What’s coming in Alpha 3?
Dying in normal mode means losing some of your skills, your currently held mutated items, and damaging all of the other items in your inventory. This sucks, as the mutated plants which you use to level up don’t grow back, which can be quite frustrating when you lose a few perks and can’t really regain them after some time. We could of course make them grow back after some time, but that would encourage boring grind. So, in Alpha 3, dying means: dropping your inventory at the place you have been killed, and waking up somewhere in the wilderness at the beginning of the next day. You lose your belongings, but can regain them if you get back to the spot where you have died. Sound too easy? Not quite, as the time skip ties to the other mechanics:
Mushrooms in the woods are more plentiful, but only certain rare kinds can be cooked for essence. This allows for bigger “trap” areas with a reward for successfully navigating them. Things that can be cooked will rot after a certain amount of time after they have been picked up. Where do you find essence, you ask? Well…
Currently, nights can be very intense at the beginning, but the excitement fades as you figure out how to defend yourself with no risks (like hiding in a corner behind a wardrobe). We have been experimenting quite a lot on how to overcome this, and came up with a solution that we think is pretty cool, and lets you play your way. From now on, mutated flora and fauna will start appearing in the night, in different form. You will need to be on the lookout for them if you want to harvest their essence. You can still hide behind that wardrobe if you’re scared, but you will be missing out on some precious essence! [img=http://cloud-4.steampowered.com/ugc/572273303586647547/1479D7ED3CB5E46FD370821BA0A1E6D8AF898395/] Image by Sir Smide II Light now plays a bigger role, as staying in the shadows for too long will be a bad idea, so better fill up your generator before it gets dark! We have also did some adjustments for the nights to be more fair, making them less random and based more on your actions, which leads us to…
You will need to pay much more attention to the sound you generate from now on. This means interacting with doors, moving objects, barricading etc. will bring attention to your location. This will be very important during the night, as you do not want to alert anyone to your presence.
Stealth is harder and easier at the same time. If you are reckless, you will easily get spotted. But if you keep a low profile, you will be able to sneak through areas. Enemies will also be more forgiving in letting you know if they are alerted to your presence. We will be entering the testing phase as soon as we balance out some of the new features, which should be this week. This update will probably be one of the last major alphas to bring big changes to mechanics, after which we will finally be able to move on to adding more content!
[ 2014-12-09 18:50:38 CET ] [ Original post ]
Greetings! Alpha 3′s main focus will be making nights exciting again! To do so, we had to make some big changes to other mechanics.
Consequences of death
Dying in normal mode means losing some of your skills, your currently held mutated items, and damaging all of the other items in your inventory. This sucks, as the mutated plants which you use to level up don’t grow back, which can be quite frustrating when you lose a few perks and can’t really regain them after some time. We could of course make them grow back after some time, but that would encourage boring grind. So, in Alpha 3, dying means: dropping your inventory at the place you have been killed, and waking up somewhere in the wilderness at the beginning of the next day. You lose your belongings, but can regain them if you get back to the spot where you have died. Sound too easy? Not quite, as the time skip ties to the other mechanics:
Extracting essence
Mushrooms in the woods are more plentiful, but only certain rare kinds can be cooked for essence. This allows for bigger “trap” areas with a reward for successfully navigating them. Things that can be cooked will rot after a certain amount of time after they have been picked up. Where do you find essence, you ask? Well…
The night
Currently, nights can be very intense at the beginning, but the excitement fades as you figure out how to defend yourself with no risks (like hiding in a corner behind a wardrobe). We have been experimenting quite a lot on how to overcome this, and came up with a solution that we think is pretty cool, and lets you play your way. From now on, mutated flora and fauna will start appearing in the night, in different form. You will need to be on the lookout for them if you want to harvest their essence. You can still hide behind that wardrobe if you’re scared, but you will be missing out on some precious essence! [img=http://cloud-4.steampowered.com/ugc/572273303586647547/1479D7ED3CB5E46FD370821BA0A1E6D8AF898395/] Image by Sir Smide II Light now plays a bigger role, as staying in the shadows for too long will be a bad idea, so better fill up your generator before it gets dark! We have also did some adjustments for the nights to be more fair, making them less random and based more on your actions, which leads us to…
Sound
You will need to pay much more attention to the sound you generate from now on. This means interacting with doors, moving objects, barricading etc. will bring attention to your location. This will be very important during the night, as you do not want to alert anyone to your presence.
