Darkest Dungeon Catch All

Yeah, I am doing fine now. I realized my issue was I was going for way too much AoE damage which worked great early but awful once I hit lvl 3. I am actually still not using much CC (A little on my Crusdaer) I more went for the high dmg/moving enemies. I am now running Vestel / Bountyhunter (dmg from back and moving enemy backline forward) 1 Crusader and 1 Leper/Hellion.

I really hated Leper's early but after you get a trinket on them and get their ACC up they can hit pretty hard.

Outlandish wrote:

Also, a couple of stupid bandit fusilier crits and you're going to be having problems regardless.

I hate those guys.

Podunk wrote:
Outlandish wrote:

Also, a couple of stupid bandit fusilier crits and you're going to be having problems regardless.

I hate those guys.


Podunk wrote:
Outlandish wrote:

Also, a couple of stupid bandit fusilier crits and you're going to be having problems regardless.

I hate those guys.

I cringe any time I run into a group with two of those guys in the rear.

I just took the plunge and purchased this game. Expect me to return in a few hours with a curse-ridden post.

huxley wrote:
Podunk wrote:
Outlandish wrote:

Also, a couple of stupid bandit fusilier crits and you're going to be having problems regardless.

I hate those guys.

I cringe any time I run into a group with two of those guys in the rear.

I hate the rabid dogs: rabies, high initiative, rabies, high dodge, did I mention rabies? I run into a pack of 4 and ARGH.

HOLY CRAP!! For an early-access game, it's pretty amazing so far. It's just about everything I've wanted in a rogue-like.
The art-style is amazing, the sound effects and nice and crunchy, the music is excellent, and the narrator is awesome. I love the writing style. Wear your Lovecraft love on your sleeve, darkest of the dungeons. If you have a decent sound system you can get some serious punch to those sound effects - for the small download size it seems like some pretty high quality audio effects.

I just wiped on a Swine prince (eww... gross.) Lesson learned - leave little Wilbur alone.

I haven't been disappointed with any of the classes so far (amusing that Leper is a class, as if that's their defining skill, being infected with leprosy. I could have my own class in the game - a myopic!)

The monster and character design is just amazing. I love the grave robber, even though her damage seems terrible compared to most of the other classes. PICK TO THE FACE, indeed!

I haven't had much luck with plague doctors or occultists yet, but I am determined to level at least one of each up a bit and see if I can figure out how best to utilize them. I love the highwayman's grapeshot and the bounty hunter's ability to mess with position.

Does anyone know what the high-stress traits do? As in, when your character freaks out, and becomes "fearful", "paranoid", "focused", etc.? I also had a grave robber who mysteriously had a -5 to speed, and the tooltip listed simply "Town: -5". If it was because I hadn't used her in a while, and she was "slow getting back into the swing of things in the dungeon", then that's awesome. I'm not sure that was it, though.

It's been remarkably stable for an early access for me so far; I think I've only had one crash so far.

Puce - I'm glad to hear it's going good. Well, you know what I mean

Regarding the game, they've pushed out quite a few updates since releasing to Early Access. The also posted a dev update on March 10th, that I thought was worth the read.

Chris from RedHook wrote:

Hello Everyone!

The past month has been incredible. We have been absolutely blown away by the support that Darkest Dungeon has received. On behalf of the team I want to thank you for making the game a success. We have been watching Twitch, YouTube, reading forums (our own & Steam’s) constantly since launch, sharing in your feedback, debates, rage and victories.

We set out to make a game that challenged some of the established RPG conventions, and were hopeful that players would ‘get it’, and you have! We are deeply humbled and grateful for your support and will work tirelessly to provide you all with an exceptional Early Access experience. Bugs will be squashed, balanced will be toyed with, content will be added, your heroes will die.

Where are we at?

Shipping the game, supporting the launch, attending GDC and SXSW have been our focus since releasing the game on Feb 3. We even managed a few days off here and there (Saturday and Sunday, most notably!) to rest and recharge after the gruelling hours of December and January. We’ve been as aggressive as possible tracking down crash bugs, providing technical and backer support, and generally trying to make ourselves as reachable and responsive as possible.

Now that the initial flood has subsided, we will be shifting our focus to making forward progress on the remaining content and features, driving toward our 1.0 release. We’re excited to get started!

What does Early Access look like?

Please note this is not an official roadmap or schedule! Anything I’ve written here could change! We are actively working on our roadmap,and will release it as soon as we feel that it is realistic and reliable.

Overall Philosophy:

Our approach to Early Access is two pronged.

- On one hand, balancing, tuning, bug fixing and general quality of life improvements will be trickled into the build on an ongoing basis.
- Content patches, on the other hand, will be bundled, themed, and less frequent. We want to make these into notable events – something to get excited for!

Regarding Balance:

Expect things to change. Heroes, Monsters, Progression, and the Economy will be tweaked, tuned, nerfed, buffed, and generally played with throughout Early Access. We will experiment as liberally as necessary, and we encourage you to post constructive thoughts, observations and discussions. Your feedback will be invaluable as we work to refine the Darkest Dungeon experience!


