategy rpg that has you manage a roster of heroes that you take in groups of up to 4 into 2D sidescrolling dungeons with brutal turn based combat. Deaths are mostly permanent (there is a random event that offers resurrection) and the rpg mechanics are towards the lighter side, putting more emphasis on tactics and strategy. Preparation and planning are important while the random nature of hazards and combat itself can very suddenly turn a promising mission into a nerve wracking desperate struggle.

The game begins with a dungeon and combat tutorial before introducing the heart of the game; the hamlet. Here you will manage your heroes and spend resources to gain advantages. Gold is the most important. Not only is it needed to buy provisions for each mission but is also needed to buy weapon, armor and skill upgrades for each hero. Gold is needed to fund stress recovery (binge drinking, gambling, whoring, meditation, prayer and whippings), cure disease and lock in or remove quirks. Dealing with quirks is an optional and expensive way to squeeze more effectiveness from your heroes but …

Read More

Darkest Dungeon, for PC

Rating: 8.0/10; Great

Played 2020 without dlc

Darkest Dungeon is a strategy rpg that has you manage a roster of heroes that you take in groups of up to 4 into 2D sidescrolling dungeons with brutal turn based combat. Deaths are mostly permanent (there is a random event that offers resurrection) and the rpg mechanics are towards the lighter side, putting more emphasis on tactics and strategy. Preparation and planning are important while the random nature of hazards and combat itself can very suddenly turn a promising mission into a nerve wracking desperate struggle.

The game begins with a dungeon and combat tutorial before introducing the heart of the game; the hamlet. Here you will manage your heroes and spend resources to gain advantages. Gold is the most important. Not only is it needed to buy provisions for each mission but is also needed to buy weapon, armor and skill upgrades for each hero. Gold is needed to fund stress recovery (binge drinking, gambling, whoring, meditation, prayer and whippings), cure disease and lock in or remove quirks. Dealing with quirks is an optional and expensive way to squeeze more effectiveness from your heroes but curing stress and disease is the major cost of going on missions and can be kind of considered a salary that you pay. Gold can also be used to buy trinkets, but you can get plenty for free in missions. The other resource is 4 types of heirlooms which can be converted amongst themselves and are used to upgrade the hamlet for more powerful hero upgrades, more effective recovery and lower gold costs. One important thing to note is that the player and town crier can randomly occupy the stress recovery facilities, which start off with only a single slot. So if you have heroes that will only use a certain facility then they will have to stay idle for that turn (each turn is a week in game) unless you unlock a 2nd slot. Each week you can take a single group on a mission in 1 of the 5 dungeons. The early game gives you the same 4 heroes and new dungeons and hamlet facilities are unlocked over time, kind of like a drawn out tutorial. After this the game opens up and it will be random what heroes and rewards are available. Missions are random, with random objectives, rewards and events, all of which are clearly displayed before accepting the mission (though I think some features are linked). This allows you to view all available missions and choose the one that benefits you the most. The goal of the game is to complete missions in each dungeon to increase a progress bar that will unlock a boss mission. Each dungeon has 2 bosses with 3 levels of difficulty, so there are a total of 6 bosses per dungeon. The 5th Darkest Dungeon is different and is the hardest part of the game, being rated at the highest possible hero level; 6. Except on Radiant difficulty (the easy setting you pick upon starting a new game), heroes will refuse to go back there. So 4 missions there mean you will need 16 different max level heroes to beat the game. Thus it is important to fill out and progress your roster. The other dungeon missions are rated at levels 1, 3 and 5, with no even numbers. Heroes will not go on missions that are 2 levels below them and suffer increased stress for being under leveled. Even level heroes are the best situated to beat bosses so you may want to hold them in reserve rather than let them level up. Level 3 and 5 dungeons are particularly difficult because new types of enemies are unlocked and old types learn new skills, meaning you have to learn appropriate tactics again.

