Name | Draft of Darkness | ||
Developer | Crawly Games | ||
Publisher | Crawly Games | ||
Tags | |||
Release | 2021-07-30 | ||
Steam | 8,19€ 7,19£ 9,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | Draft of Darkness Linux [897.36 M] |
* Fixed a crash that occurred when "Execute" move was in the deck and entities were staggered at the start of encounter. |
* "Burrow" and "Mole" now only prevents direct damage and won't prevent DoT damage and health loss. |
Fixed an issue causing equipment tooltips not to show for equipment that existed in the inventory from a saved run before the v1.2.9 patch. Equipment names and some related text will still be missing. This only affects equipment existing in the inventory from a saved run before the v1.2.9 patch. |
* Fast Travel is now more user-friendly. It will look for non-enemy paths, and won't trigger encounters if one exists. If all paths are blocked by enemies, it will ask if you want to proceed with triggering an encounter, or cancel the fast travel. |
* Fixed a crash occurring with the Robbery event. |
I'm thrilled to announce the full release of the v1.2 update for Draft of Darkness! Prepare to navigate the perilous Sewers, confront the challenge of double boss fights, and push your limits in endless runs! [h2]Update Notes for Patch v1.2-v1.2.8 (Full Release)[/h2] |
Hey everyone! I'm excited to announce that the v1.2 update is moving to beta testing. If you would like to try out the update and help test it before release, you can do so by switching to the testing beta branch! Warning: If you decide to play the Beta and switch to the testing branch, your main save file will be upgraded to the new version. Either backup your save file before switching, or do not switch back to the main branch until the Beta ends. Otherwise, your save file will be corrupted. [h2]Update Notes for Patch v1.2[/h2] |
Hello everyone! I've been working on the upcoming update (v1.2) for quite some time now, and as we approach the new year, I wanted to write a brief devlog article to keep you in the loop about our progress. [h3]Update Notes for Patch v1.1.1_p2[/h3] |
Hello all, |
* Fixed some percentage reduction effects increasing values when stacked with direct reduction effects. (Detected with the "Focused Energy" card.) |
* Swapped the default perk (Ironfist) of Ivan with the Engineer perk. |
Hello all, |
As we embrace the spooky season and celebrate the Scream Fest, Draft of Darkness has been updated to version 1.1. This update introduces exciting additions to the selection of Hero Perks, Trophy Items, Sufferings, and Strong Enemy Perks. |
[h2]v1.0.4 Patch is Out[/h2]
Although the dates are not set in stone, I aim to release the v1.1 update at the end of October, as the name implies, and I will strive to have v1.2 ready for the winter season. In version 1.1, I aim to broaden the selection of perks available to heroes by introducing new ones in the Credits Shop. Existing perks will also be reviewed and adjusted. This expansion will offer players more choices for varying their builds during different runs. Similarly, new items will be added, including player-suggested items. As I work on finalizing the specifics of the Custom Game Mode, the primary concept behind it is to enable story-free gameplay with various challenges and objectives that allow players to enjoy the game mechanics in distinct ways. If you have any suggestions for what you'd like to see in this mode, please don't hesitate to share your ideas on the forums or the Discord server! Thanks for supporting Draft of Darkness. See you on the next update! |
* Fixed an issue causing old save files from before save slots were implemented to not properly import, causing loss of save data. |
This is just a small hotfix patch for a few bugs that needed fixing. I wanted to get this out before I can switch my focus back to content. |
* (Card/Pistol) Heat of Anger: Phys. Dmg. 1->0.75x. (+1: Phys. Dmg. 1.75x->1x.) |
* Fixed a rare bug causing paths to be blocked when there is non-blocking scenery next to the objects. |
* Echo's starting weapons now give attributes. |
* "Surveillance Camera" event won't spawn in Residence area. |
* Added an option to disable Daemon spawn. |
* (Card/Shield) Guardian's Blessing: Added unscaled healing: 1 per layer (+1: 2 per layer). |
* (Condition) Overcharge: Physical Power increase 50%->25%, Speed increase 300%->6. |
Fix patch with some level gen improvements and fixes: |
* Fixed gamepad controller card navigation when there are many cards held in the hand. |
* Lowered stat requirements for the Guard Computer (pattern puzzle) event in the Lair area. Can now be opened with the Crowbar and sacrificing some Health, without requiring to meet a stat value. Added a hint pointing to the enemy with the Crowbar. |
* (Card/Flashlight) Ricocheting Beam: Can now critically strike. |
Small patch with some fixes: |
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Draft of Darkness was released in Early Access back in July 2021. Now, we are thrilled to announce that the game is all set to transform into v1.0 on the 23rd of August! |
The patch v0.11.3 has been released in the Testing branch. Due to my focus on development, I couldn't catch the opportunity to write articles for each update in the Testing branch. However, let's discuss them now!
