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Darkest Dungeon

Stratégie au tour par tourStratégie et tactique

Texte original · AnglaisDarkest 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?

ROGUE BY ROGUEV1

Notre note

76,3/ 100
Ex æquo au classement #47
Notre évaluation / RBR V1

Pourquoi cette note ?

Texte original · Chinois simplifié

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。

01

Mécaniques de jeu essentielles

Pondération 25 %8,0 / 10
Texte original · Chinois simplifié

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。

02

Combinaisons et stratégie

Pondération 25 %8,5 / 10
Texte original · Chinois simplifié

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。

03

Rejouabilité

Pondération 20 %8,0 / 10
Texte original · Chinois simplifié

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。

04

Hasard et équité

Pondération 20 %6,0 / 10
Texte original · Chinois simplifié

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。

Sources01 ↗
05

Finition et ergonomie

Pondération 10 %7,0 / 10
Texte original · Chinois simplifié

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。

Sources01 ↗
Évaluateur
Texte original · Chinois simplifié
Rogue by Rogue · AI 资料评测
Version évaluée
Texte original · Chinois simplifié
具体构建未知;以所引资料描述的版本为准

Périmètre et limites

Texte original · Chinois simplifié

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。

Sources de l’évaluation 02

  1. 01
    Documents archivés
    Texte original · Chinois simplifié

    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。

    Voir les documents externes archivés ↓
  2. 02
    Source web
    Texte original · Chinois simplifié

    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。

    Voir l’original ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

3 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA 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.

Texte original · AnglaisDarkest 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.

Ce que les joueurs apprécient

  • Texte original · AnglaisDistinctive gothic storybook art direction and Lovecraftian atmosphere that critics and players call hauntingly beautiful
  • Texte original · AnglaisWayne June's narrator performance and the audio/music, repeatedly singled out as elevating every expedition
  • Texte original · AnglaisThe stress/affliction system: mental health as a second resource that creates emergent story moments and meaningful risk
  • Texte original · AnglaisTactical turn-based combat built around rank positioning, with deep hero class variety, quirks, and team synergies
  • Texte original · AnglaisHigh stakes and permadeath make every decision, victory, and loss feel weighty; 'easy to learn, hard to master' as one long-time player puts it
  • Texte original · AnglaisHamlet hub progression gives persistence even when heroes die, so failure still moves the meta forward
  • Texte original · AnglaisRewarding loot and trinket hunting, lots of bosses and dungeon variety, plus a large modding scene
  • Texte original · AnglaisStrong content additions over time (The Crimson Court, The Color of Madness, The Butcher's Circus PvP arena)

Ce que les joueurs critiquent

  • Texte original · AnglaisLate-game grind: players feel they must repeatedly farm low-level dungeons to replace fallen heroes before attempting the Darkest Dungeon itself
  • Texte original · AnglaisRNG swinginess: chains of enemy crits, missed high-accuracy attacks, and turn-order variance can undo 20 hours of progress
  • Texte original · AnglaisHero level restrictions that bar a stronger hero from easier quests, which forces awkward roster juggling and farming
  • Texte original · AnglaisQuests 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
  • Texte original · AnglaisKnowledge-check design: you often learn a boss or curio mechanic only by dying to it, so many players lean on wikis and guides
  • Texte original · AnglaisHeavy 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)
  • Texte original · AnglaisSome reviewers found the stress acting-out and Crimson Curse systems annoying, and a critic cited rough mouse controls and a thin tutorial
  • Texte original · AnglaisGame 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

Caractéristiques distinctives

  • Texte original · AnglaisPsychological stress as a core mechanic alongside hit points, with heroes developing afflictions or virtues that can help or sabotage the party
  • Texte original · AnglaisRank-based positioning combat in which skills work only from certain slots and move enemies and allies around
  • Texte original · AnglaisPermanent death in a persistent hamlet hub: a roguelite meta-loop of rosters and town upgrades rather than fresh runs
  • Texte original · AnglaisTorchlight and provisions management that raises tension and alters loot and enemy strength
  • Texte original · AnglaisNarrator-driven tone that comments on your successes and failures with a dark sense of humour
  • Texte original · AnglaisHero quirks and diseases that make each recruit feel like a character rather than a disposable unit

Points qui divisent

  • Texte original · AnglaisWhether the difficulty is fair: many fans say knowledge and preparation remove most RNG, while detractors say it is about 50% luck
  • Texte original · AnglaisWhether 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
  • Texte original · AnglaisStress system: loved as innovative storytelling by most, but some find the random acting-out and afflictions infuriating
  • Texte original · AnglaisLoss tolerance: fans see permadeath as the point of the game, others bounce off after losing a high-level hero