There are many more of you than there are of us! We ask that you please understand we simply cannot maintain an active role in every thread both on our own website forums and on Steam’s discussion boards. That said, we read almost everything! The constructive debates around balance, stress, progression, and relative hero power scaling are exactly the reason we wanted to do early access. Rest assured that even if we aren’t commenting on your feedback, we are watching carefully for trends and throughlines around which we can develop an action plan, if necessary.


So what’s coming? A lot. Here are just some of the highlights:


- Hero color variants
- Town Events
- KS Backer-designed Trinkets, Monsters, etc

Playable Classes:

- Man at Arms
- Arbalest
- Houndmaster
- Merchant
- Lord Tier, KS backer-designed class (available to all players – see KS page)

Additional Bosses:

- Weald Boss: The Brigand Barricade
- Ruins Boss: The Gibbering Prophet
- Warrens Boss: The Formless Flesh

The Cove:

- Full set of themed Monsters
- New Curios (Interactive Objects)
- Cove Boss 1
- Cove Boss 2

The Darkest Dungeon …?

The Darkest Dungeon, essentially the full endgame, will only be released at 1.0 launch. You will have to complete several quests in the Darkest Dungeon, and in so doing, you will progress the game’s story. Darkest Dungeon missions will test even your most battle-hardened veterans, and are non-retreatable! You will succeed and survive, or die trying – the ultimate challenge awaits! Don’t ask for any more details on it, cause that’s all we’re ever going to say

Once again, on behalf of the Darkest Dungeon team – Tyler, Keir, Brooks, Pierre, Powerup Audio (Jeff and Kevin) and myself (Chris) – I want to thank you all for your passionate support and enthusiasm for our project. Until next time, snuff your torches and bring an extra shovel – we’ll see you all in the apothic depths…

…of the Darkest Dungeon.


(ps. Read that last bit in Wayne June’s voice for maximum effect)

This is sooo good !
Incredible art style. I have my stereo speakers plugged in, and the music thumps !
Brutal gameplay...omg ! HOOKED !

The second this game gets the tiniest of discounts, it will be in my library.

The guy behind this is on the latest 3 Moves Ahead talking about early access with Jon Schafer and Soren Johnson

This game has the ingenuity and creativity that I haven't seen in a while, with the exception of the Endless games that hooked me last year (Endless Legend, Dungeon of the Endless). I usually lose interest in games before I can finish them, both because of very limited gaming time and how soon mechanics seem to get repetitive. I'm loving the huge number of classes and skills and party compositions, as well as the ability to play a mission in a pretty short gaming window. Still very early in the game, but it's clearly got a lot to offer for someone who has a short attention span and free-time allocation.

Content update is scheduled for May 28th.



Three New Bosses. Two New Classes. New Trinkets.
Keep your calendars open.


Yay! When this thread popped up in my favorites I was like 'wtf is Darkest Dungeon?' because its just been that long since I thought about it. I expected some quicker updates really.

I'm waiting on full release now, I assume we haven't hit that and this is an expansion?

I haven't been following it at all assuming something would pop up here when it was done. I played so much early on I don't want to burn out and never finish it so no more play time 'til the game is done. Well, the initial game; I was enjoying it so much I'll certainly hope for expansions.

This is them opening up the non-Darkest Dungeon dungeon that was still locked, as well as the final 2 classes, plus other undisclosed changes.

I believe they will still launch this year, and knowing how ferocious the Darkest Dungeon is supposed to be, waiting for full release is a solid plan.

Outlandish wrote:

I'm waiting on full release now, I assume we haven't hit that and this is an expansion?

I haven't been following it at all assuming something would pop up here when it was done. I played so much early on I don't want to burn out and never finish it so no more play time 'til the game is done. Well, the initial game; I was enjoying it so much I'll certainly hope for expansions.

You took the words right out of my mouth. That's pretty much my go to plan with Early Access stuff lately, binge a bit when I first pick it up, establish what the game's going to be, then go dark until the full release if it's something I'm excited by.

Still waiting on release here too. I saw a bit of gameplay on youtube and I don't want to burn out on incomplete features. It's definitely a game I look forward to highly.

Any guesses what the upcoming classes will be? I heard that one of them is going to be a "silk road merchant" but I can't imagine how that would fit into the current gameplay. One idea I had while watching was some kind of musketeer class with a long gun. He would do tremendous single-target damage, kind of like a hybrid highwayman (who also uses guns) and bounty hunter. But he would have to spend an entire round just loading the gun between shots.

I think the new classes are the ones that have already been confirmed as coming, the Arbalest and the Man-at-arms, who are in the picture above.

Unless you're talking about something else I've missed? I certainly hope there are more classes to come, in expansions or updates or whatever.

Well I've seen the trader/merchant mentioned in several forum posts, other than that it's all speculation. Can't wait for it to go gold.

I'm waiting for release too, even though I have the early access.. mostly for balancing reasons.

Was really hoping it would be announced sooner, but looks like we'll be waiting some time yet.