[h2]Small Improvements with Big Effects[/h2] There have been several smaller changes that can be classified as important quality-of-life upgrades or gameplay improvements. [h3]Improved Alternative Weapon Switching[/h3] Previously, when you had weapons equipped in your secondary weapon slots, you had to click a separate button during encounters and spend 1 Energy to switch to that weapon set. However, with this new change, that extra step is no longer necessary. Now, when you use a weapon move that requires a weapon from your alternate slots, the character will automatically swap to the alternate weapons. These moves will be marked with a "weapon swap" icon next to their energy cost, and the displayed energy cost will include the cost of swapping weapons. This eliminates the need for manual weapon swapping and makes these mechanics much easier to use. Furthermore, cards associated with the weapons equipped in the alternate slots will now be added directly to your deck. This removes the unnecessarily complex mechanics where moves from the same slot would transform into each other when you switched weapons. [h3]Equipment Levels Syncing to Characters[/h3] We have received frequent feedback showing that, despite various improvements made to the equipment system during the Early Access phase, it still felt burdensome for some players due to the frequent equipment drops and minimal attribute changes caused by equipment level differences. To address these concerns, we aimed to remove the "level" factor from the equipment system and simplify the deciding factors to two: the type and rarity of the equipment. Equipment loot will now automatically synchronize with the character's level. In the Level-Up window, any attribute changes caused by the equipment the character is wearing will be highlighted in blue. The frequency of equipment drops from encounters and chests has been significantly reduced. In order to balance the economy, the selling prices have been increased from 15% of the item's cost to 40% (the exact percentage may vary depending on the difficulty setting). To summerize, our aim is to maintain the impact of equipment while minimizing the need to constantly change gear to match their level progression. Once you have equipped the weapon and clothing that you are satisfied with, there should be little requirement to alter them unless you desire different attribute bonuses or come across equipment with higher rarities. [h3]Encounter Trigger Improvements[/h3] When enemies display the "Disabled" icon during exploration (such as when you use a Smoke Grenade or when you Flee), you have the option to manually trigger them by moving towards their exact tile. This allows you to ambush them, inflicting the "Blinded" and "Weak" statuses on all enemies. In addition to being a tool for avoiding enemies, Smoke Grenades become a useful item for gaining an advantage over enemies. Another improvement has been made to merging encounters. When you trigger two encounters simultaneously by moving into their shared tile, any enemies exceeding the "3 enemy" limit will be added with the "Horde" status effect. Defeating an enemy with the "Horde" status effect will summon these additional enemies. [h3]Encounter Timing Overhaul[/h3] There has recently been an overhaul in how the timing of different effects in encounters is handled. While this may not be immediately noticeable, it has two significant effects. Firstly, it resolves long-standing bugs that would occur when two conflicting effects, such as conditions or item effects, would trigger at once. Secondly, it enables the implementation of card queuing. When you play cards consecutively, the next card will be queued and automatically triggered once the currently played card resolves. Currently, this queuing feature is limited to one card, but I should be able to expand it once all potential issues are addressed. [h2]Other Additions[/h2] Furthermore, there have been several smaller non-gameplay changes. These include: * The addition of 58 new models and decals to enhance the scenery of each level. * New sound effects for enemies during exploration, allowing you to better sense their presence while exploring the map. * New sound effects when enemies are injured by attacks. * New music tracks for normal and boss encounters in each area, along with a track for the final bosses. Given the length of this post, I will omit including the detailed changelog here. However, you can join our Discord Server for a comprehensive view of the changelogs. It's worth noting that there are many other changes that I haven't delved into detail in this article, including item charge counters, new Lair area bosses, and starter deck size increase up to 12 moves. We are rapidly approaching the v1.0 release, and during this time, if you don't mind spoilers, feel free to try out the "testing" branch by switching to the beta on Steam. Your feedback is always greatly appreciated. Thanks for your support! |
