#dev-qna
1 messages · Page 1 of 1 (latest)
Is B1 planned for the upcoming playtest?
What details can you share about B1? Will there be new enemies?
Why are Smoke Bomb and Caltrops Rogue abilities instead of consumables? Has it been considered to have them be consumables?
Will there be more eastern styles of equipment? Nodachi/Katana, ō-yoroi armor, other stuff?
Will the next playtest include the lobby funneling that was previously mentioned?
Are there any Uniques planned for daggers?
What's the biggest feature being tested in the next play test?
With the next playtest upcoming in April, a lot of development time is being focused to implement new features before Early Access in May. Will we see the introduction of quests in April?
What was your most interesting fact that you learned and have acted upon since the last playtest?
Are there plans to add a friends list / integrate the Steam friends list?
What are your plans for monetization features?
Ruin will be playable in this playtest.
Is there a possibility of the early access being released directly after the next playtest is over? Just so I can tell everyone in my DnD AA meetings how long they'd have to wait for.
Was the Goblin Cave considered as successful experiment?
Highroller for solo mode nextplaytest?
Are you going to expand the single player system now that 32 players will be available aswell?
Do you plan to add some Duo map?
+1
Will you be keeping some form of leaderboard for people to grind for when early access is released?
We're going to try to make sure that the 3 floor works the way we want it to.
Have you thought about creating a new stat, constitution. To make strength less powerful
Any word on the unused assets/animations for all them demons and that fuzzy spider?
Have you guys ever thought about adding a PvE only mode? For those casual players that just want to roleplay and have fun with their friends, in a complete separate loot table from the PvPvE servers?
What are your plans for other classes? Would you guys go with a smaller hitbox race such as a dwarf at any point?
Mobs for Outdoorsy map would be like what :)? Tree ents, Fairys, gnolls etc? What types should we look forward in seeing o.o
Quests are likely to be excluded this time.
How high on the priority list is implementing the talents tree? I think it's called..
That the Goblin Cave worked well as we thought.
Any hints at what is going to be changed for Wizard for the next play test?
Can we have a separate looking for group lobby for High Roller, I consistently get invited to NM groups while trying to find a HR group.
We have a plan, but it's a low priority.
Have you considered monsters having more randomized spawns instead of preset, fixed spawns every time?
Are there any up and coming rogue changes? If so, what can we expect?
This has probably been answered but if I’m not mistaken EA is pretty much after ending of next play test?
i am an asian player ,Everyone knows that cheating is a serious problem in Asia,Do you have a solution?
Will there be improvements made to the trade system to increase the efficiency of trading for individuals as well as between players?
A monetization model that players can understand.
After the next playtest, Early Access is pretty close.
Are we able to see a new boss in the next playtest? It seems like everyone has already figured out the current one.
Is there a new character comfirmed? if so what character?
It was successful in its own way.
Will drop rarity pace be the same in next pt?
Interesting, does this include anything like a battle pass or cosmetic shops?
have fast open plan?
Do you plan on releasing more maps in the future?
Well, nothing has been decided yet.
As of the current plan, the capacity for admission will not be 32.
No.
Will there be scheduled wipes after the full release of the game?
As always, the leaderboard is provisionally provided for playtesting purposes. Nothing has been decided.
Any plans to make different types of rogue poisons?
For example, a poison that reduces player healing or slows?
With the success of solo mode / Goblin Caves is the intention still to balance the game mostly around group play (3v3)?
It's an interesting idea, but I'm going to stick with it for now.
Will there be more time in the pre game lobby to test out stats? If not will there be a practice lobby in up coming test?
Those are NPCs that are likely to be developed in the future.
Will Solo Only maps, like the Goblin Caves, continue to be a thing?
There are currently no plans.
what is your plan to not end up how tarkov is now with all the cheaters. last play test I played 105hrs, and by the 70th hour joining high roller I found there were alot of cheaters. what will make this game better and not waste my time to cheaters.
