No hand holding, tooltips or linear paths. Think, learn and adapt - if you will behave recklessly or do not prepare for the night, you will not survive.
Each choice you make is permanent, and will have impact on you, or Darkwood's inhabitants. Every time you play, you will see a different story unfold.
A breathing, procedurally generated world for you to explore. Each visit to Darkwood is unique, as all locations and events are randomized.
PERKS AND ABILITIES
Improve your character with skills that will give you advantage over your enemies.
A flexible crafting system which lets you experiment with loot to: create items, build barricades or traps, and improve your gear with addons.
You will start to question your sanity, as the line between reality and nightmarish fantasies will begin to blur.
Darkwood is currently in development and planned for release in the middle of 2014. It will be available on Steam.
If you like what you see, there's more stuff on Darkwood's website!
A year after our crowdfunding campaign, we're very pleased to announce that Darkwood is coming to Steam Early Access! Here's a teaser to celebrate:
Hope you like it! More info can be found on the Steam store page.
Be on the lookout for a specific release date in the coming days!
Latest tweets from @theacidwizard
Great. The new Unity crashes a few seconds after starting world generation...
Nov 26 2014, 8:56am
@SabreUr_Pl just kidding. When we're sure we want to implement this stuff, we'll do a blog post detailing the changes :)
Nov 21 2014, 7:33am
@SabreUr_Pl NO :<
Nov 21 2014, 6:16am
@rj_pz That's great news! Less sleep for you - more work on PZ done! :D
Nov 21 2014, 6:16am
Prototyping some big changes to night, mutation, and death mechanics for Darkwood!
Nov 20 2014, 10:10am
@TheAngryScholar sweet, happy dying! :D
Nov 15 2014, 5:33am
@MossyStump Unity / C#!
Nov 13 2014, 4:49am
Alpha 2.1 is live! Balance tweaks and bugfixes: T.co
Nov 6 2014, 4:09pm
Nov 5 2014, 8:26am
@mrblackplays yes, it was fixed in hotfix 2, but you need to start a new world.
Nov 5 2014, 5:19am