The patch v0.10.0 has been released in the Testing branch. This patch includes Part II story events, a new Lair Area, 7 new enemies, 1 area boss, 5 story bosses, new items, balance changes and fixes! |
Fixed "Sneaky Hawker" event causing corruption in the save file, resulting in saved runs to not show up. If you encounter this issue (incomplete run not showing up on game launch), you can send your save data to our Discord Server to get it fixed. Make sure to not start a new run, or the old run will be replaced. |
During this special Halloween event, playing as Rene will give you 50% more credits at the end of every run! A new perk "Hunter" is also added, which can be bought from the Booster Pack shop and equipped by Rene at the start of a run. This perk is a permanent addition themed around "Injury" condition and synergizes with chainsaw cards, giving a huge offensive and defensive advantage! You didn't hear it from me, but this may be a great time to get that solo-run achievement! |
[h2]Balance[/h2] |
This is a general improvement patch with various QOL and technical changes, focusing on tasks which have been collecting in the backlog. |
Small patch with some balance changes and fixes. |
Small patch with some balance tweaks and bug fixes. |
Hello all! With this content patch, a new hero, new companion, new weapon type, 40+ new cards and 1 new boss fight are added to Draft of Darkness! |
With this content patch, a new boss fight, new events, new enemies and items have been added to Draft of Darkness!
[h2]Next Patch[/h2] The next patch will introduce a brand new hero, with new weapon types to Draft of Darkness! The plan points to end of May for the patch's date, but you might notice that we are going a bit behind schedule. Please check the topic in the Steam Discussions regularly for up-to-date patch dates, or join our Discord Server! See you next time! [h2]Update Notes for v0.8.2[/h2] [h3]Content[/h3] - New enemy added: Wasp. - New boss fight added: Puppet Dolls. - (New Item) Acid Powder: The possessor gains Infusion: Acid 10 at the start of encounters. - (New Item) Gunpowder: The possessor gains Infusion: Burn 10 at the start of encounters. - (New Item) Foggy Mirror: The possessor has a 50% chance to inflict Bleeding 2 to attackers. If the possessor falls below 20% health, the mirror shatters (Turns into "Shattered Mirror"). (Credits: @Yobee#0866) - (New Item) Shattered Mirror: The possessor suffers Wounded 1 every 12 steps during exploration. The possessor has a 50% chance to inflict Bleeding 6 to attackers. (Credits: @Yobee#0866) - (New Item) Crown of Thorns: Increase Crit. damage multiplier of moves by 1x, but reduce their base damage by 20% during encounters. - (New Item) Fly Trap: Allies restore 4 health every other critical hit they inflict. - (New Item) Prison Shank: At the start of encounters, replace weak alternatives of the possessor's moves with "Shank". ("Shank" can critically strike.) - (New Item) Black Pendant: Increase all power attributes of the possessor by 2. The possessor becomes immune to Virus. Does not cure the possessor if already infected with the Virus. - (New Item) Chess Piece: Bishop: Reduce Vitality by 20%. Increase Agility of the possessor by half their Vitality. - (New Item) Chess Piece: Knight: Reduce Agility by 20%. Increase Handiness of the possessor by half their Agility. - (New Item) Chess Piece: Rook: Reduce Handiness by 20%. Increase Vitality of the possessor by half their Handiness. - (New Event) Banging Door: An event where a horde of enemies are stuck behind a barricaded door. The door can be opened using a "Handiness" stat check, or by spending a "Crowbar" item. The event triggers an encounter with 3 enemies, who have "Horde" status. "Black Pendant" item is obtained upon completion of the encounter. - (New Event) Levers: An event where the player can choose one of 3 trade-offs. Each choice has both a negative and positive effect. - (New Condition) Flight: Have 80% chance to dodge melee attacks. Decays with 80% chance upon receiving a ranged attack. - (New Condition) Captured: Reduce Speed to 0. Whenever the captor takes damage from an attack, lose 1 health. - (New Status) Horde: Spawns another enemy upon death. - New item unlock tier added: Batch 3. This tier can be unlocked by completing the Factory area. (Automatically unlocked if Factory is unlocked before the patch.) |