Répétition et contraintes

  • Texte original · AnglaisRepeating near-identical low-level missions to level replacement heroes before high-tier content
  • Texte original · AnglaisExpensive upkeep for stress relief, curing diseases, and removing bad traits that drains gold after every trip
  • Texte original · AnglaisSlow animations and traversal that stretch each quest to 20 minutes or more
  • Texte original · AnglaisAmbushes while camping and unavoidable hallway encounters that can kill high-level heroes
  • Texte original · AnglaisEmotional 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

Améliorations espérées

  • Texte original · AnglaisGive 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
  • Texte original · AnglaisRelax or remove the hero-too-strong-for-quest restriction so players can farm efficiently
  • Texte original · AnglaisTune the three-tier structure to feel less padded (one forum suggestion: two tiers plus a max-level run at the Darkest Dungeon)
  • Texte original · AnglaisReduce the randomness of ambushes, camping attacks, and crit streaks, or offer more counterplay and information beforehand
  • Texte original · AnglaisBetter onboarding and in-game information so boss and curio mechanics are not pure trial-and-error; smoother mouse controls
  • Texte original · AnglaisSpeed options and less tedious quest pacing (animation speed, map traversal) for respect of player time

Texte original · AnglaisEarly 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.

Commentaires archivés du créateur 2

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 1 (2023)

Texte original · AnglaisDarkest 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.

Ce que le créateur apprécie

  • Texte original · AnglaisTurn-based combat is fun and engaging
  • Texte original · AnglaisVillage hub with new recruits and upgrades gives a strong progression loop
  • Texte original · AnglaisDistinctive reputation for punishing, high-stakes difficulty that some players love
  • Texte original · AnglaisEmotional attachment to characters you level up over many hours
  • Texte original · AnglaisHe keeps returning to it periodically

Problèmes relevés par le créateur

  • Texte original · AnglaisHeavy RNG: bosses can crit and wipe out a character, or a character randomly gets sick
  • Texte original · AnglaisPermadeath of a long-invested character feels terrible and makes him want to stop
  • Texte original · AnglaisBalance issues, even if partly intentional to feel bad
  • Texte original · AnglaisItems often have downsides as big as their upsides and feel useless, so building a character is hard beyond levels and currency
  • Texte original · AnglaisToo brutal for him personally

Observations sur la conception

  • Texte original · AnglaisDeliberately makes you feel terrible; the balance issues are part of the intended gameplay
  • Texte original · AnglaisLong-term investment in individual characters combined with permadeath creates a distinctive emotional cycle
  • Texte original · AnglaisUses a strong character to help level up a weaker team
Voir la vidéo originale ↗

Texte original · AnglaisTier list Part 3 (2025)

Texte original · AnglaisDarkest 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.

Ce que le créateur apprécie

  • Texte original · AnglaisPermadeath of long-invested characters is a rare and bold twist on the genre, and it is the whole point of the game
  • Texte original · AnglaisStress meter and psychological breakdowns (anxious, abusive) are unique and make you care about your characters
  • Texte original · AnglaisBoss fights feel incredibly rewarding and nerve-wracking because you can lose your favorite team, compared to early Souls boss victories
  • Texte original · AnglaisDeep strategy that rewards knowledge, roster management and swapping characters
  • Texte original · AnglaisStrong sense of adventure pushing toward the final dungeon and final boss
  • Texte original · AnglaisFantastic tense, dark music and great art style
  • Texte original · AnglaisThe narrator is iconic and makes the game very immersive

Problèmes relevés par le créateur

  • Texte original · AnglaisVery punishing and hard, losing a character you have invested in to a random crit or miss stings
  • Texte original · AnglaisCombines permadeath with notable luck, which can feel rough
  • Texte original · AnglaisRequires a big time and dedication commitment to reach the end; he has not finished it
  • Texte original · AnglaisHis own earlier experience was dying and wanting to quit, so it is not for the faint of heart

Observations sur la conception

  • Texte original · AnglaisPermadeath applies to persistent characters rather than whole runs, so progression is not classic roguelike reset
  • Texte original · AnglaisStress and psychology system where characters crack under pressure and you must manage it
  • Texte original · AnglaisDesign philosophy of dealing with the worst case and not giving up, embracing dying and repeating
  • Texte original · AnglaisNarrator that comments on everything happening in the game

Avis actualisé

Texte original · AnglaisRe-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.

Voir la vidéo originale ↗