Compare Chamber of Darkness prices across 50+ stores and find the best deal. Developed by The Crow Studios. Published by GrabTheGames. Released on 10/10/2018. Available on PC. Genres: Adventure, Indie.

Mostly Negative on Steam with only 30% approval from 33 reviews - that's your first warning. A budget 2D beat-em-up with a clever HP-as-resource hook buried under buggy inputs and paper-thin content.

I went in hoping for a scrappy indie brawler with some actual mechanical teeth, and Chamber of Darkness does technically have one interesting idea: every spear action costs HP, and you recover that HP only by landing hits. On paper that is a tight, risk-reward loop that could carry a whole game. In practice it takes about ten minutes before the wheels start coming off. The core structure is a 2D side-scrolling beat-em-up with light platforming spread across a 20-level story mode set inside a war-ravaged medieval castle. Before each level you pick up to three abilities from a pool of 14, which gives the pre-run loadout screen more promise than the levels themselves deliver. Enemies can parry attacks and reflect projectiles back at you, which sounds punishing in a satisfying way but leans more toward frustrating than fair given how inconsistently the hit detection reads. Powerups drop during runs and can shift the tempo, but the overall enemy variety does not stretch far enough across 20 levels to keep combat feeling fresh past the midpoint. The multiplayer angle is strictly local - no online co-op, no netcode to speak of. There is a Monster Mode where a second player controls an enemy fighting against the hero, which is a genuinely fun couch concept for about 20 minutes. For a shooter-head like me who cares about responsive inputs above almost everything else, the documented input delay bug is a dealbreaker. The Steam community flagged it openly: attack buttons fail to register and require multiple presses before the game acknowledges the input. The developer pinned a note acknowledging the issue and suggesting a relaunch as the fix. That is not a fix, that is a workaround for a problem that should not exist in a shipped product. A crash tied to a specific ability interaction was also reported by players, which suggests QA coverage was thin at launch. The pixel art has atmosphere and the soundtrack reportedly holds up, but atmosphere does not paper over input problems in a brawler where timing is the whole game. If you are hunting a local multiplayer novelty with a friend on the couch for a single session, Monster Mode is a quirky enough hook. Solo players looking for a tight action game with reliable controls should look elsewhere hard and fast. Fred, Scout Team

Chamber of Darkness
AdventureIndie

Chamber of Darkness

Oct 10, 2018The Crow StudiosGrabTheGames
GamerScout Says

Mostly Negative on Steam with only 30% approval from 33 reviews - that's your first warning. A budget 2D beat-em-up with a clever HP-as-resource hook buried under buggy inputs and paper-thin content.

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Screenshots & Media

Screenshot

About Chamber of Darkness

I went in hoping for a scrappy indie brawler with some actual mechanical teeth, and Chamber of Darkness does technically have one interesting idea: every spear action costs HP, and you recover that HP only by landing hits. On paper that is a tight, risk-reward loop that could carry a whole game. In practice it takes about ten minutes before the wheels start coming off. The core structure is a 2D side-scrolling beat-em-up with light platforming spread across a 20-level story mode set inside a war-ravaged medieval castle. Before each level you pick up to three abilities from a pool of 14, which gives the pre-run loadout screen more promise than the levels themselves deliver. Enemies can parry attacks and reflect projectiles back at you, which sounds punishing in a satisfying way but leans more toward frustrating than fair given how inconsistently the hit detection reads. Powerups drop during runs and can shift the tempo, but the overall enemy variety does not stretch far enough across 20 levels to keep combat feeling fresh past the midpoint. The multiplayer angle is strictly local - no online co-op, no netcode to speak of. There is a Monster Mode where a second player controls an enemy fighting against the hero, which is a genuinely fun couch concept for about 20 minutes. For a shooter-head like me who cares about responsive inputs above almost everything else, the documented input delay bug is a dealbreaker. The Steam community flagged it openly: attack buttons fail to register and require multiple presses before the game acknowledges the input. The developer pinned a note acknowledging the issue and suggesting a relaunch as the fix. That is not a fix, that is a workaround for a problem that should not exist in a shipped product. A crash tied to a specific ability interaction was also reported by players, which suggests QA coverage was thin at launch. The pixel art has atmosphere and the soundtrack reportedly holds up, but atmosphere does not paper over input problems in a brawler where timing is the whole game. If you are hunting a local multiplayer novelty with a friend on the couch for a single session, Monster Mode is a quirky enough hook. Solo players looking for a tight action game with reliable controls should look elsewhere hard and fast. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerachievementstier:sub-5Beat-em-upLocal PvPMonster ModePre-run LoadoutHP-as-ResourcePixel PlatformerInput Lag IssuesCouch Co-op

System Requirements

Minimum

OS
Windows 7
Memory
512 MB RAM
DirectX
Version 9.0
Storage
100 MB available space
Processor
intel core i3-3220U 3.3 GHZ
Additional Notes
If graphical issues started

Reviews & Ratings

No ratings available

Game Info

Developer
The Crow Studios
Publisher
GrabTheGames
Release Date
Oct 10, 2018

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