With this improvement & content patch: the fast travel mechanics, a new companion and various content have been added to Draft of Darkness. |
Hello all! Thanks for sticking with Draft of Darkness so far. I'm excited to announce the plans for the rest of Early Access! |
[h3]Balance[/h3] |
[h3]Improvement & Balance[/h3] |
[h3]Balance[/h3] |
Welcome to v0.8.0 update for Draft of Darkness! This update introduces a rework for the Power & Defence calculations; and adds equipment moves, starter items & perks, darkness level system, save slots and much more! |
Warning: If you have an ongoing run from before the update, you may experience some stats & attributes acting funny when you level up etc. This is due to a known change and won't happen on a new run. |
Fixed a bug where lever controlled door in the Factory area made the character stuck. |
This new update adds a new area to the game; explore the dark depths of the Factory, try to overcome new challenges, defeat extra-twisted terrors and fight the new boss: The Frail. |
In this improvement patch, gamepad support, an "Archive" section, 2 new perks and 11 new trophy items are introduced to Draft of Darkness! |
[h3]Balance[/h3] |
[h3]Fixes[/h3] |
Happy Halloween and welcome to Draft of Darkness Halloween Update! This patch adds a new hero, a companion, 40 new cards, and new enemies to the game! The game will also be 10% off during the Halloween Sale. Let's dive right in! |
I am happy to announce that Draft of Darkness will be participating in the Steam Tabletop Festival (RPG Edition) running between 21 Oct - 25 Oct! |
This patch aims to make improvements to the equipment system, making it a much more enjoyable part of the game with the help of your suggestions. There is also a significant performance optimization, which should let the game run much faster. Aside from these improvement changes, 3 new trophy items and 2 consumable items are added along with a brand new decision event! |
The new knife card "Out for Blood" will let you inflict Bleeding with direct damage sources such as the new "Kunai" item and the good old "Choppy Chop"! Another big change is made on Cara's perk. With the increased decay speed of the Bleeding that came with the previous patches, Cara's perk was becoming a disadvantage for her because of the limited time to build up Bleeding layers. To fix this, her perk's effect has been transferred to her old starting item called "Warning Letter", which is now toggleable. (This item had previously been removed when the perks were introduced). This gives you full control for when to speed up Bleeding procs, and when to slow them down. Her perk is also changed to give more incentive to natural Bleeding decay strategy, by having it enhance physical damage output from Cara or her companions. The next patch will focus on the equipment system rework. I'm aiming to tone down the full randomization on equipment, and replacing it with a more user-friendly system. With the additional improvements to the UI, I'm hoping to streamline equipment management to make it a more enjoyable experience. [h2]Full Patch Notes for v0.5.4[/h2] [expand type=details] [h3]Content[/h3] - (Card/Axe) "Ponder": Brace 4: Draw 3 cards. Discard up to 2 cards, gain Brace 2 per card discarded. - (Card/Axe) "Prod": Brace 2: Deal 6 physical damage. Switch to alternative weapons. Increase the base damage of the next card you play this turn by 2. - (Card/Flashlight) "Ricocheting Beam": Deal 6 light damage, then 4 light damage more to another random enemy. - (Card/Flashlight) "Sunburn": Deal 6 light damage + 1 light damage for each debuff or disability on the target. - (Card/Knife) "Dramatic Stab": Deal 1(3) physical damage. Next card you use this turn (except "Dramatic Stab") will be drawn back to your hand. - (Card/Knife) "Shadow Rush": Advance 25%. If your have Stealth, Advance 40% instead. - (Card/Knife) "Out for Blood": Limited 1. Knife attacks will instead apply Bleeding equal to their base damage this turn. Critical strikes will apply 50% more Bleeding. - (Card/Pistol) "Play the Victim": Deal physical damage equal to half of the total debuff and disability layers on yourself twice (max. 5 per stack). - (Card/Pistol) "Sidearm Tactics": Deal 4 physical damage. Reduce energy cost of next non-pistol card you use this turn by 50%. - (Card/Shotgun) "Double-Barrel Shot": Discharge. Deal 6 physical damage twice. Next Pump Action card