Can we expect to see changes in the player/npc and player/player collision? I know there wasn't intended to be a huge revamp, but the way two character models collide in areas that should easily accommodate two people and don't can be very frustrating for the players.
+1
Is there any possibility that the new items (using "magical interaction speed") that should allow any classe to use " tiny spells", beeing release in the next playtest? Sounds like a lot of fun
i am an asian player ,Everyone knows that cheating is a serious problem in Asia,Do you have a solution?.
Any plans to add a back pack to gather more loot in dungeons or extra stash tabs, (i do like the current size of the stash tab so you can't horde too much loot)
are pocket slots gonna be useful this next playtest?
We left it open for experimentation in the form of "Race". The Race, which has a small hitbox like the Dwarf, is something to test out. However, if this breaks the balance too much, I will remove it. However, this experiment will be possible in the very distant future.
Did you all feel that the Unique Artifact weapons were balanced from the high roller bosses?
hi! can you give us a little hint about Bard class playstyle?
Could you please expand on this? The topic of monetization in Dark and Darker has been a very heavily discussed one in the discord over the last several weeks and has lead to a lot of arguing and speculation. It would help a great deal if we had some sort of an idea of possible examples of what monetization might look like, or what it might NOT look like.
Any plans to add more dynamic environmental pitfalls to the existing maps to give players another way to kill players? Like loose boulder, ability to push over bookcases, or more environment type obstacles?
Perhaps the monsters you can meet in the ruins hidden in the forest.
Any New boss and content in the solo mode nextplaytest?
Have there been any considerations or thoughts with the wizard since the statistics and gameplay of the last playtest? (Good or bad thoughts specifically or neutral). Thank you again for the q&a!
Ever thought about reworking a few skills that aren't used by players
Will lich/ghost king be in B3 next playtest, or are there plans to move them to B2 now that B1 is being introduced?
It's still a low priority until we've developed enough Perks and Skills, etc.
Will there be a map size enlargement hotkey or full map hotkey?
Any idea as to Early access date ? And price
Wizards won't have major changes other than a few balance tweaks.
What nerfs and buffs should we expect on classes for the next Playtest ?
Thank u
Any chances to have wakizashi, katanas as weapons in game?
What are your plans on future monetization, in order to keep servers running and the like? Or do you plan on completely relying on the game sales alone?
That's a good idea.
Any ideas on how to make the multi-level map (i.e. Goblin Caves) more legible for a player who doesn't already know the map layout?
Are you hiring? 😆
Will there be a ladder system/seasonal to keep competitive aspect fresh?
How many players will there be in B1?
It's already designed to do that. After the basics are done, we'll take care of that.
how much will the game sell for in the future ? ty
Asking for SoBadStrange: Will B1 Ruins have higher loot rates for items like bandages/healing potions/camp fires? Will it be a 10 minute map?
In view of Escape from Tarkov Youtuber cheater , Are there better countermeasures against cheating and RMT?
VIDEO : https://youtu.be/p5LfGcDB7Ek
Our current plan is to put more fun features into Rogue.
It will not immediately follow the end of the playtest.
are there going to be changes for the ranger and fighter upcoming playtest ?
What is the priority of making your own custom quality textures for monsters and dungeons?
We plan to test some more features to defend against cheaters. There are things we want to try on the gameplay side of things other than simply making cheats not work.
If I take you out to kbbq and tell you how good dark and darker is, reminding me how gaming was in the early 2000s (unless pay to win is implemented) will you hire me?
Are there plans for a playable tutorial or "Training Hub" of some kind, in order to learn a weapon moveset before setting out or checking damage numbers of spells without loosing them in the Tavern?
Will there be balancing to the barbarian class. Or are you all happy with where the class is. With the information from the previous playtest and statistics? Thank you again!
We intend to continuously improve the trading system.
Do you intend to have some sort of creators program to expand game marketing & reach? And if so any idea when the plan will be implemented & what the requirements will be to join?
Any plan for introduce an in game chat only for the group?
Has a set price been considered yet, or is it still looking to be "Affordable"?
