

If it sputters out completely, oh no, you'll have to face a bunch of monstrofied cultists.

If it’s burning bright, your team will get bonuses in battles. That flame is given a number and grandly called “Hope”. Then it’s back on the road to trundle to the next node as a flickering flame slowly dies. Your brawlers contend with gruesome beasts, blight, blindness, horror, and full-on nervous breakdowns. There will be mace slams, pistol shots, throwing daggers, fire bombs, bleed-inducing throat slices. Four desperate fighters stacked against various horrors. When you cross paths with enemies, Dark Dungeoneers will recognise the battle formation. Your goal: a distant mountain where a final boss lies in wait. You’re a band of dodgy adventurers, tossed around inside a stagecoach as it travels across a scrolling landscape, the visual manifestation of Slay The Spire’s forks and encounter nodes. A journey you should maybe put off until the wobblesome wagon has all its wheels tightened. This is a faithfully despondent, sometimes frustrating journey of attrition, decay and distrust. A lot of the difficulty and madness in the sequel comes not from the dangerous creatures along its roguelike turnpike, but from the roughly shorn design of a road trip yet to be completed.

It especially won’t surprise anyone who bled their way through the early access version of that game, either. The ferocity with which it treats its players shouldn’t be a surprise to anyone who clawed their way through the crypts of the first Darkest Dungeon, a turn-based homage to Lovecraft and slow-acting poison. Darkest Dungeon 2 will eat your eyes and call you selfish for wanting them back. Look forward to a grim jaunt with some old friends.
