Darkest Dungeon + The Color Of Madness (DLC)
A brutal gothic RPG where your heroes break before they die. Darkest Dungeon punishes optimism and rewards grim, careful thinking.
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About Darkest Dungeon + The Color Of Madness (DLC)
Darkest Dungeon is a gothic horror RPG with roguelite bones and a turn-based combat system built around positional order, stress mechanics, and the very human problem of watching your best healer have a nervous breakdown at the worst possible moment. You manage a roster of flawed adventurers - Plague Doctors, Highwaymen, Vestals, Jesters, and more - sending them into procedurally generated dungeon runs while their sanity erodes in real time. The stress bar is not a gimmick. It is the game's central design argument: survival is emotional as much as tactical. The combat itself is deceptively layered. Every hero occupies a numbered rank in the marching order, and abilities are gated by position. A Leper swinging from the front row, a Grave Robber backstabbing from position three, a Man-at-Arms buffing the party from rank two - moving someone out of their optimal slot is often a bigger problem than losing HP. Learning to protect that formation while the dungeon throws shuffling debuffs, bleeds, and blight stacks at you is genuinely satisfying in the way that only punishing systems can be once they click. The Color of Madness DLC, included here, adds a survival-style endless mode built around a comet impact site, plus new enemies, trinkets, and quirks tied to the Farmstead area. It leans into the Lovecraftian cosmic horror angle harder than the base game's more grounded gothic tone, which is a good thing if you want more variety in the back half of your playthrough. The Harvest enemies in particular have a distinctive alien rhythm that forces you to rethink standard team compositions. Where the game earns criticism is in the mid-game pacing. The Apprentice and Veteran dungeons are where most new players quietly quit, because the XP and gold trickle feels deliberately slow and the Hamlet upgrade tree demands repetitive runs in the same biomes. Filler grind is filler grind even when it wears a skull mask. The narrator - Wayne June delivering some of the most quotable doom-flavored monologue in PC gaming - does a lot of heavy lifting to make those repetitive runs feel intentional rather than padded. The writing throughout the estate documents and enemy descriptions rewards close reading in a way that most strategy games never bother to attempt. If you like RPGs where character attachment is weaponized against you, where the writing is genuinely good, and where losing is part of the vocabulary rather than a failure state - this package delivers both the foundational experience and a solid content extension. It is not for players who want narrative agency or branching dialogue. Your choices are tactical, not conversational. But the worldbuilding is dense enough, and the class design varied enough, that repeat runs feel like reading a difficult novel a second time and catching things you missed. Monika, Scout Team
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Game Info
- Developer
- Red Hook Studios
- Publisher
- Red Hook Studios
- Release Date
- Jan 19, 2016

