Monday October 7, 2013
The concept behind Darkest Dungeon is to put the dungeon back in "dungeon crawler." The environment itself is an antagonist - a scary, haunted place where your chances of survival are slim, hordes of terrifying monsters notwithstanding.
To pay that out, we're focusing not just on exploring miles of subterranean sepulchres, but on the effects those abysmal environs have on the psyches of the party members. We envision a dungeon adventure where characters are more than a sum of their stat-heavy gear, because let's face it, a Sword of Smashing +2 doesn't mean much in the hands of a catatonic coward.
Each and every adventurer you recruit will develop a unique combination of predispositions, proclivities, flaws and strengths - factors that must be carefully considered when forming a party and leading it through horrific environs. Furthermore, how you perfom in the dungeon will have lasting and impactful consequences on their continued development. You are put smack-dab in the role of a squad leader or sports team manager, doing your best to keep the human factors from fracturing your team or destroying their effectiveness.
In short, we want to create the kind of team interaction and tension that arises in the most desperate situations. We want Hudson’s panic from 'Aliens', MacReady’s booze-battling from 'The Thing', James’s detached sadism from 'The Hurt Locker'. We want you to manage a party of human heroes faced with almost insurmountable odds. If you can lead them to victory, you’ll have earned it.