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Session Name:

Darkest Dungeon: A Design Postmortem


Darkest Dungeon combines many different elements and inspirations: classic party-based CRPGs, boardgames, roguelikes, and wargames. It then layers on top the signature Affliction system and psychological stress mechanic. Figuring out how to smash all these pieces together and make the play experience cohesive and understandable was a juggling act with significant challenges. Making iterations on the fly during a live Early Access environment with a large community was also not without harrowing moments. This detailed post-mortem covers what went right from a design perspective and what didn't, using specific game examples. The discussion will be endcapped with a glimpse at what the future of Darkest Dungeon might be.

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  • GDC 2016
  • Tyler Sigman
  • Red Hook Studios
  • free content
  • Design
  • Design