This Kickstarter, it intrigues me. The game is called Darkest Dungeons.
Uncompromising, unforgiving, and unconventional, we present a fresh take on the dungeon crawler that elevates the importance of sound tactics and a character’s mental state over their gear.
You will recruit, train, and lead a team of flawed heroes through twisted forests, forgotten warrens, ruined crypts and beyond. You’ll battle not only unimaginable foes, but stress, famine, disease, and the ever-encroaching dark. Uncover strange mysteries, and pit the heroes against an array of fearsome monsters with an innovative strategic turn-based combat system.
You will have to tend to characters’ spirits as much as you do to their Hit Points. But in these grim situations, you’ll find opportunities for true heroism!
Darkest Dungeon is not a game where every hero wins the day with shiny armor and a smile. It is a game about hard trade-offs, nearly certain demise, and heroic reversals.
Do you have what it takes to survive in the forgotten corners of the Darkest Dungeon?
Darkest Dungeons hits a number of my buttons. Turn based RPG? Check. Procedurally generated dungeons? Check. Traps and tricks? Check. Compelling art style? Check. Any art style that makes me think of Mike Mignola’s work gets bonus points.
Still, as much as I like roguelike RPGs, I find most computer RPG’s limited. Some manage to stand out from the crowd through epic world building or compelling writing, such as the Ultima series of old or the Elder Scrolls games. Others through their excellent implementation, such as The Legend of Grim Rock. Each of these has some special angle that makes them stand out from the crowd.
Darkest Dungeon is aiming to find its own unique key through challenging the player in a new way. Players will not only be exploring the depths of the underworld, but the psyche of their own characters.
Characters’ stress levels respond dynamically to dungeon events. Coming across a rotting corpse may unnerve the Highwayman, or may fuel the Crusader’s determination. If the pressures become too overwhelming, their resolve is broken, and they will become Afflicted with a range of psychological conditions including paranoia, panic, greed, or even sadism.
The Affliction System will compel the player to keep an eye on the mental well being of his or her PCs, learn what they fear and what inspires them, and play accordingly. This idea intrigues me, striking me as something at home in a Call of Cthulhu game and just begging to draw the attention of Lamentations of the Flame Princess players.
I’m not sure if I’ll be backing the Kickstarter or not yet, considering that the Taxman cometh soon and not bearing gifts. But I will be keeping an eye on the project and a retail purchase may be in my future.
Check out the trailer for yourself and see if it doesn’t just scream “OSR”: