About This GamePLEASE READ THE KNOWN ISSUES THREAD BEFORE BUYING
Darkwood provides a new perspective on survival horror.
Scavenge and explore the rich, ever-changing free-roam world by day, then hunker down in your hideout and pray for the morning light.
- Survival horror from a top-down perspective that is terrifying to play.
- No hand holding or quest markers. Test your skills and figure things out on your own!
- By day explore the randomly generated, ever-sinister woods, scavenge for materials, craft weapons and discover new secrets.
- By night find shelter, barricade, set up traps and hide or defend yourself from the horrors that lurk in the dark.
- Gain skills and perks by extracting a strange essence from mutated fauna and flora and injecting it into your bloodstream. Watch out for unexpected consequences…
- Make decisions that impact the world of Darkwood, its inhabitants and the story you experience.
- Meet eerie characters, learn their stories and decide their fate. And remember – don’t trust anyone.
- As nights go by, the lines between reality and nightmarish fantasies begin to blur. Are you ready to step into Darkwood?
- OS: Windows Vista
- Processor: Intel Core 2 Duo 2.8Ghz or equivalent
- Memory: 4 GB RAM
- Graphics: GeForce 8800GT / ATI Radeon HD 4850
- Storage: 6 GB available space
- Additional Notes: Minimum resolution: 1280×720
 Darkwood.Hotfix.3-DEV.Torrent [1fichier.com]
So this is kind of one of those games that seems like it was tailor made for me so I’m going to come off as biased but what the hell let’s talk about how GOOD this game is.
+ BLEEDING ATMOSPHERE. The audio and visual design is engrossing and the unique field-of-view mechanic makes you feel simultaneously terrified and in awe on how beautiful this game is.
+ HARDCORE. Playing on the higher difficulties can be a heart pounding experience. The combat may seem simple early game but it can turn into a nail-biting fight of life-or-death if you find yourself in that situation. Seriously, play on the higher difficulties if you enjoy panic attacks.
+ GREAT FRIGGIN CHARACTERS. I could gush for hours about how unique and enjoyable the entire cast of this game is. They’re all simultaneously disgusting but full of characterization. I would find myself constantly returning to NPCs just to squeeze any extra dialogue out of them. Wolfman<3
+ REPLAYABILITY. The story offers many endings and many story progression paths that keeps things fresh on new playthroughs. Endings feel satisfying and well earned.
+ TERROR. Seriously some night events will make you♥♥♥♥♥♥yourself.
(Note: None of these are gripes for me but I could see them as turnoffs for others.)
– Hard to follow story.
– So unhand-holdy it feels like parental neglect.
– Can take awhile to progress story depending on the level of risk you take. Also very easy to mismanage time if you don’t plan accordingly.
In the realm of indie games this is a 10/10 in my book. Hell, this is a 10/10 horror game in general. If you want an isometric Silent Hill with a dash of modern survival this is the game for you. Worth every cent.
<Subject to change>
My first few hours in Darkwood were certainly very interesting, after the impressive prologue I decided to go speak to an NPC i was advised to find. After I did this I realised daylight was running out, and here’s what happened next:
-Returned to my safehouse and pushed a wardrobe up against a gaping hole in the wall.
-Panicked because I didn’t bother to collect the tools necessary to barricade the house.
-Everything is now pitch black, my cone of vision is tiny
-I weep as I slowly walk myself to the ‘front lobby’ room because it has no windows to reduce the chance of being spotted.
-I hear the moans of some unknown ethereal horror
-Check both the exterior and interior door to ensure they are closed
-The moaning gets louder
-The action prompt for the front door now says ‘close door’, meaning it has been opened
-My cone of vision is still 2-3ft btw
-I quickly close the door
-The prompt changed to ‘close door’ again
-I close the door again
-Moaning is still extremely loud
-Continue in this pattern for 60 seconds in sheer terror before the door finally stays closed for a while.
-I sigh a breath of relief
-Something swiftly moves past the far edge of my cone of vision
-* very loud moaning continues *
-The monster was in the lobby with me for the whole night
-I’m sure i’m going to die
Watch the man board up his doors and windows as the sun sets. Look at him sweat and panic as the night comes.
The woods are dangerous during the day, and leathal during the night. He is hunted, so he cowers near an old lamp for protection. At night they come for him. At night he prepares to protect himself.
By day, he hunts. He gathers the most precious things in the world: Wood and iron. Nails and planks to keep the darkness out. It is a losing battle. The darkness gets stronger each night. The monsters know where he tries to sleep. Some of those monsters bring gifts. Most of them bring death.
He will die in that forest. It is inevitable as long as he stays.
Look at that man, in the house, near the lamp, with the pistol quivering in his fingers.
By day he looks for a way out. By night he seals himself in.
Mainly because it’s not an horror game, it’s a terror game.
Horror is a big scary monsters popping in your face and screaming for a cheap scare.
Terror is seeing the monster on the other room, sitting still, and you know you’re safe if you don’t open that door.
So you go about your business, but every small noise makes you check the window again. He’s still standing there, you’re safe. You go back to your business, and a diferent noise is heard. Across the window, the monster is no longer there.