AI changes
Stealth is harder and easier at the same time. If you are reckless, you will easily get spotted. But if you keep a low profile, you will be able to sneak through areas. Enemies will also be more forgiving in letting you know if they are alerted to your presence. We will be entering the testing phase as soon as we balance out some of the new features, which should be this week. This update will probably be one of the last major alphas to bring big changes to mechanics, after which we will finally be able to move on to adding more content!
Darkwood
Acid Wizard Studio
Acid Wizard Studio
2017-08-17
Action Indie RPG Adventure Singleplayer
Game News Posts 66
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(17623 reviews)
http://www.darkwoodgame.com
https://store.steampowered.com/app/274520 
The Game includes VR Support
Darkwood Linux [1.85 G]
Darkwood - Soundtrack
Darkwood - Artbook
PLEASE READ BEFORE BUYING:
Darkwood is in Early Access right now. This means that:
- The game will have bugs (ranging from minor annoyances to not being able to run the game at all) and will change during development.
- Your savegames will NOT be compatible between updates.
- New versions will be released in 1-2 month intervals.
- The difficulty will be unbalanced and unfair.
It is strongly recommended you ONLY buy the game if you want to influence the development. Otherwise, please wait for the final release.
PLEASE READ THE KNOWN ISSUES THREAD BEFORE BUYING
Darkwood is a unforgiving survival horror with a procedurally generated, open world. By blending RPG, roguelike and adventure elements together with a challenging difficulty, Darkwood aims to please players craving for a deep and rewarding experience.
The fear of unknown is powerful. Your senses will be deceived by Darkwood's surreal terrors. No answer will be given to you for free, yet somewhere in the woods lies the truth, an explanation to what has happened in this godforsaken place.
Darkwood is in Early Access right now. This means that:
- The game will have bugs (ranging from minor annoyances to not being able to run the game at all) and will change during development.
- Your savegames will NOT be compatible between updates.
- New versions will be released in 1-2 month intervals.
- The difficulty will be unbalanced and unfair.
It is strongly recommended you ONLY buy the game if you want to influence the development. Otherwise, please wait for the final release.
PLEASE READ THE KNOWN ISSUES THREAD BEFORE BUYING
Darkwood is a unforgiving survival horror with a procedurally generated, open world. By blending RPG, roguelike and adventure elements together with a challenging difficulty, Darkwood aims to please players craving for a deep and rewarding experience.
The fear of unknown is powerful. Your senses will be deceived by Darkwood's surreal terrors. No answer will be given to you for free, yet somewhere in the woods lies the truth, an explanation to what has happened in this godforsaken place.
- By day, explore the randomly generated woods, scavenge for materials and weapons, discover secrets, solve mysteries and talk, trade with or kill the various inhabitants of Darkwood.
- By night, return to your hideout, barricade, set up traps and hide or defend yourself from the horrors that lurk in the dark.
- Gain skills or perks by extracting essence from mutated fauna and flora and injecting it into your bloodstream.
- Each action you take will have impact on Darkwood and its inhabitants. The choices you make will define the story which you will experience.
- As days go by, the lines between reality and nightmarish fantasies will begin to blur. You will start to question the protagonist's sanity, but may also stumble upon your own hidden fears...
MINIMAL SETUP
- OS: 64-bit Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.8Ghz or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce 8800GT / ATI Radeon HD 4850
- Storage: 6 GB available spaceAdditional Notes: Minimum resolution: 1280x720
- OS: 64-bit Ubuntu 12.04
- Processor: Intel i3Memory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: GeForce GTX 660
- Storage: 6 GB available space
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