Once you choose a mission you have to decide who to bring and what supplies to bring. The game offers a few warnings for if you forget to bring trinkets or food, but there are many other things you can forget that could cost the mission. Heroes can equip 4 combat skills out of 7 and come with a random 4 unlocked. There is considerable variation in builds, tactics and synergy to explore. The game clearly displays the stats of each skill and what it does. It also shows what party positions the skill can be used from, what enemy positions can be targeted and if multiple targets are hit. It can be a little overwhelming at first but once you get used to the detail you will be able to make informed decisions. I found it annoying that you cannot rearrange the slots though. One hero could have a skill in the 3rd slot allowing you to press "3" on the keyboard to use it, but another hero might have it in slot 4. There are also camp skills (again a random 4 out of 7) that are used on dungeons that are longer than "short", where you will be given 1 firewood item for each allowed rest. You have no control over how many rests are allowed. Each class has a few unique camp skills and everyone has access to a few generic ones. You choose when and where to camp inside a mission (only in rooms) and have a certain number of time points to spend on camp skills. Healing, stress reduction, combat buffs, scouting and keeping watch to avoid being attacked while sleeping (this is very bad!!!!) are your options. The point limit means you have to carefully decide which skills to use.

Food and torches are the absolute minimum supplies to bring on missions. Food can be used to heal out of combat but is mainly used for camping and hunger checks. You always have the option to not eat but heroes who go without food take health and stress damage. Not bringing enough food could cost the mission, or worse. Torches are needed to light the way. This has no effect on the player's ability to see but the light level gives specific buffs and debuffs. In short, combat is more difficult and thus characters are more likely to die (take more health and stress damage) in the dark, while loot drops increase. Light also improves scouting, which is a random chance of revealing the position of traps, enemies and loot. The variety of other provisions are used to help keep heroes alive and/or to interact with hazards for more positive effects. Curios are objects that can be interacted with to provide randomly positive or negative effects, and sometimes certain provisions can be expended to change the odds. Provisions cost gold and the inventory is limited with found gold and other types of loot only stacking to limited amounts. You also do not get 100% return on unused supplies. So there is an in depth system of risk vs reward here. How well stocked do you need to be? Will you discard supplies in favor of loot? Once you discard something it is gone for good so these are very important decisions. You can also continue exploring a mission after completion to try and squeeze more loot. Or abandon the mission at any time outside combat, which might be the right call if things are going poorly.

The missions are set up like a 2D board of rooms and corridors. Navigation is very simple with only forwards and backwards being options, and rooms are more like fixed points that you click on to travel between. Going backwards causes stress, so it is something to be avoided. Enemies do not move around but wait at fixed spots for you, though new battles and traps can appear in previously explored areas. I once had a mini boss ambush me during a camp, and then attack me again in a corridor after I fled, camped again and tried to take another route. Combat is very tactical with a turn order that shuffles every turn, so you can't fully predict it. Enemy stats are clearly displayed, as well as how many actions they have left this turn. Their skills are listed only after you have experienced them (which can make first time encounters harrowing), but the stats of skills are not shown beyond little icons that show what nasty effect the skill has. Beyond simple damage, enemies can inflict damage over time (bleed and blight), stuns, disease and stress, change the position of allies and/or enemies and cause a variety of debuffs. The good news is that hero skills can do the same things. Many of these effects can be incredibly debilitating; a stun to a healer that prevents a life saving heal or changing the order of your party to the point that an entire turn (or more) is lost. Stress is one of the most important features of the game and you will learn to hate enemies that cause it. Quite simply, stress is like mental damage that depletes mental hit points (only it starts at 0 and goes up). Once a hero depletes their stress points (measured as having 100 stress), they will have a mental breakdown and the true game begins. These breakdowns cause afflictions (such as paranoia, selfish and fearful) or less commonly virtues. Afflicted characters will make speech balloon comments that cause stress to other characters, attack party members, act on their own including changing position and skipping their turn, refuse healing, refuse to eat, refuse to use camp skills and refuse to change position. If all that is not bad enough when their stress goes up to 200 they will have a heart attack, which if it does not kill them outright leaves them at 0 health with very high odds of death from any damage. Heroes who drop to 0 health do not automatically die, but they have a % chance to die from anything, including enemy attacks that inflict 0 health damage. This does give you a chance to save people but simply dropping to 0 health (called at death's door) gives incurable penalties for the rest of the mission. This is a really neat feature that both helps to offset the brutal nature of combat and increase tension. Virtues on the other hand significantly reduce stress, automatically grant buffs to the party and make the hero less likely to die. A single virtue can turn a hopeless situation into a victory. Stats like health and damage output do not increase anywhere near the amount in traditional rpgs so heroes are always at risk. Add to everything difficult mini bosses that can appear at any battle and the gimmicky main bosses whose locations are hidden.