FIENDS & FRENZY Update NOW LIVE - New Heroes, New Bosses, New Loot, and MORE!
[size=3]Build Update #8855 (PC and Mac)[/size]
"Rage, rage against the dying of the light." --Dylan Thomas

New Features

- New Hero Class! Man-At-Arms
- New Hero Class! Arbalest
- New Ruins Boss! Gibbering Prophet
- New Warens Boss! Formless Flesh
- New Weald Boss! Brigand Cannon
- New Loot: The Ancestor’s Trinket set. Ultra-rare items once held by the Ancestor himself - be warned, some of these trinkets are only found in the pitch dark!
- New Building! Ancestor's Statue: Click the statue to open the Ancestor's Memoirs - a record of all cutscenes and boss backstories!
- Heart Attacks! Don’t let your heroes get too stressed. If your stress bar fills again past affliction...it’s over.
- Sell your junk! In the Trinket Inventory, hold shift to see sell back value, shift+click to sell trinkets
- Crit-heals! Heal, critically!
- Tons of Party Names as created by Kickstarter and Humble backers!

UI Improvements

- Added z-depth to the Hamlet, improved building menu interaction, revised all times of day
- Graveyard: Added a background and new Caretaker pose; Tombstones change to reflect resolve level at time of death, UI improvements, scrollbar
- Activity Log: UI improvements for easier 'at a glance' parsing of the activity log, scrollbars
- Trinket inventory now supports sorting by class restriction and rarity, and a scrollbar
- “Unequip all Trinkets” button for quick Trinket wiping
- Updated art on remaining incomplete trinkets
- Quest Select: Approved party names from player survey
- Updated roster sorting buttons' colors to reduce visual noise
- Class sort now sorts by preferred position


- Added hotkey ( c ) to bring up/dismiss character panel
- Manual torch snuffing for more control of lighting level (mouse over torch for instructions)
- HP bar animation when healing for greater visual feedback
- Additional map controls and logic (-/= or -/+ on numpad to control map zoom)
- Map now follows the party, remembers its zoom setting after scouting


- Clarified presentation of PROT (protection) in some places. PROT starts as a % which gets multiplied by the hero or monster’s Max HP. This gives a damage mitigation (armor points) number. For example, 20% PROT x 30 HP = 6 Protection pts. Each hit that lands will have 6 points absorbed before any damage gets through. Additional future work expected.
- “Marked” no longer referred to as “tagged” in some tooltips
- Improved various menus and icons in the game
- New / unique trinket art for trinkets with missing art

Gameplay / Balancing Improvements

- Darkness is now more deadly: reduced player crit bonus in low light, slightly increased chance of players being surprised in low light, increased stress damage in low light, slightly increased monster dmg in zero light, slightly reduced gold bonus in low light
- Adjusted Dungeon / Region leveling to fit new boss plot quests
- Max upgraded Roster size increased - this may be temporary!
- Trinkets: Tuning of Trinket award rates and rarities
- Trinkets: Balancing/redesign pass on many Trinkets
- I’m stuffed! Limit added to Food consumption to reduce over-eating exploit
- Plague Doctor: increased Blight Resistance
- Bounty Hunter - Hook and Slice is now reworked as a rank 3 / 4 targeting bleed attack
- Bounty Hunter - Slight nerf to Finish Him damage bonuses on the Stun Killer effect
- Leper - Revenge removed ACC penalty and slightly reduced CRIT bonuses
- Leper - Intimidate: reworked the skill to be a strong debuff skill with some damage, affects ranks 1/2 together
- Reduced Crit-heal percentage
- Reduced companion stress from Death’s Door
- Slightly reduced average crit damage from monsters
- All L3/L5 monsters have slightly increased HP which may make for slightly longer fights / increased value of buffs and debuffs.
- Many size 2 monsters have more HP (Carrion Eater, Swinetaur, Unclean Giant)
- Crone: now harder to hit, increased Crone’s Curse debuff and added extra target possibilities to her debuff attacks
- Swinetaur can now do running attacks from ranks 2+ instead of 3+. Ole!
- Monster Brains - improvements to default brains to make somewhat more deadly as monsters level up
- Monster Brains - more monsters have their own brains (much more to come)
- Original bosses (Necromancer, Hag, Swine Prince) now have nastier behaviors as they level up
- “Heal Received” buff now on certain Skills and Trinkets
- And probably a few secret things...

Excellent! I am looking forward to trying this out tonight. I hope the new bosses get their own narrated introduction/notes.

So is this officially released yet?

escher77 wrote:

So is this officially released yet?

Not yet. They were touting a huge content update for May, which is what this is.

Steam just downloaded a 234 MB update for the game a few minutes ago - hopefully this is the big content update!

Meh I've seen darker dungeons.

Baron Of Hell wrote:

Meh I've seen darker dungeons.

Based upon your avatar, you may have built some of them.

I love this game, but I really want to wait until release to play it. Its one of the harder games to wait upon, though. Stupid Early Access!

Got to watch some gameplay last night on Twitch.tv, and really like the fact that some of the stuff they've added has just ramped up the difficulty. It's just a matter of time until people learn "how" to fight some of the new stuff (Prophet was cool, as well as a new summoned monster that is literally a hell beast to fight).

Looking forward to playing this a lot