Main game
3.61 average rating based on 194 ratings
Darkwood's public alpha appeared on the scene way back in 2014 and I remember it well. It sounded cool: dark, surreal horror survival game, set in a mysterious forest, with influences from film noir, cosmic horror, but also that Texas Chainsaw-style bayou creepiness. I remember checking out a couple YouTube videos/gameplay of the alpha and I was intrigued but mostly unimpressed. The top-down view made it look/feel like GTA1. The game also included a bunch of heavy survival elements: like a bargain bin 2D Minecraft, punching trees, fetching logs and crafting wooden swords, keeping a vigilant eye on your thirst, hunger, sanity, ammo, bladder, etc. meters. Plus the game had rogue-like elements, randomising maps and events for each playthrough. Honestly, it looked like a bit of a mess and I dismissed it, forgot about it.

However, a month ago I learned something interesting: the developers, upon launching the full release, also launched a DRM-free torrent of the full-version fully-patched final product on PirateBay (ref: PC Gamer article). Apparently the sales have been poor, and the devs …
Darkwood's public alpha appeared on the scene way back in 2014 and I remember it well. It sounded cool: dark, surreal horror survival game, set in a mysterious forest, with influences from film noir, cosmic horror, but also that Texas Chainsaw-style bayou creepiness. I remember checking out a couple YouTube videos/gameplay of the alpha and I was intrigued but mostly unimpressed. The top-down view made it look/feel like GTA1. The game also included a bunch of heavy survival elements: like a bargain bin 2D Minecraft, punching trees, fetching logs and crafting wooden swords, keeping a vigilant eye on your thirst, hunger, sanity, ammo, bladder, etc. meters. Plus the game had rogue-like elements, randomising maps and events for each playthrough. Honestly, it looked like a bit of a mess and I dismissed it, forgot about it.

However, a month ago I learned something interesting: the developers, upon launching the full release, also launched a DRM-free torrent of the full-version fully-patched final product on PirateBay (ref: PC Gamer article). Apparently the sales have been poor, and the devs simply wanted people to play their game! This seemed like such a noble act of a group of artists, who just really want people to experience the thing they've spent half a decade on, ignoring profits completely in favour of wishing to share their art. With the torrent file they attached a link to this page, (I'd highly recommend giving it a look) which gives a little story about the development of their game and themselves, their aims and such. I was so moved by the whole thing that I bought a copy immediately. But anyway, I digress, what about the actual game?

Darkwood took me totally by surprise. Much had changed since the early builds. Still, this top-down crafting-survival thing; I didn't expect to get much out of it. But it hooked me in DEEP. I literally could not put it down, I spent every waking moment on it. 27.5 hours in the last two weeks, 32.1 hours in total, finally completing the game yesterday with a sigh of relief.. but I already miss it, and I'm tempted to journey back into that macabre void with its towering firs and its mysterious, often malevolent inhabitants.
On paper, it definitely shouldn't work. Darkwood is a genre-mash like no other: within that game we see elements of open-world survival, base-building/tower defence, crafting, rogue-like exploration, ARPG elements (random loot drops, looting, top-down combat, character upgrades/perks), visual-novel-style narrative sections, puzzles, resource management, and the list goes on. It sounds like a dog's breakfast but it isn't: these elements somehow blend together and it feels like an entirely new genre, and the whole thing is strangely intuitive. And this is coming from someone who generally despises crafting/survival games.
You, "the stranger," find yourself deep within this forest. There's a day-night cycle, and you've got very little time to barricade yourself within one of the decrepit huts before nightfall where the local fauna will roam the darkness. You fumble around for bits of wood and nails, crude traps, a stick for a weapon, find an old generator to keep the lights on, push a rusty old bathtub against the door and wait. In my headphones I hear footsteps circling the house.. strange howls.. was that a quiet knock at the door? Possibly a scream in the distant hills? And now, was that something scratching on my real window, IRL? It's without a doubt the scariest game I've played since Alien Isolation, in fact I'd say it's more spooky, perhaps the spookiest game I've ever played. Haven't been so spooked since playing System Shock 2 as a preteen. As you travel deeper into the woods, and more time progresses, these nightly "barricade and hunker down" furniture arrangement sessions become increasingly tense and dangerous as more ferocious creatures or roaming supernatural things take notice of you presence.

