
More Dark
Sixty single-screen puzzles set in a gloomy pixel hell, built for an hour of low-stakes fun. Honest about what it is; less honest about its occasionally slippery controls.
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About More Dark
I have a soft spot for small games that commit fully to their own odd little premise, and More Dark commits hard: the Lord of the Underworld has gone on holiday, his daughter Evilina is running the place into the ground, and you are a squat demon sent to stomp every escaped prisoner back into obedience. That is the whole story, and the game knows it. There is no padding, no cutscene bloat. You are dropped into the first single-screen level almost immediately and the tone is set inside thirty seconds. The structure is sixty self-contained puzzle rooms where the goal is to bop every escapee on the head, which opens the exit gate. Early rooms teach you the basics through gentle trial and error: push a crate here, clear a gap there. Around the one-third mark the game hands you a double jump, bombs that only detonate when you stand on top of them, and a gravity-swap item, and from that point the puzzles genuinely ask you to think two or three moves ahead. The bomb placement logic in particular has a satisfying internal consistency to it. Each room has one correct solution, which some reviewers have criticized as rigid, but I read it more as the game being honest: this is a compact puzzler, not a sandbox. The pacing is helped by occasional boss rooms that briefly morph into arcade mini-games lifted from the spirit of Breakout and Space Invaders. Those digressions are small and undercooked, but they work as breathing room. Where More Dark earns its mixed notices is the controls. The jump arc has a lightness that feels inconsistent under pressure: a gap that looks crossable sometimes is not, and landing on an enemy's head requires more precision than the visuals suggest. Multiple critics across console and PC versions flagged the same complaint, so this is not a platform quirk. The built-in suicide button, which resets your current room in a single button press, exists precisely because the game knows you will end up stranded by your own mistakes or by an awkward landing. It is a practical concession, and it works, but the fact that it is necessary says something. Enemy hit detection is similarly approximate near the edges of sprites. Audiovisually the game lands somewhere between charming and functional. The pixel art has a cheerful griminess to it, all dark stone tiles and gooey green hazards, and there is unlockable cosmetic variety in the form of hidden hats tucked inside each world. The synthesised soundtrack leans into the creepy-dungeon register without doing anything especially memorable. Steam users tagged it with 'Great Soundtrack', which feels generous, but the music does its atmospheric job without outstaying its welcome. Total playtime for a first run sits around one hour, and achievements are completable in that same window without much extra effort. The audience for More Dark is narrow but real: players who want a puzzle-platformer they can finish in a single sitting, who are not chasing depth or narrative texture, and who can forgive a jump that misfires every now and then in exchange for a low price and a clean, uncomplicated concept. It is the kind of game that fills a Tuesday evening perfectly and asks nothing more of you than that. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP SP3+ or higher
- Memory
- 1 GB RAM
- DirectX
- Version 9.0
- Storage
- 45 MB available space
- Graphics
- OpenGL 2.1 or higher
- Processor
- 1 GHz
- Sound Card
- Any
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Game Info
- Developer
- HugePixel
- Publisher
- HugePixel
- Release Date
- Nov 7, 2019