There are a few special events that mix up the gameplay, but for the most part the gameplay is repetitive. Do a mission, check upgrades, cure those heroes and then repeat with the next group. On the other hand missions are fairly short so the game lends well to just playing for an hour here and there. The atmosphere deserves special mention. From the constant comments of the narrator (who seems like he has his face buried in a thesaurus) and the ambient sounds that get scarier as light decreases, to the way the simple art style and animations increase tension by making every hit feel visceral and every miss feel either heartsinking or ecstatic, depending on who did it. Darkest Dungeon is a game about stress, both the heroes and yours. You will feel uncertainty, trepidation, frustration and despair. I personally felt discouraged from even playing sometimes, especially late game, due to the possibility of things going horribly wrong and losing my investment in characters, resources and items. But that is the nature of the game. People die, things can be lost and setbacks can occur. The question is; can you persevere?

Pro

  • Low system requirements
  • Great atmosphere
  • Excellent display of information, from difficulty levels, goals, stats, skills, items, heroes, enemies
  • Quirks (especially negative ones) and afflictions give heroes character and make the game more interesting
  • Excellent tactical depth for builds, heroes and combat
  • High odds of fleeing from combat (does not allow hit and run cheese)
  • Can freely abandon missions
  • Unpredictable and highly tactical combat
  • Heroes who return from the darkest dungeon no longer count towards the hero limit

Con

  • Saving and loading cannot be used to undo bad things (there should be an easier mode that allows traditional saving)
  • Hamlet interface is a little awkward. Ways to quickly view and perform frequent tasks would be useful (like remove all trinkets, favourite trinkets and sort by that, auto assign stress recovery, see everything that can be upgraded at a glance)
  • Putting a hero in for stress recovery or the sanitarium does not refund the cost if you cancel
  • Game loop is repetitive
  • Provision costs are not fully refunded upon completing a mission
  • Can’t drop loot to pick it up later
  • Constantly using torches and watching the light level is annoying. Be nice if there was an option to automate it
  • No way to rearrange hero skills
  • Can only take 1 party out each week
  • Some enemies feel a bit too OP or focus on weak targets too much
Read Less
kicks07
kicks07 gave Dec 2, 2024
kicks07 gave Dec 2, 2024
Ramble Review: Darkest Dungeon
This review is for the PC (Microsoft Windows) version

~25 hours, unfinished main story, played on the easiest mode Darkest Dungeon quickly goes from gripping to monotonous, back to gripping, and back to monotonous. Here are the pros and cons to this small dungeon crawler as I experienced them. Do note: the game is balanced exceptionally well, my preferences are going to be different from someone who wants a challenging crunchy dungeon crawler.

Pro

  • The gameplay loop in the early game is really effective.
  • Death of characters for the most part is a minor set back.
  • The games only as challenging as you make it for yourself. If you’re like me and can’t afford the time commitments for an overly challenging game doing something simple like setting the difficulty low and using a guide for provisions and curios will get you quite far.
  • Every job class is dynamic and presents lots of solutions to the problems at hand.
  • Given the challenge of the game, I expected soft-locks to happen easily, they do not because the game is well balanced.
  • Atmosphere = amazing.
  • The narrator = amazing.
  • Quotes and story telling = amazing.

Con

  • The gameplay loop does not feel like it evolves enough for the slow mid-game.
  • Some of …
Read More

~25 hours, unfinished main story, played on the easiest mode Darkest Dungeon quickly goes from gripping to monotonous, back to gripping, and back to monotonous. Here are the pros and cons to this small dungeon crawler as I experienced them. Do note: the game is balanced exceptionally well, my preferences are going to be different from someone who wants a challenging crunchy dungeon crawler.

Pro

  • The gameplay loop in the early game is really effective.
  • Death of characters for the most part is a minor set back.
  • The games only as challenging as you make it for yourself. If you’re like me and can’t afford the time commitments for an overly challenging game doing something simple like setting the difficulty low and using a guide for provisions and curios will get you quite far.
  • Every job class is dynamic and presents lots of solutions to the problems at hand.
  • Given the challenge of the game, I expected soft-locks to happen easily, they do not because the game is well balanced.
  • Atmosphere = amazing.
  • The narrator = amazing.
  • Quotes and story telling = amazing.

