Darkest Dungeon: Ancestral Edition
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My first run through the Weald ended with a Plague Doctor driven to Masochism, a Crusader so paranoid he refused to act, and a Highwayman dead on the floor of a procedurally generated corridor. I was forty minutes in, and I had learned more about Darkest Dungeon than the tooltip screens ever bothered to tell me. That is the game in miniature: a side-scrolling, turn-based roguelite that weaponizes your own attachment to your party, charges you gold to fix their trauma, then sends a fresh carriage of doomed recruits the next morning. The combat is the hook and it is genuinely unlike anything else in the genre. Your four heroes walk single-file, and every ability in the game is locked to specific positions in that line. The Leper swings for devastating damage but only from ranks one or two, while the Arbalest shoots from the back and needs the front clear to do it cleanly. A Bounty Hunter can drag an enemy from the rear to the front; the Jester bleeds through the middle of a group; the Hellion can surprise with a reach attack when she is not grinding the front row. Shuffle that formation mid-fight, by enemy knockback or your own bad skill choices, and a party that was dominating becomes helpless in two turns. Each hero starts with four of their class's seven skills chosen at random, so no two Highwaymen play identically out of the gate. The theory-crafting space is genuinely deep, and build variety holds up well past hour forty. The stress system is the other pillar, and it is where the game's personality lives. Torch levels feed directly into how fast your heroes accumulate dread. Push into the dark for better loot and everyone spirals toward affliction, where a Flagellant might unlock terrifying power but a Leper becomes a liability who misses everything. Hit one hundred stress and your hero either breaks into an Affliction, becoming selfish or abusive and actively sabotaging the party, or, if you are very lucky, resolves into a Virtue that carries the run. Between dungeons, the Hamlet becomes a resource puzzle: the Sanitarium removes negative quirks at a steep cost, the Tavern and Abbey relieve stress but bench whoever rests, so you need a roster deep enough to cover rotations. Neglect the bench and one bad dungeon collapses your whole operation. Nowhere is the game's friction more obvious than in the mid-to-late grind. The jump from apprentice dungeons to veteran and champion tiers is brutal, and more than one experienced player has shelved a run in good standing simply because the repetition wore them out before the Darkest Dungeon itself. Red Hook added Radiant Mode post-launch, which meaningfully smooths the experience without gutting the tension, and it is a genuine quality-of-life improvement worth using on a first playthrough. The Crimson Court DLC adds a vampire faction and a blood-curse mechanic that layers more management on top of what is already a full plate; Color of Madness adds an endless farming mode for the dedicated. Neither is mandatory, but both reward players who have already internalized the base game's rhythms. Wayne June's narrator, for what it is worth, remains one of the best voice performances in games, and the Mike Mignola-influenced art style has aged exactly zero percent. This is not a game that wants to tell you a branching story or reward you for reading lore entries, and if that is your primary ask of an RPG it will frustrate you. What it does instead is use atmosphere and systems together so tightly that you construct your own narrative out of losses, and the few moments of genuine triumph land harder because of how much the game made you earn them. Newcomers to the genre should start on Radiant, veterans should try darkened torch runs, and everyone should be ready to write off a level-four Hellion to RNG and keep moving.
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Información del juego
- Desarrolladora
- CD PROJEKT RED
- Distribuidora
- Unknown
- Fecha de lanzamiento
- Por anunciar
