logo
#

Latest news with #DarkestDungeon

ARHAEKON Emerges from Early Access - Full Release Now Live
ARHAEKON Emerges from Early Access - Full Release Now Live

Miami Herald

time15-07-2025

  • Entertainment
  • Miami Herald

ARHAEKON Emerges from Early Access - Full Release Now Live

After a rigorous journey through Early Access, Predict Edumedia has officially launched the full version of ARHAEKON, a grim dark fantasy roguelike dungeon-crawler, now available on Steam and the Epic Games Store . You play as the last Arhaekon, resurrected by a desperate priest to stop the Prospherisors-sinister entities that corrupt and devour humanity. The final release greatly expands on the Early Access foundation, introducing deadly new foes like Archmage Elarion, the Matriarch Principia, Grand Inquisitor Tanius, and the fiery warlord Lord Daelorian-each presenting unique mechanics to challenge even the most experienced tactician. Key Features in the Full Release: Massive world map featuring 14 procedurally generated regions, each with distinct environments and threatsDeep turn-based tactics, commanding a party of up to 12 units across four classes, emphasizing synergy, positioning, and resource managementThe Corruption System, which tests your resolve as units risk succumbing mentally and spiritually to enemy influenceHigh-stakes decision-making, from medical wards to cleansing corrupted units, crafting essentials sparingly, and navigating permadeathCamp-building & crafting, where you rebuild a fortress of hope-craft equipment, research lore, and manage refugee survivorsEpic boss encounters and lore-rich progression woven through branching map paths and strategic resource choices Drawing inspiration from Darkest Dungeon, Warhammer 40K, and classic tactical RPGs, ARHAEKON delivers a harrowing journey where every decision can tip the balance between salvation and utter annihilation . Since its Early Access debut in June 2024, the game has received positive praise for its punishing difficulty, atmospheric storytelling, and strategic depth. The full release now completes that vision-delivering a haunting, fully realized journey into darkness and defiance. Copyright The Arena Group, Inc. All Rights Reserved

In a Monastery Turned Asylum, Outcasts Must Band Together
In a Monastery Turned Asylum, Outcasts Must Band Together

New York Times

time06-02-2025

  • Entertainment
  • New York Times

In a Monastery Turned Asylum, Outcasts Must Band Together

The Stone of Madness, a new tactical-stealth video game, delivers two meaty campaigns inside a Spanish monastery that doubles as an asylum at the close of the 1700s. One concerns church corruption while the other delves into the secrets of the dwellers of the monastery. In both campaigns, your motley band of inmates conspire to outfox their guardians, including monks, soldiers, nuns and an inquisitor. The narratives pick up a historical thread noted by the French philosopher Michel Foucault in 'Madness and Civilization,' a study of the West's long and varied history of identifying and treating people who fall afoul of society's norms. One of the prevailing trends in 18th-century Europe, Foucault said, was to confine the 'insane,' the poor and the religious and political outcasts to places where they might not be seen or heard. Taking a cue from the Darkest Dungeon series, each of the five main characters in The Stone of Madness is burdened by phobias and has particular strengths and corresponding skill trees. At night, they can retire to a room to strategize and buff one another's stats; a violin recital increases everyone's sanity. Players can wander about the monastery while controlling up to three characters at a time. The choices are quite distinct: Father Alfredo, a priest who goes from investigating the questionable goings on at the monastery to being a prisoner there; Leonora, a woman from a bourgeois background whose family packed her off because of her fiery temperament; Amelia, a young orphan; Agnes, an elderly woman proficient in witchcraft; and Eduardo (one of the asylum's longest-serving inmates), a tall man with great strength who is also mute. When the characters come into contact with the source of their fears — violence, darkness, mirrors, fire and, for Amelia, the asylum's gargoyles — their individual sanity meters are depleted. If their meters reach zero, they are burdened with new ailments like migraines, back pains or claustrophobia. Cycling through the characters and using their abilities — Eduardo can use a crowbar to remove obstacles, while Father Alfredo can don a priest's robes to pass undetected by most guards — to overcome tactical challenges is invigorating. At one point, I hit a wall trying to get Agnes to stand on a crate in a heavily patrolled area so that Eduardo could move her into a position that would have otherwise been impossible for her to reach. But then I felt like a master strategist after taking a step back and unlocking a skill upgrade for Leonora that allowed her to forge a letter at night to reduce the security in a particular area, as well as another for Eduardo that allowed him to pass along valuable items to the monastery's staff at night so he could enter prohibited areas without trouble. Returning to the section that had frustrated me numerous times, I breezed through and felt the rush of executing a well-conceived plan. 'When we were working on the final set of skills and disorders in the game, we wanted to reach two different sweet spots,' the game's director, Maikel Ortega, said. 'One thing was for each character to cover a role like the ones you see in heist movies — one of them can act as the specialist in sneaking around, the other as a hacker.' Ortega, who works for the Game Kitchen, a Spanish studio that developed Blasphemous, added that the level design in The Stone of Madness took a lot of inspiration from immersive sims like Dishonored and Hitman. 'We want the player to experiment and choose their own solution for a certain problem,' he said. Aside from its snazzy mechanics, The Stone of Madness also sports beautiful visuals. José Antonio Gutiérrez, the game's creative director, said its art direction was heavily inspired by the paintings of Goya. The studio used actors to convey the physical movements of the characters and then painted over their performances to achieve the final aesthetic. 'The backgrounds of the game are very detailed and hand painted,' Gutiérrez said. 'But the animation of the characters has more to do with Disney classical animation — cells of plain colors with only one shadow' beneath a character. Ortega said he hoped that players would enjoy the game's take on 'people fighting against the odds and taking care of each other.' Given the real-life madness on display these days, that's a cozy sentiment to sink into.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store