Con

  • The gameplay loop does not feel like it evolves enough for the slow mid-game.
  • Some of the games mechanics feel buried. Curios, for instance, have a great in game mechanic that allows you to learn their solutions. However, if you miss this fact, you might become frustrated with curios.
  • The four-person party makes the choice of who you take with you very tough. This is good for controlling the game difficulty, but if you’re like me, it’ll force you into a routine in which experimentation becomes a costly allocation of time and resources.
  • The build mechanics of the town progresses too slowly.
  • Dungeons feel repetitive.
  • Character growth feels primarily numeric, not offering much in the way of advancing gameplay. Oh you leveled? You can fight more leveled things, but it’ll feel like an arbitrary step up.
  • Anything that could be done to speed up preparation, such as team load outs or better menus feel necessary.

Conclusion: Given that this is not a “full priced” game and the amount of time one could easily spend in here, I think the value is there for the money. Most of my associated cons are purely preferences. Nothing felt like it didn’t work, as much as it felt like it just didn’t fully work for me, personally. This is certainly a game I feel that most people need to rely on outside resources to really get the mechanics. Nonetheless it’s a solid recommend from me.

Read Less
Roach
Roach updated their status Sep 20, 2025
Roach updated their status Sep 20, 2025

Found this in an online bisexual community lmao.

enter image description here Source Unknown

additron_
additron_ updated their status Jul 19, 2025
additron_ updated their status Jul 19, 2025

I put a few hours into my hamlet 'Reagent' and had a blast. I'm putting it down for now because it was starting to get stressful and a little challenging and I wanted something more chill. I played up to beating a medium dungeon and the first 'boss', the necromancer. Feels like a good place to put a pin in it until I get the itch to play again.

ikateufel
ikateufel updated their status Aug 24, 2023
ikateufel updated their status Aug 24, 2023

Too much RNG for my taste ... could not complete it ...

ludaman21
ludaman21 updated their status Mar 26, 2022
ludaman21 updated their status Mar 26, 2022

It is a fun concept, but unless you enjoy torture, the fun doesn't last long.

Lygodesma
Lygodesma updated their status Jan 26, 2022
Lygodesma updated their status Jan 26, 2022

How am I supposed to care about the characters? Is there something I missed? So far I am just managing their diseases, try to keep them alive. I don't know why though, I couldn't care less, as there are more coming all the time. Some leveled up and got new items, but it didn't feel very impactful. Is there a point where a character makes a leap forward, gets nice clearing speed and then you really want them to be saved? How long will that take? So far it feels very grindy and pointless, if the progression is so slow and then the progress is potentially killed I really don't see the point.

anarchistica
anarchistica updated their status Dec 25, 2020
anarchistica updated their status Dec 25, 2020
JuggleMan
JuggleMan updated their status Sep 14, 2020
JuggleMan updated their status Sep 14, 2020

Started playing this again the other day after putting it down several years ago. I'm really enjoying it so far. Got a couple characters killed on my first delve which I actually think was good because now I've learned to not grow attached to anyone, haha!

I really like the game, but I think the controller implementation could have been done a lot better. It's clear that the game was made to be played with mouse and keyboard.

AlfredoSalza
AlfredoSalza updated their status Jun 4, 2020
AlfredoSalza updated their status Jun 4, 2020

Completed 100% on PC in 82 hours, Darkest difficulty.

I was left kind of disappointed with the challenge of DD, as I expected it to be way more complicated. I started playing on Radiant for like 2 hours and then made a new Darkest file.

By hour 5, I found the Ves-Jes-Hwm-Cru/Lep party to be a safe choice and used it for almost the entire game, except for a few boss fights. I also beat DD1 to 4 each on my first try. I expected (wanted?) to die at least once on DD.

There is NO way I'm gonna try Stygian beacuse the game is just too grindy, an issue even acknowledged by the devs. Honestly, I've had enough of this dungeon.

I liked the art and the atmosphere a lot. Gameplay is also good, with some smart design choices. The narrator is excellent, of course. Music is just "ok". Regarding the RNG, I'm very tolerant to it, but it may annoy some people.

