I Can’t Escape: Darkness is an atmospheric horror adventure game that pulls you into a living dungeon where everything conspires against your escape. It is an immersive journey into the unknown, personified by the Darkness itself. Your odds of escape are slim, and when you fail, the dungeon will change before you can try again. Defend yourself from the Darkness with whatever light you can find; once your light burns out, the Darkness will consume you.
I Can't Escape: Darkness is the spiritual successor to our popular 2013 game "I Can't Escape," which we developed in just one month, and which spooked and thrilled over 250,000 players. We decided to take the simple concept of "I Can't Escape" - a creepy, immersive, and expectation-challenging dungeon experience - and flesh it out into a full game while retaining the fundamental spirit of the original. I Can't Escape: Darkness is designed to invoke feelings of being lost and alone, encouraging player's imaginations to run wild while providing subtle hints of terror (rather than in-your-face savagery). What will you see and hear in the Darkness? Unpleasant things which we - the developers - intentionally placed, or terrors from your own imagination?
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For this Halloween, I have a special treat for you all - a free update with several new features and additions that will only be visible on October 31st! I don’t want to spoil the surprise, but some of them are very obvious, and some of them are more subtle.
None of the Halloween-only features can help you escape, so don’t feel like you’re at a disadvantage if you’re not playing on Halloween, but several of them are pretty cool, and now that there are date-sensitive events, the game will really seem different on different days (especially on Halloween).
HINT: If you want to see the Halloween updates, and it’s not Halloween, simply change your computer’s date!
There are 5 secrets/changes that happen only on Halloween, one obvious one is shown above. Also, if you didn’t hear about the big v1.1 update, you can read about it here: Major Update 1.1 is Out.
I Can’t Escape: Darkness is on sale for 33% off around Halloween, so now is a great time to pick it up! Happy Halloween!
The dungeon is more alive and dangerous than ever, with new secrets, traps and improvements!
After over a year of development, I Can’t Escape: Darkness has released!
The developers will soon escape… but for everyone else, the journey has just begun!
The date has been set. The game is running flawlessly. Prepare for Darkness!
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Nice game.
Download Link Please?
I was wondering where to put if I want to be in Beta? I would like to be in the beta for Steam ^-^ Thanks :D
Visual style reminds me old RPG games like "Eye Of The Beholder".
Yeah, it definitely has that old-school grid based level design and movement - although I was inspired more by Lands of Lore. I was definitely going for more advanced lighting & rendering than those old RPGs though, more like Legend of Grimrock (but lower poly). The game has a good approximation of indirect lighting which actually has an effect on the gameplay. Anyways, I hope you like the visual style!
Everything looks pretty good in my opinion. The GUI looks really cool too.
I persume by indirect lighting you are talking about a grid based light scattering system. Am I right?
I think that would be very beneficial for the mood and mechanics of the game.
Hope to see more and I wish you the best of luck with your project.
Yeah, the indirect lighting is a grid based approach. I actually wrote a blog about it here if you are interested: David.fancyfishgames.com
I'm glad you like the GUI! The user interface is also affected by the lighting, which I feel increases the immersion between the UI and gameplay.
I have been experimenting with grid based lighting for my 2D and 3D game prototypes for a while so your blog entry was a good read. I do not use direct light in my implementation but you did a nice job by combining the benefits of the two lighting methods together.
I'm glad you liked the blog. I thought it was clever to use the same mask I used for indirect lighting for the direct lighting visibility - I don't have to worry about shadow mapping artifacts or rendering the scene for every light source (and I can have quite a few light sources in the game).