A Survival Horror Game That Never Plays The Same Way Twice

The fear of the unknown is powerful. Darkwood takes that idea to heart: it's a top-down procedurally generated survival horror game. This means that every time you play, you'll experience something different.

Adding to the tension is the fact that the game features roguelike elements and permadeath. You'll also be able to craft items, build barricades, and, naturally, explore.

The footage above is of Darkwood in a pre-alpha stage, but even this early on, you can see both the eerie atmosphere and some of the mechanics in-play. Looks like a game to keep an eye on.


    Hotline miami + slender = awesome

    It was going well until the inanimate object started talking to me...(?!?!)

    "procedurally generated" - what does that even MEAN in this context? do you even know? because it seems more likely you just wanted to sound fancy.

    That said - this game looks like a lot of fun!

      do you know what it means then?

        I saved some time by copying from: http://en.wikipedia.org/wiki/Procedural_code
        "Procedural programming can sometimes be used as a synonym for imperative programming (specifying the steps the program must take to reach the desired state), but can also refer (as in this article) to a programming paradigm, derived from structured programming, based upon the concept of the procedure call."

        My point is that it has nothing to do with the way the games design actually operates. Anything can be procedural and it has basically zero relevance to what they really mean. They're basically saying that the levels are generated either using code that runs sequentially to affect changes, or that they're using a commonplace programming technique/design pattern.. Just like 99% of all other games/apps.

        And (@fortalyst below, too) - Obviously it's clear what they mean, but I just hate it when they try to throw in what are literally buzzwords without any real justification. It's ignorant and belittles the entire developer community.

          so what your saying is you didnt know either so you looked it up on wikipedia.

            As a professional developer of 11 years, safe to say - I don't know.

      Procedurally Generated = created differently & randomly as the player interacts/expands their environment. Much like how Minecraft's terrain is procedurally generated as the player explores further.

        Minecraft doesn't really work that way - it's a standard seed based sandbox, where the seed string combined with the blocks position fed into a generation algorithm (what allows a continuous hill for example, rather than completely random blocks) determine what exists there. Thus any block can be determined ahead of time if the algorithm is known, it isn't 'generated' while exploring - it's rendered.

          Perhaps Minecraft was a bad example - I should've mentioned the World Gen & development of Dwarf Fortress instead

    Top-down survival horror? eh.

      Isometric (from a slight angle) designs are always cool, but there's a tonne of them in this genre and let's face it 3D is completely unoriginal. They were obviously aiming to be different, which usually polarizes people fairly strongly toward either loving it or hating it.

      I'll be giving it a bash for sure ^_^

    Reminds me of a top-down survival game from a few years ago - submitted IIRC at a demoparty, it was just a simple shooter with guns spawning and an ever-increasing density of different kinds of Zeds. But this looks awesome!

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