The crafting is simple and I picked it up easily. It's intuitive and logical: a rag makes a crude bandage, or petrol+rag+bottle+match makes a molotov cocktail. Wooden logs can be sawed into planks, and so on. It never outstays its welcome, it adds a sense of realism, and it's never pointless busywork; it's sensible, logical crafting as a minor, agreeable gameplay element. I haven't progressed far into my second playthrough but already I can tell that things are very different, given the map randomisation. Apparently some special events, rare game world areas and story elements are randomised too. Exploring the woods is a terrifying and exhilarating experience. You have a rough map, but your location isn't marked and most navigation is made through landmarks and guesswork; getting lost is a regular occurrence, or a terrifying occurrence as night approaches.. These woods are corrupted by some strange and horrifying force, and you slowly uncover these chilling, surreal mysteries as you delve deeper. As you stumble across key characters or important events, the game suddenly switches to a closeup of beautifully-rendered and animated art, like a visual novel, allowing the player to speak with an NPC or make certain plot decisions (which, I might add, can lead to many branching paths within the story/outcomes). These story elements, like everything in the game, are lovingly crafted in their gruesome detail whether it's the snail man or the chicken lady or the multitude of unsettling denizens of the forest. The writing is also superb; these little touches really solidify that deep immersion and work together to make one deeply invested in the game world, the plight of the protagonist, and it's why I haven't seen daylight in two weeks.

I was initially wrong about this game: it's not another survival game, or a run-of-the-mill horror game. It's a very rare kind of horror game: there aren't jumpscares, there isn't violence, gore, VR chase scenes or detailed high-poly renderings of spooky things. Instead the horror creeps along the base of your skull, through shadows of the things untold and unseen. Eraserhead (1977) comes to mind, or Jug Face (2013), Blackwood's The Willows, some thoughts of Lovecraft of course (the unseen, unfathomable horrors beyond description). Some of the gorgeously distressing art is reminiscent of Zdzisław Beksiński, James Gleeson, Odd Nerdrum, but I'm just reaching: the vision of the creators is very much unique. It was so refreshing to play a this game without a single zombie, or evil marine, skeleton, demon, ghost, creepy black-haired little girl, none of those cringe-inducing cliches; instead the entities and characters are peculiar, original, otherworldly, and yet they fit seamlessly into this corrupted forest where nothing is quite as it seems.