Will there be any new types of weapons,armour or potions during this next test :)?
Are there any things from the previous playtest that you felt was off balance, and would need to be addressed in the upcoming playtest?
It's not in the plan. Existing bosses can be tuned a little more.
will u up the capacity of gold pouch or add more slot for trades? could be usefull for very expensives trades ou selling in bulk items
Bard. However, it is unknown when it will be released this time.
It won't be the same.
Have you considered to increase Stash's size or add Cases like in Tarkov ?
I heard rumblings about a Sling or Slingshot as an idea.
Can we expect more weapon and utility items for new and existing classes in the near or distant future?
sdf, thx for answering some of our questions, keep pushin!
My question: I think most people from "non main countries" want to know if Ironmace/Steam will work with price localization, or it will cost 30~40 dollars globably? I mean, direct conversion to the currency
Any decision about that?
Will clerics get any range weapon next playtest?
Do you **ever ** plan to increase team size, for a bigger map or bigger boss?
or have considered it?
Will you ever release droprate / spawnrate data for different item rarities?
Is there a bard in next pt
Is there anything you, as a developer, are personally excited about/looking forward to?
This is difficult to answer as it has not yet been fully decided.
Are your words under “about us” on your official website coming from the heart?
If so I will bring you flowers #soulovermoney
Do your know about valorant's anti-cheat Vanguard is very powerful for anti-cheater , Maybe your can learn from it ?
Sorry. Doesn't exist. Sufficient development time is always needed 🥲
We plan to continue adding dungeons.
Yes. It will be wiped periodically.
of course.
I have closed the channel for any more further questions.
SDF will keep answering as many of the questions currently unanswered as he can.
Thanks to everyone who participated.
I hope SDF was able to clear some things up for everyone
We appreciate your support so much!! ❤️
First of all, I'm not thinking deeply about balance at this point. Development of the player class is still in the early stages.
Not yet.
Well. I can tell you that The Goblin Cave will be present in the next playtest.
Fighting cheaters is our destiny and one of our biggest challenges. It is impossible to 100% defend against cheaters in FPS game, but we will not spare any investment in defending against this.
I'm not sure if I understood correctly, If this is about the collision between the two characters walking and bumping into each other, we have no intention of changing that at the moment.
Most likely.
We are going to experiment with the backpack system, but not right now.
If pocket slot refers to the currently empty slot on the bottom of the backpack, not this time.
Balance is not always a big consideration. Fun comes first and it was fun enough.
Play music with your instrument. Musical instruments are played directly by the player through control. The result will depend on how the player plays.
It's hard to say right now because we haven't fully decided either.
of course. We plan to focus a little on that side this time.
This time we focus on a different part.
Wizards were fun enough. However, doing meditation too often is too inconvenient when playing the game, leaving the balance, so it was adjusted as a hotfix.
We knew the combination of Wizards and Barbarians was strong, but the number of Wizard players in the previous few playtests was too small, so we left it as is. Now it's going to be a little tweaked.
I'm not sure, but I'm thinking of adding a little bit this time.
Yes. I'm constantly thinking about it. For example, Rogue can continually use Pickpocket while hided.
The floors will be 1F, B1, B2. The bosses will be on the bottom floor anyway.
About 'Map', it is planned. Priority is low.
This is currently undecided. Early access won't be far off.
Well. I don't really like to talk about balance, but if I'm going to talk about my thoughts right now, Rogues are a bit tough these days. I want to give Rogue a more diverse and lethal play.
Well. If it suits medieval fantasy.
Game sales alone can't cover the cost of running servers on an ongoing basis. We need to generate revenue at a level acceptable to our players. There is absolutely no P2W.
That's a challenge for us too. I have some ideas, but haven't had time to experiment with them yet. Using a multi-layered map to show each one separately... etc.
We are hiring, but hiring overseas members is a very difficult. Also, there were no more seats in the office, We've made our desks more closer. Now we can get closer to the members behind our backs.
