Darkest Dungeon – an independent roguelike about madness, despair and turn-based combat. Actively making his way through Early Access, he can already present a large assortment of original finds that you should know about.
Darkest Dungeon
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I was stuck in it for 10 hours in total. I even contacted the developers. Chris (co-founder of red hook games) said that Russian localization will happen after they add new monsters and a couple of locations. Somewhere in 2 months. He also said that the game sold very well on Steam and Russia is in third place in sales. We have something to be proud of, gentlemen. Tea for everyone at my expense.
Thanks for the preview, Gleb.
I only disagree with the uselessness of the jester. He is such only at level 0.
Already from the first jester begins to give our team a buff to speed, critical chance and accuracy (which is already very important). It also allows the assembled party to leave the dungeon without getting stressed and ready to immediately go into battle, and not to the tavern.
And even if he is moved from a position convenient for him (4), he does good damage due to the chance of crit and bleeding.
PS: I personally lacked an obvious turn order to think through my move in advance.
I was just looking at it, but more out of principle I decided to touch the finished product. Only after such previews there is an irresistible desire to dive into early access after all 😀
There is a feeling that https://crazydecasino.co.uk/mobile-app/ the buff in the game is not so important if you initially release powerful security forces into the raid without noticeable negative characteristics. And personally, the jester somehow didn’t help me alleviate stress that much.
But it’s cool if a jester still belongs in someone’s court – it’s a cool image.
And yes, I agree about the non-obvious order of moves. Let’s hope the developers will think about it.
There are no useless classes. I often have the Plague Doctor or the Jester on their mighty shoulders pulling the whole party out of such hells and infernos that my hands are already giving up. A timely stun and a powerful finishing blow are for these guys. But someone else’s favorite class may be just the occultist, but the crusader may seem to him a useless waste of space. I also don’t agree with the first minus – everything is designed so that the player can build a tactic known only to him and carry it out. Ahh so… Well, Erli Access has released a finished product… which is cool x)
They like to take Jester in order to go into small dungeons without torches (your characters have a greater chance of crit and loot from opponents many times more, but I can surprise them – shuffle positions *note for those who have not played / not seen), one buff increases accuracy and something else (I just watched the game and did not play X (), the second slowly but surely relieves stress.
And taking this opportunity THANK YOU FOR THE PREVIEW!
The main point of the jester is not that he buffs, but that he massively relieves stress. The benefit is that during the hike you can reduce everyone’s stress to zero if you play correctly. As a result, a lot of money is farmed, no one needs to be treated.
About the usefulness of the buff. Due to speed, the character who deals the most damage in my party often moves twice per turn. Plus the crit chance also helps keep characters stress-free, and accuracy is useful against agile opponents or with high resistance to stun.
As soon as the player discovers this very tactic and realizes that he can easily implement it over and over again, the game will become boring, in my opinion.
I agree with these. I found a “imbal assembly” for myself and it became not so interesting to play.
Well, a powerful finishing blow is definitely not for them. Even just in terms of damage. And in terms of stun, it is much more convenient to use the Headhunter, who both stuns and finishes off perfectly.
As soon as the player discovers this very tactic and realizes that he can easily implement it over and over again, the game will become boring, in my opinion.
Sufficient, each type of dungeon (5 in total, 3 available in early) has its own set of specialized mobs + mobs that can be found in any dungeon. Each, or almost every, mob has its own type (that is, what and how it does), the only thing is that mobs are also divided into roles, but the same roles of packs of mobs (from different dungeons) have differences in capabilities/behavior.
For example, there is a pig-taur that can accelerate from the last rows, that is, if you move it back and it will turn out, it can end up becoming a jamb. Or a big robber who whips everyone with a splash and causes bleeding. And so on.
Many people misunderstood my speech. I didn’t talk about the "uselessness" of some characters. It is obvious that they have their own unique abilities, which can even be successfully used in battle. But in the vast majority of cases, it’s easier not to bother with this, but to use the “security forces” with the nun. That’s all, actually.