you play this turn won't trigger a Pump Action. - (Card/Shotgun) "Payout": Pump Action. Draw cards until you draw a Pump Action card or a total of 3 card(s). - (Card/Syringe) "Blinding Needle": Deal 2 physical damage. Apply Bad Vision 1. - (Card/Syringe) "Secret Formula": Gain Kickstart 2 when discarded without activation. Goes to the draw pile when discarded at the end of the turn. - (Card/Unarmed) "Heavy Punch": If unarmed, deal physical damage equal to the number of cards in your draw pile; if not, deal half the damage. - (Card/Unarmed) "Karate Chop": Deal 4 physical damage. Combo 2: Goes to the top of the draw pile. - (Card/Unarmed) "Oily Hands": Limited 3. Unusable. In hand: Reduce energy cost of melee damage dealing cards by 1. - (Card/Unarmed) "Poke": Deal 2 physical damage. Create a Poke card in your draw pile. - (Card/Unarmed) "Stall": Deal 3 physical damage. Combo 5: Advance 5% another random ally for each card in your hand. - (Item/Trophy) "Post-it Note": Once per encounter, select a card from your draw or discard pile: On your next turn, draw that card if it's not in your hand. - (Item/Trophy) "Kunai": Every 5th time an ally deals direct damage to enemies, deal 1 physical damage to all enemies. - (Item/Trophy) "Radioactive Knuckles": The possessor's melee attacks deal 25% increased damage, but inflict Radiation 1 to the possessor. - (Item/Trophy) "Radioactive Can": At the end of the possessor's turn, they restore 5 health but receive Radiation 1. (Credits: @KanadeBacon#0746) - (Item/Trophy) "Old Backpack": For all allies increase Hand Size by 1 if they have 15+ cards, 2 if they have 24+ cards, 3 if they have 30+ cards. - (Item/Trophy) "Red Ribbon": Selected card will be moved to the top of the owner's draw pile at the start of encounters. - (Item/Trophy) "Scavenger's Rulebook": While looting, you can convert resources to another random resource. (Credits: @Strikeing#1158) - (Item/Trophy) "Reverse Card": Once per encounter, transfer up to 2 stacks of a debuff from yourself to the targeted enemy. - (Item/Trophy) "Pandora's Box": Gain random resources and consumables. Destroyed on use. - (Item/Trophy) "Nazar Bead": Have a very low chance to receive 0 damage from enemy attacks during an enemy turn. - (Item/Trophy) "Metal Lockpick": Allows you to open locked doors. Have a chance to gain extra loot from ordinary loot locations (drawers, garbage bags etc...) - (Item/Trophy) "Suppressor": The possessor deals 30% reduced damage, but costs of the possessor's ranged damage cards are reduced by 1 during encounters. (Credits: @Anything Goes#5236) - (Item/Trophy) "Whetstone": Increase Bleeding inflicted by cards by 1 during encounters. Any repetition on the card is reduced by 1. (Credits: @King Mordred#6223) - (Decision Event) "Quick Enhancement Machine": Lets you upgrade equipment. - (Decision Event) "Hole in the Wall". - (Decision Event) "Morgue". [h3]Balance[/h3] - Cara's perk has been reworked to: "When Bleeding triggers naturally on an enemy, have a chance to reduce their Physical Defense by 50% of the triggered Bleeding." - Cara now has a new starting item: "Warning Letter", which has the same effect of her old perk: "When enabled, enemy Bleeding interval is reduced by 1 second.". This item can be toggled on and of by the hero. - (Companion) "Thug": "Opportunist" perk will only affect cards with 3 or more energy cost. - (Card/Axe) "Braced Impact": Brace scaling limited to 20. - (Card/Knife) "Bleeding Stab": Bleeding 4->3. - (Card/Knife) "Stealth Blow": Stealth scaling limited to 10. - (Card/Knife) "Wounding Tantrum": Repeat count 6->5. - (Card/Knife) "Heroic Moment": Courage scaling limited to 8. - (Card/Unarmed) "Kick": Energy Restore 3->2. - (Card/Unarmed) "Punch": Energy Cost 2->3. - (Card/Unarmed) "Recovery": Activation of the card will remove the energy reduction from Recovery. - (Card/Unarmed) "Repel": Energy Cost 2->3. - (Condition) "Brace": Physical Def Increase 2x->1x. - (Condition) "Marked": Scaling limited to 200%. - (Enemy) "Claw": "Vanish" Cooldown 10->20. Won't activate if user already has Stealth. [h3]Bugfixes[/h3] - Wording clarified on some of the cards. - Fixed "Crippled" physical power reduction not being removed. - Fixed "Little Robot" event rarely not spawning when required. - Fixed some of the base damage scaling items not affecting Axe cards with multiple possible damage values.[/expand] |
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[h3]Bugfixes[/h3] |
In this second improvement patch, I've added two of the highly requested features to the game: Mouse movement and quick-playing cards.