You’re terrorised. Not because he’s going to jump at you from a closet. You’re terrorised because you can hear him, slowly moving, slowly approaching. The knob on the door clicks, but it’s locked. You breath a sigh of relief because you remembered to lock it, but it’s quickly gone when something bashes the door with all it’s force.
It’s coming. You can delay it, you can try to run, but it will come. And it will always keep coming.
The game is stunningly well crafted, with dedication and soul oozing from every detail. The atmosphere and tension is there, all the time. Survival is nerve-wracking: you gear up with what little you’ve got left, and head into the woods, and pray that when they come for you, your aim is true and you wont panic and die. The further you explore, the worse becomes the sensation that you shouldnt delve too deep so you can find your way back while there is still daylight. Because you can get lost in the woods, and it wont be pretty. You never seem to have enough to feel safe, there is always the pressure of dwindling supplies and time. And then comes the night, oh boy.
The game has its ways to make your fear of the unknown last for very long into the game. Journeying into decaying woods, breaking into rotting buildings is always filled with acute awareness that you might be getting into something you can’t get out of. I enjoyed the way the game doesn’t help you much or explain itself. You have to figure things out for yourself.
The environment is masterfully crafted. The woods crawled under my skin in ways few games have done. The forest is terrible, and alive, and beyond understanding. The inhabitants are weird, and wonderful and very often mad. I really enjoyed the writing, the brief conversations, the brooding atmosphere, the sense of mystery, the brutal nights, all the mushrooms, and every single second I spent with this game. I think Darkwood has earned it’s place among classics like Stalker or Silent Hill 2, by doing its own thing in a very convincing way.
Play this game. It will eat you alive, and you will love it.
I found my self playing this game for long sessions and having to stop because it was getting to me and making me feel uncomfortable. The music, visuals, narrative, everything, is just amazing.
Do yourself a favour and enjoy this masterpiece.
Respect the Woods.
Don’t let the seemingly low production value fool you — Darkwood absolutely pushes its aesthetic to the limit, using clever lighting and atmospheric tricks to make some of the most ambient, engrossing imagery with its lo-fi graphics. This is a great example of a game that uses its art style for a specific purpose; oftentimes you’ll find yourself terrified, whipping the camera around trying to catch just a glimpse of a fast-moving enemy creature running across your field of vision. While standard gameplay is top-down and in a familiar pixel style, the conversational art is painted and animated in small ways. In my opinion this creates an interesting discordant affect, where you are never quite sure what you’re looking at until you see them in high-res, often slimy and unsettling detail.
On the gameplay side, Darkwood features a relatively typical, if not slightly more challenging than normal resource and crafting economy. The primary gameplay loop involves the player exploring out from hideouts to gather limited resources and do small quests (of which there are some branching, alternate paths for added replayability and story personalization) in order to get rewards or further information about the Darkwood itself. The player must return to their hideout at night in order to fortify their base and survive the night. Various supernatural elements and late-night spookies will torment the player until the morning, when they are visited by a trader and the loop can resume from the beginning. Leveling is done via collecting mushrooms and rotten meat, which can cooked into a hallucinogenic substance that will give you access to a perk-and-downside menu and sometimes slip your character into a trip which fills out their backstory.
On the topic of story, this game’s narrative takes cues from both post-apocalyptic literature and recent lore-heavy "show-don’t-tell" games like the Soulsborne series, Hotline Miami, and Hyper Light Drifter. It is the player’s responsibility to find clues and piece the story on a whole together. Compared to most of these games, Darkwood‘s story is actually a little bit less obscure, but it is nonetheless engrossing and left me searching for each new clue and friendly NPC in order to get more and more information. Overall Darkwood is a universe both familiar and new, and one interesting enough to warrant searching every nook and cranny for new lore and backstory. Darkwood‘s finale is satisfying, fascinating, and ultimately worth the monumental effort to achieve, and it ultimately ended up one of my favorite new games of 2017.
If this all sounds interesting to you, I suggest you give Darkwood a try. For those with the patience and fortitude to withstand its trials, Darkwood is a massively satisfying and compelling experience.
I head back to my house after a day of scavenging the forest to prepare for the night. I make a brief stop at the shed located on my property to refill my generator with gasoline. I switch it on to power the lights in the house. Once inside, I craft several chain traps at my workbench and set them at the foot of barricaded windows. I drag a dresser across the room to seal a hole in the wall exposing me to the outside, then close myself in the bedroom.
The sun fully sets. Footsteps can be heard outside. Silence. Then, something cuts the power to the generator.
In the pitch black darkness I hear the scraping of wood on wood. My heart sinks: I realize it is the dresser being pushed from the wall and across the wooden floors. Sounds of footsteps are approaching the bedroom. I aim my light at the door, ready to swing my makeshift weapon: a board with nails. Suddenly I hear a loud metallic snap in my left ear and instantly point my light in the direction. Not two feet from me is some sort of savage humanoid desparately trying to claw at my face but unable to reach me. The monster somehow entered through my barricaded window and inadvertently triggered my chain trap. Like a dog at the end of its leash, it poses little threat to me as long as the chain holds. I act quickly and beat it to death with my weapon. Charged with adrenaline, I rush into the next room to face whatever has broken through here, but there is nothing, and the night grows silent again.
Daylight finally comes.