Darkest Dungeon: The Crimson Court (DLC)
A brutal DLC that layers a vampire plague and a whole new dungeon onto Darkest Dungeon's already punishing roguelite RPG loop. More suffering, more lore, more build options.
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About Darkest Dungeon: The Crimson Court (DLC)
The Crimson Court is paid DLC for Darkest Dungeon, and it does not ease you in gently. It drops a persistent blood-curse mechanic on top of everything Red Hook's base game already does to your sanity. A swarm of mosquito-like aristocratic parasites invades your campaign, and the infection spreads to your heroes over time, forcing you to manage the Crimson Curse alongside the usual stress, disease, and quirk economy. If you were already finding the Hamlet management loop satisfying, this adds real teeth to the resource juggling. If you were already drowning, the Crimson Court will hand you a second set of weights. The new dungeon, the Courtyard, is a distinct biome with its own visual identity, its own enemy roster of blood-soaked aristocrats and grotesque parasites, and its own pacing quirks. Rooms here sprawl wider than the claustrophobic corridors you know from the base game, and the combat encounters lean into debuff-stacking and bleed damage in ways that demand roster adjustments rather than just importing your usual party composition. The new hero class, the Flagellant, fits the DLC's theme almost too well. He runs on self-harm, bleeds intentionally, heals by suffering, and has an absolutely unhinged deathblow mechanic that can revive him at the cost of permanent stress. He is the most character-arc-dense hero in the whole roster and I will not apologize for liking him. Three major bosses anchor the Courtyard's progression, plus the Fanatic, a wandering miniboss who roams the existing dungeons hunting infected heroes. The Fanatic is genuinely brilliant design. He shows up uninvited, he targets whoever is cursed, and he forces you to decide whether to protect your infected veterans or sacrifice them to keep the Fanatic from slaughtering your whole party. That kind of emergent moral pressure is what Darkest Dungeon does best, and the Crimson Court amplifies it. Set trinkets for every existing hero class add a meaningful layer to build optimization, and the new Hamlet buildings give you more upgrade paths to agonize over during the interstitial downtime between expeditions. What does not work as well: the Crimson Curse resource management can tip from tense into tedious during mid-campaign lulls, particularly before you have reliable access to the blood supply chain. The Courtyard's wider room format occasionally makes torch management awkward in ways that feel clumsy rather than intentional. And if you are the kind of player who likes to clear content cleanly before moving on, the DLC's open-ended integration into the main campaign can feel messy. It does not offer a standalone mode; it weaves into your existing run whether you engage with it or not. As DLC goes, this is meaty and mechanically coherent. It respects the base game's design philosophy while adding enough novelty to justify its own identity. The Flagellant alone is worth the price of entry for anyone who cares about how a character's mechanics communicate their narrative role. This is for players who have already finished at least one full Darkest Dungeon campaign and want the loop pushed harder, not for newcomers who should absolutely play the base game first and decide whether the punishment is enjoyable before adding more of it. Monika, Scout Team
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Game Info
- Developer
- Red Hook Studios
- Publisher
- Red Hook Studios
- Release Date
- Jun 19, 2017