While the balance changes are still mostly in progress, there has been a few tweaks mainly on the Bleeding cards. After the last patch's changes, we saw especially Bleeding-only builds fall behind. To help with this, some of the bleeding cards are tweaked and the "Open Wound" card is changed again to prevent it from being outclassed by cards like "No Mercy", which was more powerful (even with low Physical Power) while having the same cost. As a side note: I'm also working on a change involving Cara's perk to prevent it from being a disadvantage because of the accelerated decay of Bleeding. The next patch will be a small content update. I'm also planning to announce the roadmap real soon. For now, you can expect that we will move away from weekly updates to less frequent but bigger ones. If you want to follow the project more closely, I highly recommend joining our Discord Server. On Discord, I'll be posting more frequently about the game and you can directly reach me for feedback, questions, help or anything else about the game. [h2]Full Patch Notes for v0.5.3_p2[/h2] [h3]Improvements[/h3] - Added mouse movement to the exploration phase. Clicking on a tile on the map will construct a path and the character will start moving on this path until the targeted tile is reached. Selecting tiles with a long path will cause a delay, since calculating the path takes some time. Right clicking will stop the character from continuing on the path. - Double clicking when selecting a card will quickly play the card, if there is no choice of target for the card. In other words, for cards that target all enemies/allies or when there is only one possible target. - Changed the exploration tutorial to include mouse movement instructions. - Pressing "Close Window" (ESC) key will close the map if open. - Increased the size of tooltips that show when hovering over "?" icons. [h3]Balance[/h3] - Mend Power giving equipment now spawns. Dropped syringes will give Mend Power instead of Crit. Chance. - (Item) "Charger": Now costs 3 energy to activate its effect in both exploration and encounter. - (Card/Knife) "Bleeding Stab": Bleeding 3->4. - (Card/Knife) "Open Wound": Changed to "Inflict Bleeding damage equal to 2xBleeding on the target and reset the decay of Bleeding." - (Card/Knife) "Wounding Tantrum": Bleeding 4->6. - (Card/Shotgun) "Hip Fire": Energy Cost 2->4. [h3]Bugfixes[/h3] - Fixed aspect ratios other than 16:9 causing unaligned UI in windowed mode. - Fixed resolution dropdown not showing the correct resolution in windowed mode. - Fixed a bug causing a crash before "Running Out of Resources" tutorial when certain cards are in hand. - Added a workaround fix for the bug where interaction between Holy Charm / Orange Reflector and Dark Armor + Coward Status was causing a hang. This bug will not cause a hang anymore, but conditions with 0 stacks may show (visual bug). A proper fix is being worked on. - Fixed equipment tooltips going out of screen. - Fixed "Recovery" card's energy cost not updating after swapping to unarmed. - Fixed card descriptions not updating after swapping weapons. - Typo fixes and clarifications. |
More than a week passed since the Early Access launch of Draft of Darkness. First of all, I'd like to thank you for all your support during the launch week! The positivity and all the feedback we received was invaluable! |
Technical library update to fix the crash occurring on systems with certain CPUs. If you were getting a hard crash on starting a new run, please give it a go to see if it's fixed. |
Cards can be transferred with left-click in deck editing screens. |
Increased Hospital Area generation retry count to prevent error on prolonged generation. |
[h3]Balance[/h3] |
Fixed a bug where the Daemon wouldn't make a move. |
Fixed an error that occurs when two companions with "Brave" perk are in the party. |
Hotfix |
Fixed achievements not unlocking. They should automatically unlock when the game is launched. |
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Draft of Darkness is coming to Early Access in just 3 days! Here's the release time for some other time zones: [h2]What's in Early Access[/h2] Here's what to expect from the game on launch date: [h2]What's Been Done after the February Steam Festival[/h2] Some of you know the game from the Steam Festival on February, which was a huge exposure for the game. During the time between the festival and the EA date, I've been focusing a lot on mechanical improvements and balance with the help of your feedbacks. Although we still have some ways to go, the game is in a much better shape, thanks to your help! I've also added a new character (Pavel), 2 new weapon types, unarmed cards, the Hospital area, the story events, an actively chasing enemy and more! Of course, we can't forget many bugfixes and tweaks that's been done with the help of people playing the game during Private Alpha. Look for their Discord handles in the Credits screen of the game! [h2]What's to Come During Early Access[/h2] [h2]More Plans?[/h2] There are also some other plans that are lower priority, but can be possible if the game does well and I can afford them: [h2]See You on Launch![/h2] Draft of Darkness will have a base price of $9.99 + 10% discount the first week. Thanks for the support and see you on July 30 @ 10:00am PDT. Wishlist the game to be notified for the release! |
Draft of Darkness Early Access release date is set to be 30th of July, 2021! You can watch the new trailer below, and play the updated demo on Steam! Don't forget to wishlist the game to be notified on the release date!
