![]() Perhaps the most important thing to mention is that when looking back at images and videos from February 2014 it’s very hard to spot huge differences in relation to what we have now. Sure, it’s not a huge number, but then again most discussion has been happening over at Red Hook’s forums, especially when it comes to Early Access testing. ![]() Looking more closely at the state of Darkest Dungeon’s Kickstarter page, there were a total of 20 updates between the period of the game’s initial funding and its eventual release, with this period spanning almost 2 years. I also want to note that the list above is a prime example of stretch goals done right – no over-the-top craziness written down just for the sake of generating income, but doable and logical features that would greatly enhance the game in general. With 2 out of 9 stretch goals being delivered in the final release and the remaining ones planned as free updates, there isn’t really much to complain about. Character color customization ($300,000) – check.Ancestor’s Trinket Pack ($285,000) – check.Town Events ($250,000) – again, expected to come as a free post-launch update.New dungeon, monster set & curios ($200,000) – check.2 New Character Classes & additional quest types – we are still waiting for the Merchant class, which is confirmed to be a free update sometime in the near future).Town activities & new shops ($150,000) – check.Multiple random Boss variants ($125,000) – check (although somewhat lazily implemented).So, how many of those ended up in the final game? Let’s take a look. More importantly though, the project was funded in less than a day (ultimately achieving the impressive sum of $313,337), with all of this essentially covering almost every single planned stretch goal. Indeed, a rather rare occurrence for an age riddled with delays and mismanagement. This release also surprisingly appears to be on time, with a previous update stating mid to late 2015 as a launch window (PS4 and PS Vita versions coming in Spring 2016). Ultimately, Darkest Dungeon was officially released on Janu– nearly 2 years after its Kickstarter launch, with the last 11 months spent in Early Access. Instead, wouldn’t it be better if we took a returning glimpse at the original Kickstarter campaign, how it all lead into Early Access and what the current (final) state of the game is in relation to the original pitch? However, if you’ve come for a review I’m afraid this is the wrong place. I guess it also helps that I’m a sucker for highly stylized visuals, especially ones depicting dank dark dungeons narrated by the most perfidious narrator you’ll ever have the pleasure to listen to. I get the shivers just by saying the name actually, thinking about the swine monsters, the drums (the stressful type, imagine that), the necromancy, the heart attacks, the corpses and all those awful diseases I’ve never heard of before… And yet, Darkest Dungeon manages to lure me into playing more and more each day, as if I’m some sort of sadist addicted on torture and despair. No, this is totally not a cheesy intro to an article, but merely a list of facts applying to Darkest Dungeon – an astoundingly evil and mind-bogglingly fun dungeon crawler that will surely make you rip your hair in frustration. A year later, it was seen regularly on ’s top 10 streamed games despite only being in the infancy of its Early Access life cycle. It covered its $75,000 goal in less than 24 hours. It entered the crowdfunding realm on March 14, 2014.
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