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Darkest Dungeon

Пошаговая стратегияСтратегия и тактика

Оригинальный текст · АнглийскийDarkest 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

Наша оценка

76,3/ 100
Разделённое место #47
Наш обзор / RBR V1

Почему такая оценка?

Оригинальный текст · Упрощённый китайский

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

Основной игровой процесс

Вес 25 %8,0 / 10
Оригинальный текст · Упрощённый китайский

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。

Источники01 ↗02 ↗
02

Сборки и стратегия

Вес 25 %8,5 / 10
Оригинальный текст · Упрощённый китайский

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。

Источники01 ↗02 ↗
03

Реиграбельность

Вес 20 %8,0 / 10
Оригинальный текст · Упрощённый китайский

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。

Источники01 ↗02 ↗
04

Случайность и справедливость

Вес 20 %6,0 / 10
Оригинальный текст · Упрощённый китайский

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。

Источники01 ↗
05

Качество исполнения и удобство

Вес 10 %7,0 / 10
Оригинальный текст · Упрощённый китайский

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。

Источники01 ↗
Автор обзора
Оригинальный текст · Упрощённый китайский
Rogue by Rogue · AI 资料评测
Оценённая версия
Оригинальный текст · Упрощённый китайский
具体构建未知;以所引资料描述的版本为准

Область оценки и ограничения

Оригинальный текст · Упрощённый китайский

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。

Источники обзора 02

  1. 01
    Архивные материалы
    Оригинальный текст · Упрощённый китайский

    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。

    Открыть архив внешних материалов ↓
  2. 02
    Интернет-источник
    Оригинальный текст · Упрощённый китайский

    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。

    Открыть оригинал ↗
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Обсуждения игроков

Оригинальный текст · АнглийскийA 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.

Оригинальный текст · АнглийскийDarkest 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.

Что хвалят игроки

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

Что критикуют игроки

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

Отличительные особенности

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

Спорные моменты

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

Повторы и неудобства

  • Оригинальный текст · АнглийскийRepeating near-identical low-level missions to level replacement heroes before high-tier content
  • Оригинальный текст · АнглийскийExpensive upkeep for stress relief, curing diseases, and removing bad traits that drains gold after every trip
  • Оригинальный текст · АнглийскийSlow animations and traversal that stretch each quest to 20 minutes or more
  • Оригинальный текст · АнглийскийAmbushes while camping and unavoidable hallway encounters that can kill high-level heroes
  • Оригинальный текст · АнглийскийEmotional 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

Ожидаемые улучшения

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

Оригинальный текст · АнглийскийEarly 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.

Архив мнений автора 2

Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.

Оригинальный текст · АнглийскийTier list Part 1 (2023)

Оригинальный текст · АнглийскийDarkest 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.

Что хвалит автор

  • Оригинальный текст · АнглийскийTurn-based combat is fun and engaging
  • Оригинальный текст · АнглийскийVillage hub with new recruits and upgrades gives a strong progression loop
  • Оригинальный текст · АнглийскийDistinctive reputation for punishing, high-stakes difficulty that some players love
  • Оригинальный текст · АнглийскийEmotional attachment to characters you level up over many hours
  • Оригинальный текст · АнглийскийHe keeps returning to it periodically

Проблемы, отмеченные автором

  • Оригинальный текст · АнглийскийHeavy RNG: bosses can crit and wipe out a character, or a character randomly gets sick
  • Оригинальный текст · АнглийскийPermadeath of a long-invested character feels terrible and makes him want to stop
  • Оригинальный текст · АнглийскийBalance issues, even if partly intentional to feel bad
  • Оригинальный текст · АнглийскийItems often have downsides as big as their upsides and feel useless, so building a character is hard beyond levels and currency
  • Оригинальный текст · АнглийскийToo brutal for him personally

Наблюдения о дизайне

  • Оригинальный текст · АнглийскийDeliberately makes you feel terrible; the balance issues are part of the intended gameplay
  • Оригинальный текст · АнглийскийLong-term investment in individual characters combined with permadeath creates a distinctive emotional cycle
  • Оригинальный текст · АнглийскийUses a strong character to help level up a weaker team
Смотреть исходное видео ↗

Оригинальный текст · АнглийскийTier list Part 3 (2025)

Оригинальный текст · АнглийскийDarkest 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.

Что хвалит автор

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

Проблемы, отмеченные автором

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

Наблюдения о дизайне

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

Обновлённое мнение

Оригинальный текст · АнглийскийRe-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.

Смотреть исходное видео ↗