The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
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.
PERMADEATH
Darkwood is a dangerous place and death lurks around every corner. If you die, your savegames get deleted and you have to start over. But not all of your progress is lost, as some things carry on to your next incarnation..
SATISFYING EXPLORATION
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.
CRAFTING
A flexible crafting system which lets you experiment with loot to: create items, build barricades or traps, and improve your gear with addons.
TWISTED ATMOSPHERE
You will start to question your sanity, as the line between reality and nightmarish fantasies will begin to blur.
I think co-op would really ruin the atmosphere they're trying to create.
It would be pretty dang fun tho.
Single player for the solitary terror inducing atmosphere, co-op for the oh god what is that save me save me barricade the doors while I rummage through the house for supplies experience with a friend. I think 2 player co-op would work here without ruining atmosphere. More then that and it would be exponentially less scary because you can cover more ground.
I think co-op would really ruin the atmosphere they're trying to create.
It would be pretty dang fun tho.
Single player for the solitary terror inducing atmosphere, co-op for the oh god what is that save me save me barricade the doors while I rummage through the house for supplies experience with a friend. I think 2 player co-op would work here without ruining atmosphere. More then that and it would be exponentially less scary because you can cover more ground.
This would work well with how Dead Space 3 handles things. Have one player see something and be all like " dude, did you see that? " and the other guy is like " errmm, nope ".
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
edited March 2013
From playing Teleglitch I can tell you that I can certainly get my nerves frazzled playing a top down game. It's not even trying to be particularly scary. For that game it's just the tension created by my relative squishiness and concern for conserving resources.
With proper audio and mechanics this game could be just scary enough without being the bone grindingly intense experience that Amnesia was for some people (like me).
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
I like that video.
The crafting system, perspective and combat really do look a lot like Teleglitch. Which is pretty cool because Teleglitch is totally awesome. I will buy it based on those features alone.
this game has to get made...it is too cool. Like teleglitch and amnesia had a beautiful love child. They apparently have an indiegogo campaign going on right now that finishes in a week or two.
They list Teleglitch as an influence. Teleglitch is awesome. The fact that a developer lists a small game, available only through the developer and Desura, made by some small Estonian developer, as an influence, is awesome. I hope they do well.
Gonna be honest. I saw that second video and was like "Hmm....it gets sufficiently less scary when the encroaching evil actually has a 'face' on it" (in the form of that thing that he sets a trap for)
So, there's a new video from the current alpha build, and an October update:
Hey guys, long time no update!
Some of you have been asking why we haven’t given any signs of life recently, and the short answer is: because we’re busy working on Darkwood.
And now, the long answer:
1. Darkwood is a complex game, and we’re on a tight budget. Money means more time to develop and polish the game, and thinking about what to write or show in an update takes time (more on this below). Not to worry – everything is coming along nicely, but we are extra cautious with some of the recent crowdfunded games that didn’t exactly fulfill their promises due to financial troubles. On the plus side, it looks like you might get a chance to visit Darkwood sooner than we initially expected.. But let’s keep this between you and me for now!
2. Why does it take a lot of time for us to prepare an update? Well, we’re not exactly extroverts and like to keep to ourselves – that doesn’t mean we don’t like you guys, just that when we want to say something, we don’t want it to sound like useless blabber. Also, Darkwood is a game revolving around horror and mystery. Almost everything we say or show, can potentially spoil the experience for you – combine that with the early stages of development we’re on and we’re left with very little stuff to actually reveal.
For some time now, we’ve been looking for a PR wizard to join our ranks and we have some very promising candidates ready for their initiation.. We’ll let you know who survived the ritual (hint: there can be only one)!
Okay, now that we have all the formal stuff out of the way, let me fill you in on what’s been happening recently:
Darkwood has been fully ported to the Unity game engine, which will REALLY speed up future development time. We have a stable, working build with a lot of features working like crafting, traps, barricades, character progression, trading, dynamic AI with lots of different behaviours, random events and encounters, and last but not least, a random world generator, which lets us create a new environment for you to play… each time your character dies.
We’re very happy of how the game is shaping, even now with a lot of placeholder elements, bugs and features missing, Darkwood is a exciting place to get lost in. Here’s a video showcasing some of the environments you might encounter on your visit:
Posts
Colour me intrigued.
Dunno if my nerves can take this, but I'd be willing to give it a try.
It would be pretty dang fun tho.
Single player for the solitary terror inducing atmosphere, co-op for the oh god what is that save me save me barricade the doors while I rummage through the house for supplies experience with a friend. I think 2 player co-op would work here without ruining atmosphere. More then that and it would be exponentially less scary because you can cover more ground.
This would work well with how Dead Space 3 handles things. Have one player see something and be all like " dude, did you see that? " and the other guy is like " errmm, nope ".
http://steamcommunity.com/sharedfiles/filedetails/?id=131900947&insideModal=0&requirelogin=1
With proper audio and mechanics this game could be just scary enough without being the bone grindingly intense experience that Amnesia was for some people (like me).
one web page does not feed my freaky gamer need for tasty infos
Currently playing: GW2 and TSW
http://www.indiegogo.com/projects/darkwood
http://www.youtube.com/watch?feature=player_embedded&v=w_SLbWD78lM
That new pitch one = wtf
The crafting system, perspective and combat really do look a lot like Teleglitch. Which is pretty cool because Teleglitch is totally awesome. I will buy it based on those features alone.
http://www.youtube.com/watch?v=qSjnDKBLZbc
At least at the time I pitched in.
Then, you know, that whole thing happened. Wow..
Sooooo... is it out yet?
I can't imagine they would FORCE you to use it.
http://www.youtube.com/watch?v=zRX2f4UKO1Q
Currently playing: GW2 and TSW