Seasons will exist and we are thinking about a ladder system. Current leaderboards force people to play too long and tire them out too easily. This approach most likely won't continue beyond early access.
As many people have opinions about this, we also have various thoughts.
This is just my shallow thinking, I don't like it when people who buy a game first lose the value of their purchase due to excessive discount rates in the future.
We will try to be reasonable price. But it will be impossible to please everyone.
The item drop in The Ruin (1F) is still under production, so nothing has been fully decided.
Since the answer is not very interesting, adding a little bit of information,
We're thinking of testing a fixed downstairs.
Well. First of all, We strongly oppose RMT, but We're worried about whether it's possible to completely block it. I can't speak to a Dark and Darker specific solution at this point, but we'll try our best.
Fighters will get some new Perks and Skills. If everything goes according to plan, we will give the ranger an arrow quiver and arrow system.
I would like to add an API so that statistics sites can utilize it. Unfortunately, there is no time to develop it now.
To make it work on low-end computers as much as possible while maintaining a pleasing quality.
I don't know if it will be like "Training Hub", but I want to create a place where players can practice and check the amount of damage. This is unfortunately a low priority since we have to create the basics of the game first.
Overall, moderately satisfied. For fun, there are parts that are intentionally left a bit strong until players discover them.
There were also some unexpected parts that were too strong. These parts will be tweaked a bit.
However, as new Perks and Skills will be added, another balance issue will arise.
We can't afford to think about this yet. We are still understaffed.
We had a plan, but we are at a standstill because we have a few issues to think about.
New weapons will be added. Things like one-handed crossbows, for example.
As mentioned before, the gold bags and gold chests are already in development, but not yet released for economic balance reasons. It's very likely that it won't be revealed this time either.
Well. This is still unknown.
Yes. More utilities and weapons will be added. I don't have any specific plans for a slingshot, but I can't imagine not having one.
There are concerns about this. It's a bit early to say this at this stage. We ask for players understanding.
Unfortunately, no.
I misunderstood it to mean the expansion of Ironmace members for content expansion.
Again, to answer precisely, the plan is currently unclear. But it seems like 3 people won't be enough to fight the dragon.
It's in progress. I don't want to do something soulless fast producing, but I also don't want to frustrate players by being too slow.
If the players want it and we're ready. However, it seems that a lot has already been revealed by reversing 😅
The bard is definitely in development. I can't be sure.
There are so many things I want to write that I can't write them all.
To put it simply, I hope that the day will come when players can enjoy the stories and tales of Dark and Darker that are currently being prepared.
It is our foundation and the path we walk will prove it.
I won't say we can do it as well as they do, but it is possible for us to create very powerful security modules that work at the kernel level.
But hackers are also very strong, so they too will come and fight at the same level. Therefore, It's not omnipotent.
It took me a long time to answer because I am not familiar with English. I'm sorry I couldn't answer more questions.
And I also apologize for not being able to answer questions in the language of each country.
Please understand that I am choosing English to reach as many people as possible.
There will be some parts that are lacking in answers. I ask for your understanding. Please enjoy it just for fun.
Thank you for always showing a lot of interest in Dark and Darker 🙂
@everyone, I'd like to entertain you a little by answering some of your frequently asked questions.
Until now, Discord Q&As have been live, but now the community has become so large that we realize that it is difficult to do so.
DISCORD QUESTIONS
This is a collection of questions asked in General Chat.
-
When will you add paypal as a payment method?
We are working on it. It's taking more time than we thought. We expect to be able to use Paypal for payments in the not-too-distant. -
Will you add a friends list to the game?
Friend list feature is required. We initially intended to use Steam's friend list feature, so we didn't prioritize it. Things are different now, so we're giving this feature a little higher priority. But even then it will take quite some time. -
What will the quest system look like?
Satisfying the needs of each merchant and traveler will allow you to become more intimate with them. -
Are any kind of permanent season rewards planned?
Of course. We have a few ideas for this. But I won't reveal it now. -
Will additional solo maps be added in the future.
Yes. