Ficha del juego / ROGUE BY ROGUEDarkest Dungeon
Texto original · InglésDarkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring. Recruit, train, and lead a team of flawed heroes against unimaginable horrors, stress, disease, and the ever-encroaching dark. Can you keep your heroes together when all hope is lost?
¿Por qué esta puntuación?
Texto original · Chino simplificado
队伍管理把短期战术与长期资源相连,压力机制让风险有重量;随机连锁与重建队伍的成本削弱失败的学习效率。
Jugabilidad principal
Peso 25 %8,0 / 10Texto original · Chino simplificado
站位、压力和生命共同约束每回合,远征与休整的资源循环很有张力;慢动画、往返地图和重练角色会拖慢推进。
Combinaciones y estrategia
Peso 25 %8,5 / 10Texto original · Chino simplificado
队伍职业、技能、饰品代价、补给与城镇资源需要共同规划,多支队伍轮换也有意义;部分养成阶段仍偏资源积累。
Rejugabilidad
Peso 20 %8,0 / 10Texto original · Chino simplificado
不同地牢、队伍状态和压力反应要求改变备战与行进决策;失去高级英雄后重复低阶远征属于恢复成本,不能视为变化。
Azar y equidad
Peso 20 %6,0 / 10Texto original · Chino simplificado
准备补给、管理压力和熟悉敌人能够降低风险;暴击与先后手连锁、未解释的奇物和首领机制会让高投入失败难预判。
Acabado y usabilidad
Peso 10 %7,0 / 10Texto original · Chino simplificado
美术、旁白和压力反馈帮助理解远征状态;教程偏薄、鼠标操作与慢流程在快照中被批评,整体完成度不等于无使用阻力。
- Autor del análisis
Texto original · Chino simplificado
Rogue by Rogue · AI 资料评测- Versión analizada
Texto original · Chino simplificado
具体构建未知;以所引资料描述的版本为准
Alcance y limitaciones
Texto original · Chino simplificado
未进行试玩;分数是依据已收录评述与社区具体反馈作出的主观资料评测。旧反馈跨版本、部分原始材料为不可重开的本地快照;本次 Steam 核查仅确认玩法与功能,未复测平衡、性能或报告的故障是否仍存在。
Fuentes del análisis 02
- 01Material archivadoVer material externo archivado ↓
Texto original · Chino simplificado
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的 Tier list Part 1 (2023), Tier list Part 3 (2025) 的具体优缺点,以及 玩家好评、玩家批评 与 资料核查说明;不使用旧等级、外部分数或销量反推。
- 02Fuente webVer original ↗
Texto original · Chino simplificado
Darkest Dungeon · Steam 官方商店
2026-10-08 访问。核对压力与怪癖、回合制队伍、扎营治疗、城镇休整、随机地牢与角色永久死亡。未据介绍推定性能或故障已修复。
Reseñas en vídeo
Reseñas y análisis de YouTube y Bilibili en todos los idiomas. Abre el vídeo original para verlo.
Otras voces como referencia.
Las reseñas de terceros y los materiales de la comunidad archivados pueden corresponder a versiones diferentes. Las opiniones y notas externas se muestran por separado. Consulta los vídeos originales para conocer todo el contexto.
Resumen de la comunidad
Texto original · InglésA gothic, Lovecraft-flavoured turn-based party RPG by Red Hook Studios where you run a roster of flawed heroes through procedurally assembled dungeons, managing both health and mental stress, with permanent death and a hamlet hub that carries progress between expeditions.
Texto original · InglésDarkest Dungeon is widely regarded as a modern classic of the genre: about 91.7% of roughly 163k Steam reviews are positive (Very Positive), Metacritic sits at 84 and OpenCritic at 84 with about 93% of critics recommending it. Critics and players praise the art, narrator, stress system and tense, consequential party tactics. The recurring complaint is that the late game turns into a grind, compounded by swingy RNG (back-to-back crits, surprise ambushes) that can wipe out heroes you spent hours levelling. It was in Steam Early Access from Jan 2015 and launched fully on 19 Jan 2016, and it is still being updated: a new DLC, The Fire's Edge, appears in current Steam data. Sequel Darkest Dungeon II (Steam appid 1940340) is a different, more run-based roguelite structure.
Lo que elogian los jugadores
- Texto original · InglésDistinctive gothic storybook art direction and Lovecraftian atmosphere that critics and players call hauntingly beautiful
- Texto original · InglésWayne June's narrator performance and the audio/music, repeatedly singled out as elevating every expedition
- Texto original · InglésThe stress/affliction system: mental health as a second resource that creates emergent story moments and meaningful risk
- Texto original · InglésTactical turn-based combat built around rank positioning, with deep hero class variety, quirks, and team synergies
- Texto original · InglésHigh stakes and permadeath make every decision, victory, and loss feel weighty; 'easy to learn, hard to master' as one long-time player puts it
- Texto original · InglésHamlet hub progression gives persistence even when heroes die, so failure still moves the meta forward
- Texto original · InglésRewarding loot and trinket hunting, lots of bosses and dungeon variety, plus a large modding scene
- Texto original · InglésStrong content additions over time (The Crimson Court, The Color of Madness, The Butcher's Circus PvP arena)
Lo que critican los jugadores
- Texto original · InglésLate-game grind: players feel they must repeatedly farm low-level dungeons to replace fallen heroes before attempting the Darkest Dungeon itself
- Texto original · InglésRNG swinginess: chains of enemy crits, missed high-accuracy attacks, and turn-order variance can undo 20 hours of progress
- Texto original · InglésHero level restrictions that bar a stronger hero from easier quests, which forces awkward roster juggling and farming
- Texto original · InglésQuests are slow (20 to 60 minutes) with slow animations and back-and-forth map movement, so the game can feel like it does not respect player time
- Texto original · InglésKnowledge-check design: you often learn a boss or curio mechanic only by dying to it, so many players lean on wikis and guides
- Texto original · InglésHeavy economy drain from stress relief, disease cures, quirk removal, provisions and expensive final gear upgrades (for example thousands of gold per top-tier weapon, 100+ deeds mentioned by one forum poster)
- Texto original · InglésSome reviewers found the stress acting-out and Crimson Curse systems annoying, and a critic cited rough mouse controls and a thin tutorial
- Texto original · InglésGame does not respect player time: reviewers note most players never field a full roster of max-level heroes, and losing a few heroes means regrinding many low-level dungeons
Características distintivas
- Texto original · InglésPsychological stress as a core mechanic alongside hit points, with heroes developing afflictions or virtues that can help or sabotage the party
- Texto original · InglésRank-based positioning combat in which skills work only from certain slots and move enemies and allies around
- Texto original · InglésPermanent death in a persistent hamlet hub: a roguelite meta-loop of rosters and town upgrades rather than fresh runs
- Texto original · InglésTorchlight and provisions management that raises tension and alters loot and enemy strength
- Texto original · InglésNarrator-driven tone that comments on your successes and failures with a dark sense of humour
- Texto original · InglésHero quirks and diseases that make each recruit feel like a character rather than a disposable unit
Opiniones divididas
- Texto original · InglésWhether the difficulty is fair: many fans say knowledge and preparation remove most RNG, while detractors say it is about 50% luck
- Texto original · InglésWhether the grind is a satisfying meta-loop or a waste of time; fans defend the economy as part of the tension, critics call it padding
- Texto original · InglésStress system: loved as innovative storytelling by most, but some find the random acting-out and afflictions infuriating
- Texto original · InglésLoss tolerance: fans see permadeath as the point of the game, others bounce off after losing a high-level hero
Repetición y obstáculos
- Texto original · InglésRepeating near-identical low-level missions to level replacement heroes before high-tier content
- Texto original · InglésExpensive upkeep for stress relief, curing diseases, and removing bad traits that drains gold after every trip
- Texto original · InglésSlow animations and traversal that stretch each quest to 20 minutes or more
- Texto original · InglésAmbushes while camping and unavoidable hallway encounters that can kill high-level heroes
- Texto original · InglésEmotional toll of losing favourite heroes; some players say sessions leave them stressed rather than entertained, and the Butcher's Circus arena was not liked by at least one long-time player
Mejoras esperadas
- Texto original · InglésGive end-game experience a better path, such as resolve-level XP or easier ways to level heroes, so replacing losses is less of a grind
- Texto original · InglésRelax or remove the hero-too-strong-for-quest restriction so players can farm efficiently
- Texto original · InglésTune the three-tier structure to feel less padded (one forum suggestion: two tiers plus a max-level run at the Darkest Dungeon)
- Texto original · InglésReduce the randomness of ambushes, camping attacks, and crit streaks, or offer more counterplay and information beforehand
- Texto original · InglésBetter onboarding and in-game information so boss and curio mechanics are not pure trial-and-error; smoother mouse controls
- Texto original · InglésSpeed options and less tedious quest pacing (animation speed, map traversal) for respect of player time
Texto original · InglésEarly Access launched Jan 2015 after a Kickstarter that raised over $313k; the early period drew complaints that it was too difficult, too random, and unfair, and streamer feedback shaped balance before the Jan 19, 2016 release. Sales reportedly hit 650k in the first week, 1M by Nov 2016 and 2M by Dec 2017 (Wikipedia); estimators put Steam owners at 2 to 5 million and gross revenue around $23.9M (Steam-revenue-calculator estimate, not audited). Ports followed for PS4/Vita, Switch, Xbox One, iOS and Linux; Metacritic platform scores range 80 to 85. DLC: The Crimson Court (2017), The Color of Madness (2018), The Butcher's Circus (2020), and The Fire's Edge (newly listed in Steam data). Some critics felt the ending stumbled by lengthening the game with tougher endgame limits, and the Radiant difficulty and mods are common recommendations to ease the grind.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésSteam store data: review summary, Metacritic 84, tags, revenue estimate ↗
- Texto original · InglésMetacritic critic 84 (56 reviews), user 7.9, platform scores ↗
- Texto original · InglésOpenCritic 84, 93% recommend, 81 reviews ↗
- Texto original · InglésGamepressure review, 8.5/10: praise for art/narrator, criticism of tutorial, controls, randomness ↗
- Texto original · InglésForum discussion on grind, tier progression, deeds and upgrade costs ↗
- Texto original · InglésSales, early access, DLC, platforms, awards ↗
- Texto original · InglésReview listing surfaced in search: hardcore RPG you will love or hate ↗
- Texto original · InglésTechRaptor review surfaced in search (snippet only) ↗
- Texto original · InglésBoxleiter-style gross/net revenue estimate ↗
- Texto original · InglésSteam community discussion surfaced in search on grind and RNG (snippet only) ↗
Comentarios archivados del creador 2
Los resúmenes de terceros basados en subtítulos automáticos pueden contener errores de transcripción o interpretación.
Texto original · InglésTier list Part 1 (2023)
Texto original · InglésDarkest Dungeon is a turn-based dungeon crawler where you send a party from a village hub into dungeons, with permadeath on characters you may have invested 10+ hours in. He describes it as the Dark Souls of roguelikes in terms of how brutal and devastating it can feel. He finds a recurring cycle: play, lose a favourite character, quit for a long time, then return. He respects it and comes back now and then, but finds it too brutal for his taste and places it in mid B tier.
Lo que elogia el creador
- Texto original · InglésTurn-based combat is fun and engaging
- Texto original · InglésVillage hub with new recruits and upgrades gives a strong progression loop
- Texto original · InglésDistinctive reputation for punishing, high-stakes difficulty that some players love
- Texto original · InglésEmotional attachment to characters you level up over many hours
- Texto original · InglésHe keeps returning to it periodically
Problemas señalados por el creador
- Texto original · InglésHeavy RNG: bosses can crit and wipe out a character, or a character randomly gets sick
- Texto original · InglésPermadeath of a long-invested character feels terrible and makes him want to stop
- Texto original · InglésBalance issues, even if partly intentional to feel bad
- Texto original · InglésItems often have downsides as big as their upsides and feel useless, so building a character is hard beyond levels and currency
- Texto original · InglésToo brutal for him personally
Observaciones de diseño
- Texto original · InglésDeliberately makes you feel terrible; the balance issues are part of the intended gameplay
- Texto original · InglésLong-term investment in individual characters combined with permadeath creates a distinctive emotional cycle
- Texto original · InglésUses a strong character to help level up a weaker team
Texto original · InglésTier list Part 3 (2025)
Texto original · InglésDarkest Dungeon is a turn-based dungeon crawler with permanent character death, where your roster persists across missions instead of resetting each run. He rated it B about a year and a half earlier because it felt too punishing, but after revisiting it and seeing how influential it is in the genre, he raised it sharply. He now places it in a very high A, acknowledging some would say S. What holds it back from S for him is the heavy punishment and time commitment, and he admits he has never finished it.
Lo que elogia el creador
- Texto original · InglésPermadeath of long-invested characters is a rare and bold twist on the genre, and it is the whole point of the game
- Texto original · InglésStress meter and psychological breakdowns (anxious, abusive) are unique and make you care about your characters
- Texto original · InglésBoss fights feel incredibly rewarding and nerve-wracking because you can lose your favorite team, compared to early Souls boss victories
- Texto original · InglésDeep strategy that rewards knowledge, roster management and swapping characters
- Texto original · InglésStrong sense of adventure pushing toward the final dungeon and final boss
- Texto original · InglésFantastic tense, dark music and great art style
- Texto original · InglésThe narrator is iconic and makes the game very immersive
Problemas señalados por el creador
- Texto original · InglésVery punishing and hard, losing a character you have invested in to a random crit or miss stings
- Texto original · InglésCombines permadeath with notable luck, which can feel rough
- Texto original · InglésRequires a big time and dedication commitment to reach the end; he has not finished it
- Texto original · InglésHis own earlier experience was dying and wanting to quit, so it is not for the faint of heart
Observaciones de diseño
- Texto original · InglésPermadeath applies to persistent characters rather than whole runs, so progression is not classic roguelike reset
- Texto original · InglésStress and psychology system where characters crack under pressure and you must manage it
- Texto original · InglésDesign philosophy of dealing with the worst case and not giving up, embracing dying and repeating
- Texto original · InglésNarrator that comments on everything happening in the game
Opinión actualizada
Texto original · InglésRe-evaluation: he rated it B in his original tier list about a year and a half earlier as too punishing, and now bumps it from a mid B to a very high A.