I won't mislead you: Darkwood is a very challenging game. To the devs' credit, even using a guide/walkthrough won't offer much help, as the game fiendishly rearranges itself for each player/playthrough. Resources are very scarce, enemies are ferocious, weapons are weak and even single bullets are extremely scarce; and that's assuming you can acquire a gun somehow. Navigation is difficult, the forest is dark and perilous, clues are cryptic, items and pathways are deeply hidden, weird characters will betray and mislead you. But all this works together, like in early Resident Evil games to magnify the horror, to bring a sense of urgency, to place pressure upon the player. I loved every moment of it. Ultimately, though I adored the gameplay and I'll not soon forget those nights in rickety shacks, cowering in the corner and praying for the reddish light of dawn, the highlight for me was: the story and its delivery. The many and varied characters are brilliantly conceived and bring this gruesome, gloomy world to life, whether friend or foe, I got to know these bizarre inhabitants and their sad stories, and how they link to each other and to the collapsing, strangling corruption around their little towns, shacks and hovels. There are probably multiple endings, but when I finally reached the end (after 32hrs of gameplay) my jaw was firmly upon the floor. It's rare to see a game with such polished mechanics, fun addictive gameplay, while also being genuinely unsettling/creepy, furthermore maintaining a truly deep and engaging storyline filled with these colourful characters and a memorable story arc.
I'll not soon forget my time spend in Darkwood, and I'm both yearning and dreading my return for my second playthough, hard mode, to see what further horrors are lurking amongst the boughs. Highly recommended, 5 stars, easily my favourite game of 2018 so far, and better than most games I played last year too. Highly recommended, but only if you're a weirdo and you're into this kind of thing.
This was my third attempt trying to click with Darkwood, and I finally feel like I played enough to give an informed review (about 18 hours worth). It is a horror game, and it is largely about surviving… but it’s not a survival horror game. At least not in the classic sense. Let’s call it a Craft-Exploration-RPG survival horror game.
It’s very well made and I totally understand why it’s so loved. It’s ominous and tense, has a nice gritty art direction, it’s suspenseful and challenging, and it rewards patient exploration and strategy. But personally, the gameplay wore out its welcome slowly but surely.
You are bound by the rules of time, a typical day cycle is about 12 minutes, and during this time you branch out from home base, explore and gather materials, and very slowly make your way deeper into the world. Then night hits, and you hunker down with traps and protection, and pray to survive the night.
It’s all done very well. It’s extremely tough to progress, and often feels like two steps forward one step back. I think I ran out of patience towards the end, as the very slow march of progress just gets …
This was my third attempt trying to click with Darkwood, and I finally feel like I played enough to give an informed review (about 18 hours worth). It is a horror game, and it is largely about surviving… but it’s not a survival horror game. At least not in the classic sense. Let’s call it a Craft-Exploration-RPG survival horror game.
It’s very well made and I totally understand why it’s so loved. It’s ominous and tense, has a nice gritty art direction, it’s suspenseful and challenging, and it rewards patient exploration and strategy. But personally, the gameplay wore out its welcome slowly but surely.
You are bound by the rules of time, a typical day cycle is about 12 minutes, and during this time you branch out from home base, explore and gather materials, and very slowly make your way deeper into the world. Then night hits, and you hunker down with traps and protection, and pray to survive the night.
It’s all done very well. It’s extremely tough to progress, and often feels like two steps forward one step back. I think I ran out of patience towards the end, as the very slow march of progress just gets a bit too tedious and time-wasting for me. The game doesn’t guide you whatsoever, so exploration is extremely open and hard to find much of value on a given day.
Patient gamers that love soulsy games, tower defense, and crafting survival games with a horror flare will feel right at home. None of those genres really pull me in though. I tried to appreciate it as a survival horror game, but it really doesn’t resemble one in any meaningful way (besides aesthetics). So just know what you’re getting into and if you are the target audience - I am not.
like a donut it looks good and tastes good but hasnt a lot to it. great art and story. bad controls and structure. disappointing.
This game was really addictive at the start and then it quickly turned into a bit of a grindy feeling game. At about the half to 3/4 mark of the game I finished it with a walkthrough. This game is a very challenging game, it does not lie about that, however, it has an interesting story. I appreciated that it closed all potential loose ends at the end of the game. You are not left to wonder what happened with that one character that you interacted with that one time. If you decided to play this game be prepared to invest a lot of time. I put in 50hrs and it would have been significantly more if I didn't use a walkthrough.
I think I'm dropping this one. I don't feel like I've played enough to justify a full review, but I wanted to get some thoughts down after trying to get into it across a few sittings.
Darkwood is probably the scariest game I've played in a long time. The unusual top-down angle totally works in its favor, as it makes it so I'm seeing everything from a distance, which leaves the finer details up to my imagination to fill in. It's an effect you often see utilized in good horror movies and it works excellently here. The sound design complements it perfectly. It's visceral throughout and really elevates the shock at some of the things you'll stumble upon as you wander through the woods.
The thing is that Darkwood is nearly as much a survival game as it is a horror game. Gameplay works on a tight day/night cycle and you need to scrounge for supplies while it's bright out so you can hide away from the nighttime creatures after the sun goes down. I've often struggled to get into survival games and even though the elements here aren't too overbearing they just frustrate me. I want to spend my …
I think I'm dropping this one. I don't feel like I've played enough to justify a full review, but I wanted to get some thoughts down after trying to get into it across a few sittings.
Darkwood is probably the scariest game I've played in a long time. The unusual top-down angle totally works in its favor, as it makes it so I'm seeing everything from a distance, which leaves the finer details up to my imagination to fill in. It's an effect you often see utilized in good horror movies and it works excellently here. The sound design complements it perfectly. It's visceral throughout and really elevates the shock at some of the things you'll stumble upon as you wander through the woods.
The thing is that Darkwood is nearly as much a survival game as it is a horror game. Gameplay works on a tight day/night cycle and you need to scrounge for supplies while it's bright out so you can hide away from the nighttime creatures after the sun goes down. I've often struggled to get into survival games and even though the elements here aren't too overbearing they just frustrate me. I want to spend my time exploring but I have to keep dropping what I'm doing to go hide at night and it simply interrupts the fun.
Fans of both horror and survival will probably find a lot to love there though.
I'm very interested in the concept of this game. Problem is, my spatial intelligence is crap. Trust me, I've got the dismal geometry grades to prove it.
So trying to navigate the world via building a mental map off a few landmarks, while on a timer...yeah, that's not a place where I'm going to excel, and this game quickly became more frustrating than enjoyable to me. Definitely one where I'd be interested in a mod or a cheat to change up some of the gameplay in order to let me enjoy the good stuff without trying to remember how far around this tree stump I have to rotate in order to find where I died...? (If that's even the right tree stump?)
I have decided that I will not finish this game. Just couldn't keep my interest for more than a few hours. The tidbits of story being drip fed feel like it could end up being a compelling mystery. I've played enough to see why people hype this one up, but its just not for me. Oh and the games look unique in its art style and solidly spooky.
I only a few days in but i am enjoying the experience so far. I am a little worried about some of the reviews saying that it becomes grind heavy in the later stages. Atmosphere and the art style are cool and exploring new areas feels exciting.
Probably 70-80% through with this and abandoning it. Liked this okay but too grindy and tedious to play. Even when managing to cheat/hack it's still obtuse on solving some of these quests. The overall gameplay just isn't growing on me. I don't feel that the top down shooter genre lends itself so great to timed attacks and such precision in combat, coupled with stringent resource management and survival mechanics but that's just me, but even with better skills this is a bit too hard.
This is free in the Epic store this week:
https://store.epicgames.com/en-US/p/darkwood-fa73bd
Next week we get Evoland Legendary Edition (meh) and Fallout 3 GOTY!
Darkwood is an absolute masterpiece, it's in my top 10 and might have been my favourite overall from 2018. It's on Switch now, def worth checking it out. One of the most terrifying and immersive things I've ever experienced.