You can see these and the rest of the UI changes by playing the updated demo! [h3]Story[/h3] The story-related development has continued in a separate branch to keep things spoiler-free. For the Early Access version, "Part 1" of the story will be available and "Part 2" will be released during the EA period. The first part of the story also serves as a set-up for the rest; you'll be meeting the characters and getting to know the world. This will be important for the decisions you'll make, especially for the second part of the story. The story of Draft of Darkness advances with the actions you take and choices you make during each of your runs. As a whole, it can't be completed in a single run, as it runs on a "meta-progression" system. After each run, you'll see the "nodes" on the "flowchart" unlock one by one, which will give you an idea about the structure of the story and what to do next. [h3]Early Access vs. Full Game[/h3] At the release of the Early Access version, the game will come with 3 heroes, 4 companion types, 6 weapon / card set types (135+ cards), 3 areas, 19 basic enemies, 9 boss fights, 28+ decision events, 45+ unique items, 12+ consumable items, 17 notes & more. Our estimates show that the story included in the EA should take at least 6 to 10 hours to complete, depending on how well you do during your runs. Currently, you'll need to complete at least 3 runs to reach the ending screen of "Part 1". Of course, there are secrets, achievements, unlocks you can hunt, which will add many hours of playtime. By the end of the Early Access, I'm planning to have the content at least doubled. There will be 2 new areas added (according to current plan) with new enemy types and bosses. During EA, I'll be releasing biweekly patches adding content, making improvements and fixing bugs. Most of the remaining of the story and content is already planned, but I'll need your help to balance the game and improve this experience even further! You can always join our Discord server to give your feedback and ask questions directly to us! [h3]New Demo Release[/h3] The demo on Steam has been updated with the latest improvements and fixes. If you've played the previous demo, you'll notice that your progress is reset after the update. This is because I've decided to separate the demo save from the full version and remove most of the story related stuff from the demo so that it'll be a more compact experience. Don't worry, though. You'll be able to import your progress in the full version if you've played the old demo or the Private Alpha! |
Draft of Darkness is now in the Private Alpha phase with the release of v0.4.0 patch. If you'd like to help test the game and keep playing it with the most recent content, you can join our Discord server and request access! |
Hello! I'm the solo developer of Draft of Darkness, the surival horror roguelike deck-builder and dungeon-crawler game! In this livestream, I'll be showing of the game's new features, chatting with you and answering your questions. Feel free to come along and join the livestream!
[previewyoutube=V6eDsh7IUdQ;full][/previewyoutube] |
Hello! I'm the solo developer of Draft of Darkness, the surival horror roguelike deck-builder and dungeon-crawler game! In this livestream, I'll be attempting to complete a run in the game! I'll be also chatting with you and answering your questions. Feel free to come along and join the livestream!
[previewyoutube=V6eDsh7IUdQ;full][/previewyoutube] |
It's been a while since I could get a chance to write a blog, but rest assured that there has been a lot of improvements to Draft of Darkness in the last months. In fact, there has been so many that I decided to split the blog into two parts! These changes and the ones in part 2 are already in the Alpha version, so join our Discord and try them out! |
This week's patch was focused on the input system of Draft of Darkness. These changes make the game controls customizable and adds some quality of life improvements here and there. |
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