Recommended, just be ready to grind.

Chovus
Chovus updated their status May 14, 2020
Chovus updated their status May 14, 2020

Beat the base game on Darkest difficulty (I did not buy any dlc). I had watched some gameplay before buying it so I knew the basics, but that did not stop me from screwing up digging. My 1st death was a vestal who had a heart attack early on because I thought I had to drag a shovel to the shovel icon and then click the hand to ok the dig. Wait, how come they are taking damage and stress for digging with a shovel? By the time I had figured it out, it was enough to push that character over the edge. This caused me to have to play up to level 3 without any vestals, since none were showing up to hire. I had to rely on occultists and plague doctors for healing. Not too long after I had a party of level 1s; it was 3 of my B team and the hellion from my A team trying to get the hellion a level up to catch up to the rest of A. I had passed this thing which wants you to sacrifice a torch for dark powers. Other times I ignored it, this time I did …

Read More

Beat the base game on Darkest difficulty (I did not buy any dlc). I had watched some gameplay before buying it so I knew the basics, but that did not stop me from screwing up digging. My 1st death was a vestal who had a heart attack early on because I thought I had to drag a shovel to the shovel icon and then click the hand to ok the dig. Wait, how come they are taking damage and stress for digging with a shovel? By the time I had figured it out, it was enough to push that character over the edge. This caused me to have to play up to level 3 without any vestals, since none were showing up to hire. I had to rely on occultists and plague doctors for healing. Not too long after I had a party of level 1s; it was 3 of my B team and the hellion from my A team trying to get the hellion a level up to catch up to the rest of A. I had passed this thing which wants you to sacrifice a torch for dark powers. Other times I ignored it, this time I did not since I figured the occultist might like it. Occultist and crusader died that fight, then I killed the boss, then the grave robber died from the minions. The hellion had to flee the fight and abandon the quest. Damn.

I did not have a whole lot of deaths and I was able to resurrect a few. At end game I have 8 deaths. A level 0 man at arms that I deliberately killed off early on because he started with bad stats. The 3 mentioned above (though the crusader was revived and reached level 4 before dying again), a level 1 plague doctor, level 6 hound master (this was a brutal loss since he was one of my best characters; forgot how he died, maybe that time I screwed up on the cannon boss and the entire party was nearly one shotted), level 6 vestal and level 6 abomination who died at the end dungeon. I played quite safe while also trying to do as much as possible in each mission to get the most loot possible. I found giants to be the worst enemy, with their massive single damage and changing the party order. Every time I fought one it was a nail biting experience where I threw everything I had and strongly considered retreat if I could. After that would be those goblet throwers and their tendency to focus on the most stressed person.

I generally took 1 healer, 1 tank and 2 damage characters. Here is my final roster

Tanks:

3 Crusaders, including the one you start with that I renamed after myself. He managed to never die. I found this to be a solid class that works especially well in the ruins. Mostly used the basic attack, occasionally the 2 target. Bulwark of faith to help tank, and usually the heal with stress reduction. Even a single point of healing can bring someone back from death's door, and I did not see much benefit for the slightly larger heal. My character used holy lance instead to counter knockbacks and get some ranged damage in, but overall I think the heal is safer.

2 men at arms. They would use their basic attack, which I found very useful for its ability to hit the 3rd rank. Bolster to buff dodge and stress, ripost for tanking and bellow to give him something to do if knocked to the back. I liked them so much that I almost always took 1 along for bosses.

2 lepers. Basic attack, 2 target attack, self marked tank buff and self heal. Even though they have lower resists than other characters, that self heal is pretty sweet.

Damage:

3 hellions. They used the basic attack, the one that hits the rear of the enemy if the hellion is in 1st place (I love that skill), rage for self heal and status curing (love that too). The final ability was breakthrough early on to help counter knockbacks, but I later changed it to if it bleeds due to its targeting flexibility.

1 abomination. For normal battles he was in rank 2 using blight and stun. For tougher fights I let him transform, and even some bosses (he was on the final boss team) I let him take 1st position.

2 highwaymen. Pistol shot + a melee attack (bleed or normal depending on resists), grapeshot (which I found to miss way too much and it very much grew out of my favor), and tracking shot to reveal stealth. This class is very good and can fight effectively from any position.

