
Dark is the Void
Twenty-four classes, MMO threat mechanics, and permadeath in a menu-driven JRPG roguelike - but the developer went quiet over two years ago and the Early Access content is still incomplete.
GamerScout Verdict
Hold off until development resumes - the 24-class combat system has real depth, but two years of silence from the developer is too big a caveat to ignore.
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About Dark is the Void
I pulled up the spreadsheet before I even launched my first run: 24 classes, party of four, MMO role trinity baked in. On paper, Dark is the Void hits every checkbox I care about. Tank positioning, healer threat management, DPS priority targeting - this is a game that borrows the mechanical vocabulary of a raid encounter and compresses it into fast, real-time menu-driven combat. For the type of player who genuinely enjoys theorycrafting optimal party compositions before a run even starts, the class roster is the main draw. Each of the 24 classes comes with its own playstyle, special mechanics, and reportedly even custom UI elements per class, which is a serious design commitment for a solo indie developer. The combat loop has a clear identity: no story, no padding, just pure optimization runs - leveling characters, hoarding loot, and sinking trait points to squeeze out stronger builds. If you liked the stripped-back number-crunching of early dungeon crawlers or the party management side of something like Darkest Dungeon without the narrative overhead, the concept here is genuinely compelling. The MMO threat mechanic is a smart design decision on paper because it forces you to think about aggro distribution across your four-person roster rather than just stacking DPS and hoping for the best. Here is where I have to be direct with you, though. This is an Early Access title that the developer has not updated in over two years. The Steam page itself surfaces that warning prominently. The developer's own roadmap stated that the game needed a final level of polish, difficulty balancing, and a foundation before challenging late-game and end-game encounters could be properly built. None of that appears to have happened yet. The planned Megaboss fights, additional zones, and polished class animations and sound effects were all listed as future content - and the silence since early 2024 makes it genuinely unclear whether any of that arrives. Several classes are noted as lacking unique ability animations, which hurts the tactile feedback that makes menu-driven combat satisfying at a run-by-run level. For anyone thinking about the value of the 24-class roster: the replayability argument is real IF the classes are balanced well enough to make diverse builds viable rather than routing you toward a dominant meta composition. That balance work was explicitly flagged as incomplete by the developer. A poorly balanced class roster in a roguelike effectively shrinks your actual choice set to the two or three classes that are not underpowered, which undermines the whole pitch. Without a visible development cadence, there is no way to assess whether that problem has been addressed. The mod ecosystem, which I always look at as a longevity signal for strategy-adjacent games, appears nonexistent here. If you are a patient player who can extract value from an incomplete but mechanically interesting skeleton, and you go in knowing that end-game content may never materialize, there is a real combat system here worth poking at. But I cannot recommend it to anyone expecting a finished product or active developer support right now. Watch the update log. If development resumes with actual patch notes, revisit this one.

Strategy & simulation
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- Storage
- 1 GB available space
- Processor
- 1 GHz
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Game Info
- Developer
- Tiekada Games LLC
- Publisher
- Tiekada Games LLC
- Release Date
- Jan 30, 2024
