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The Darkest Dungeon
Darkest Dungeon is a challenging gothic RPG about the stresses of dungeon crawling. You will lead a band of heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to their bodily health, and worse, a relentless assault on their mental fortitude! Five hundred feet below the earth you will not only fight unimaginable foes, but famine, disease, and the stress of the ever-encroaching dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?

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i don't know, GoG has some pseudo steam like application/service, but i never cared enough to look into it. 
It would have cost me a 1/4 of the price buying in USA though. 
X X X X 
I really shouldn't have summoned the Shambler.

I really like the Quirks and stress system, its uncannily accurate to real life in a weird way.

Is there a way to carry more stuff? I tend to leave most of what I find behind. 
No, you have to make choices on what to carry. It's a tougher choice on the longer and tougher dungeons because you want all that phat loot... but you kind of need all those important supplies! 
Brutal but fair and always tempting you into one more round :) 
It's very well made - it seems to be the exception that proves the rule of early access games.

I've now got a couple of guys at level 3 who refuse to go on low level missions and a bunch of n00bs who refuse to do the higher level ones...

Still trying out different mixes of classes, they interplay well enough to try out different tactics, especially when you can change out their skills in the guild.

I still haven't found a good use for the Occultist or Bounty Hunter, although I suspect its just for lack of experimenting with them. 
You can take low level dudes to high level quests. They will just get owned :P There's even an achievement for bringing 4 level 0 characters to The Darkest Dungeon quest :D

Bounty Hunter is a good 2 slot I find. Has a good melee attack, and the "get over here!" attack means he can help you set up to kill annoying backline characters with other melee dudes.

Occultist is really strong on Coves where nearly everything is Eldrich which he's strong against, and his single target heal is stupidly good in general. Usually a good 3 slot character. 
His healing is pretty hit and miss though, I've had him heal 0 hp and apply bleeding to an almost dead character a few times, that bastard. 
The few times I got the hunter he never had that Scorpion attack so I wrote him off while I concentrated on getting the other characters down.

Same for the Occultist - he kept on killing people he was supposed to heal and I wasn't brave enough to go into the cove to see those nice buffs against eldritch monsters.

I try and always have a hound master in the party - their bleed attacks and stress recovery and ability to predictably self heal are very powerful support abilities, although less useful against undead.

Grave robber, hellion and man at arms are all pretty meaty as well.

Jester seems pretty good, but makes a leper in the party useless with all the moving around he tends to do.

The abomination is great, but you need a hound master to counteract the stress he causes.

The plague doctor seems pretty good, but only with the right abilities and properly leveled. His healing is kinda crap but the ability to stun and blight stuff is good against undead.

Highwayman and Arbalest are both pretty meh. Neither seem to have sufficient damage or abilities to warrant taking them along in favour of any of the others. 
Highwayman and Arbalest come into importance as you level them, because their damage and crit chance scale up with their weapon upgrades, which makes them insane at one shotting key targets. 
I'll Keep A Couple 
Around then, thanks for the advice. 
Ok... I caved and bought the game. I hope this is good. 
98 mins played so far, not bad at all.
I have a couple of gripes. The game is a little tougher than it needs to be IMO, it's almost like they're trying to be edgy by making it super stressful.
Also, unused provisions should carry over to your next round IMO. It's a little pathetic that it doesn't. 
It's Unforgiving 
I finally got a team of level 3's together and stormed into one of the tougher quests.

Not sure how I forgot how the game punishes overconfidence.

1 dead, the others with a collection of diseases and disorders and a waste of cash on supplies.

As to carrying supplies, I'm reminded of Talisman. You should be able to take a donkey to carry more stuff for you. It'd be a background thing, not susceptible to attacks, but instead victim to traps as you're walking around - if it gets hit then it runs off, dropping all the extra stuff. 
The game will obviously be hard at first, it gets easier as you learn the systems, but making it too easy would have made for a pretty different game. The whole point is to always be on the brink of losing.

Provisions are resold (at a loss) at the end of quests, so they are not completely wasted. Keeping them between quests would be kind of meh, you'd just be able to take 2 or 3 stacks each time without every hesitating on how many you should buy etc. Would just make the food system kind of pointless (I could also argue that the food would rot after a week anyways).

I'm doing ok with my current game, 2 dead, full roster of 25 all in good health, a group of lvl 5s and one of lvl 4s doing most of the hard stuff. 
So What Are The Level Cutoffs? 
They refuse a quest 2 levels or more beneath them?

It seems a bit of a forced way of adding more complication to team balancing.

To me it makes sense to take on the level 3 guy to train the rookies up. The downside would be the level 3 won't gain any XP.

You could even make it a sliding scale where attempting harder missions with weaker guys earns them more (if by some miracle they survive). 
It's color coded, green is 1-2, orange is 3-4, red is 5-6.
If you could take lvl 4s to lvl 1 quests, you could just steamrole through the dungeons in complete darkness to make lots of easy cash, which again would quickly ruin the difficulty balance of the game. 
Makes sense. You could always cheat and have them find less gold as well, but then you make strong character seem unnecessarily weak.

The thing about provisions being sold back is good info as well - so it means it's always best to use everything up towards the end in favour of carrying more loot.

This thing's a rabbit hole. 
whelp, picked this up... fun so far, not sure how long i will play for. you can screw yourself over if you spend all your money without noticing, btw... i had to sacrifice a random group of dudes to bring back some money. couldn't afford torches or food. :P 
FYI: If you are running low on money: just take like 4 food total for supplies. You can survive with low light, and you get more loot anyway. If you take 4 level 0 characters to do this: just dismiss any of them who go insane. And speaking off: don't be in a rush to stress relive everyone! When your roster size is big enough to handle it, you can just sit some mildly stressed characters out for awhile and they'll de-stress over time. 
I spent all my cash and ended up meat grinding the poor sods off the stage coach a few times.

My biggest problem seems to be finding space in the sanitarium - 2 of the upper slots isnt enough for all the mental illness I'm making them inflict on themselves.

At least with diseases you sometimes get lucky and cure 2 for 1. 
I reckon diseases should be able to spread between members of the same party.

Right now they don't matter much because you have more sick beds to cure them and they're not so common. Some are even partially beneficial.

But if there was a chance for them to spread there'd be a much bigger incentive to cure them, or leave a party member behind. 
been about a week now. this game is pretty cool, but it's not something i can play for more than an hour at a time.

of note... buffs (and debuffs) stack making the jester a god. i just have him spam battle ballad the entire time.

tanking and healing are wastes of time. better to just kill things as fast as possible.

and thanks for the tip about not stress relieving... once i was able to upgrade the stage coach to a 15 roster, i can now rotate my guys without needing to use the expensive stress relieving buildings.

also, weald is the best place to go cause it has deeds!

at what point should i start upgrading weapons and armor? i started a bit with my level 2 dudes but some of them have crappy quirks. 
I Forgot 
To upgrade weapons and armour and hit a wall - until a friend pointed it out.

Now I've hit another wall where every lvl 3 team I try a quest with gets slaughtered stupidly quickly.

It seems the things learned in the early game are next to useless in the mid game.

I also can't play it for long - but that's a good thing in disguise. 
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