2 grave robbers. Throwing dagger as the main attack, dual daggers is a great opener to kill the middle rank enemies, pickaxe for melee and prot enemies, followed by blight darts. Another great class very similar to the highwayman.

1 houndmaster (not counting the dead one). I specifically recruited this guy and powered leveled him to replace the dead guy. I use the basic dog attack, hit all dog attack, self heal and mark. Probably one of the best classes, with ability to hit any enemy with that basic attack from any position except the 1st.

1 archer. Using the basic shot, bolas, mark and heal. I often used her for bosses. Not as flexible as the other damage dealers but excellent at dealing with the rear ranks and large monsters.

Healers/support:

4 vestals (not including the dead level 6). Yeah after struggling through most of the early game without any I made sure to hire every one I could. I took 1 on every single mission and had a rotation set up for them. They used the single heal, group heal, self heal attack and illumination. I found their healing to be key to completing missions.

2 plague doctors. I use single target blight to hit the front, plague grenade to hit the back, battlefield medicine for healing and status curing (was pretty bad when that was the group healing) and the stun that destroys corpses. While useful I often found their damage over time inferior to straight up killing an enemy quicker. Their unique camp skills carried me through the early game.

2 occultists. Using heal, pull + destroy corpses, tentacle ranged attack and 1 of the hexes. Better healer than the plague doctor and I used them extensively as main healers until I got some vestals. I prefer the hex that lowers enemy damage, especially if there is no vestal in the group.

I never used the bounty hunter or jester. I had an antique lady early on but booted her.

For quirks I reinforced great ones (my crusader has warrior of light +10% damage, slugger +10% melee damage and quick reflexes), others I like are evasive and fated. I only got rid of really bad ones like lower max hp. I found a healing boost artifact in a secret room and combined with the vestal scroll artifact my vestals were getting +60% on heals. I had gauntlets with +25% damage for the lead character, unique class specific artifacts for the archer and houndmaster, and my preferred combo was the legendary bracer (+20% damage) and feather crystal (speed and dodge), though some of the end game artifacts were quite good. I usually gave the plague doctor and occultists support things, like resist boosts so they could interact with curios and ambush benefits.

When I got to the final form of each boss I looked up the strategy online. I had already beaten each boss without help but wanted to make sure I was not missing anything. Then I went into the darkest dungeon itself. I went in blind with a man at arms, highwayman (the 1 you start with), grave robber and vestal. The mission was fairly brutal and the vestal was focused on to the point that she became afflicted. I did not take all the supplies I could have, and could have used a few more bandages. The boss was a spectacular fight. The vestal went at least 4 turns straight without healing due to a combination of being shuffled to the front and skipping her own turns. She died. The highwayman went virtuous and he spent at least 4 or 5 turns at 0 hp, including with a bleed most of that time. I cannot believe he survived! For the next mission I looked up the trinkets you get to see how they work and inadvertently learned the strategy for the mission. So I had a man at arms guard the vestal, who went with both healing trinkets. The others were hellion and archer. This mission was not too bad. For the 3rd I went with a leper, grave robber, vestal and plague doctor. Was going ok until a battle where they really went to town on the leper, making him abusive. At this point I was not feeling good about the odds of getting through the mission so I decided to look up the map online. Oh I am 1 room away from the goal and I was going that way anyway. Well then. I kept using the plague doctor's stun to kill the little teleport things (I did read the basic strategy before hand). For the final battle I took the abomination, highwayman, vestal and hound master. I did read the strategy before hand and figured the abomination would be a great idea since it was one long fight where he could just transform once at the beginning. The 1st phase dragged on for a long time and they focused so much on the vestal that she had a heart attack and died. Damn. In the next phase the abomination became afflicted and automatically canceled his transformation. So much for that plan. The 3 of them were not in great shape by the final phase; abomination was high health but very bad stress, highwayman was around 40% health and virtuous, while the houndmaster was decent on both. They wrecked the boss and I chose the abomination to die, since he was doing the least.

Overall great game. I very much liked the tactics and tough decisions; how much supplies to take, should I risk going this way etc. I do wish you could drop stuff inside dungeons and come back for it though. My biggest problem came from the permadeath and how it had an effect that made me less want to play the game. The thought that I could start the game up and be worse off than before is a somewhat demoralizing concept, and I would much prefer a normal save system. Or something like the alt F4 trick in State of Decay.

Read Less
Untuvakana
Untuvakana updated their status Feb 26, 2019
Untuvakana updated their status Feb 26, 2019

While playing this game my head feels like exploding and I feel way more stressed than usual and sometimes my brain just makes stupid mistakes. "Okay 15 minutes in menus. I got good trinkets. My party’s skills and camping skills are up to date. Everybody is healed, and mental state is good to go. I'M SO READY TO TAKE THIS BOSS........ I forgot to bring torches..."

MarioPrime
MarioPrime updated their status Jan 30, 2018
MarioPrime updated their status Jan 30, 2018

Tried out Darkest Dungeon this weekend on Switch because I had heard such amazing things about it. But really had trouble finding the fun in it? For one, the UX just feels so cluttered. There's so much happening on screen, and I just don't find any of it intuitive. I really appreciate the game, but just kind of felt like I was doing the same thing over and over. I guess I'd say I just wasn't "finding the fun" as easily as I'd hoped. But also think it might partially be the Switch. I was playing in handheld mode and some of the buttons are just TINY on that screen which makes it so frustrating. Need to give it more time, I suppose.

Trost
Trost updated their status Jan 14, 2018
Trost updated their status Jan 14, 2018

Now that there's "radiant" mode - I'd advice this game to anyone who coudn't bear it because of extensive grinding.
This mode doesn't alter the difficulty, but gives you more exp and gold, so you can beat the game in around 40 hours instead of 80.

FredLobster
FredLobster updated their status Aug 4, 2017
FredLobster updated their status Aug 4, 2017

I want to beat this. I really, really do. But good god, it does a marvelous job of forcing me into positions where it feels like I've just lost all momentum and might as well start from scratch and hope I can fix my mistakes (?) the next time around.

GigaDeathNullGolem
GigaDeathNullGolem updated their status Jul 1, 2017
GigaDeathNullGolem updated their status Jul 1, 2017

Been playing Crimson Court maddeningly non stop and needing a short break. I had actually started a new game for a third time after getting an updated feel for it. Game has improved a lot but DD is still fun but depressing/discouraging in a weird way. It almost feels like similiar niche in the vein of Stone Soup Dungeon Crawl or older XCOM games where you play them over a very long period of time. Unfortunately this isnt exactly like some repeatable rogue-like due to it's considerable time investment so setbacks feel far more punishing... nor is it a game you can endlessly grind to slowly 'improve' yourself, because It will nip you in the ass regardless of your patience/preparation or level, and it often feel like it's an imbalance issue/random.

This is one of the best games to cheat in and tweak things yourself i've played in a long time. Because you have lots of freedom to go about it in different ways. Editing the kickstarter trinkets, and modifying the tables to allow for more equippable trinkets is the (time consuming) route i've taken. I found that this doesnt break the spirit of the game one bit, and gives …

Read More

Been playing Crimson Court maddeningly non stop and needing a short break. I had actually started a new game for a third time after getting an updated feel for it. Game has improved a lot but DD is still fun but depressing/discouraging in a weird way. It almost feels like similiar niche in the vein of Stone Soup Dungeon Crawl or older XCOM games where you play them over a very long period of time. Unfortunately this isnt exactly like some repeatable rogue-like due to it's considerable time investment so setbacks feel far more punishing... nor is it a game you can endlessly grind to slowly 'improve' yourself, because It will nip you in the ass regardless of your patience/preparation or level, and it often feel like it's an imbalance issue/random.

This is one of the best games to cheat in and tweak things yourself i've played in a long time. Because you have lots of freedom to go about it in different ways. Editing the kickstarter trinkets, and modifying the tables to allow for more equippable trinkets is the (time consuming) route i've taken. I found that this doesnt break the spirit of the game one bit, and gives you edge as you feel you need it. It also lets you customize yourself a bit and almost gives it a bit of a gear/stat RPG feel which i wish the game had a bit of anyway.

Read Less
GigaDeathNullGolem
GigaDeathNullGolem updated their status Jun 26, 2017
GigaDeathNullGolem updated their status Jun 26, 2017

i do enjoy games made like this where i can editpad and tweak in a bit of tippling, hacking, cheating.