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.
Dying is a part of the game, and you don't have extra lives. But not all of your progress is lost, as some things carry on to your next incarnation.
A breathing, procedurally generated world for you to explore. Each visit to Darkwood is unique, as all locations and events are randomized.
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!
Greetings! Today we’re gonna talk about a question that was on our minds for a long time: how do we combine permadeath with a strong narrative in Darkwood? I mean, won’t it be boring when you die for the 312th time and have to talk with the same characters, listen to their stories again and again and do the same old fetch quests? Won’t it be frustrating to lose all your progress after dying and to have to do everything all over again?
After long discussions, brainstorms and hours of talks, we found a solution:
First, implement organic choices that have meaningful consequences.
What do I mean by “organic”, you ask? Let’s say you meet a madman, who explains to you that he is building a rocket in which he intends to travel to the moon. But he needs rare, hard to find parts to do so. You can choose to help him out and bring him the parts, sabotage his creation and give him faulty parts… or simply kill him. Not choosing is also a choice by itself – ignoring his request might also have consequences.
These choices might not present themselves as simply A B C D dialogue options, but can also manifest themselves in the gameplay itself. Some of them will be well hidden and require knowledge you did not possess in a previous playthrough. Sometimes, you might even unknowingly do something that will dramatically alter someone else’s life.
The other choices you make relate to the gameplay itself. Should you, or should not, go to that creepy old house? Will you have enough fuel to keep the lights on for the night? Should you try to survive the night outside or inside the house? Should you kill a man on sight, or take a chance and see who he is?Almost every risk earns you a reward. Almost every reward comes with a risk. It is a natural system that many of us fell in love with while playing games like Dark Souls.
Just know one thing. Your choices will matter. Some of the consequences of these choices will be visible almost immediately, while others will be relevant throughout the entire game.
Second, add multiple layers of complexity to the narrative, puzzles and characters, who have their own, sometimes very different version of truth than you or the other inhabitants of Darkwood. Think of a movie you saw that made your jaw drop, but you didn’t fully understand it. You go online, check some forums, read reviews, maybe post some stuff yourself. You watch it again, and armed with new knowledge, you begin to discover things that you weren’t able to see before, making watching the movie a whole new experience. This is what we’re aiming for in Darkwood.
Third, divide Darkwood into chapters. When you die, you can start over from the same chapter, instead of the whole game. The choices you made in the previous chapters are saved. There is something you have to be careful of, though – you have a limited number of “lives” at your disposal. If you lose all of them… Then it’s game over for you.
However death is not the end in Darkwood. It’s an opportunity to discover something new about it’s world.
About it’s characters, tragedies, secrets.
Fear the man of one truth. Don’t let yourself become one.
Latest tweets from @theacidwizard
T.co - Grave looks promising!
Apr 16 2014, 11:24am
Apr 15 2014, 6:21am
#Fact: Stalker Misery Mod is made of total awesomeness.
Apr 14 2014, 9:04am
Apr 12 2014, 12:22pm
Update, update! T.co
Apr 11 2014, 12:22pm
@FM5rtTM yup, new blog post today!
Apr 11 2014, 8:33am
RT @WeBeHarebrained: Shadowrun Returns now $14.99 with Save Anywhere! Retweet to your friends who would love it but haven’t played yet! ht…
Apr 11 2014, 7:41am
@terrycavanagh double exp !
Apr 11 2014, 7:23am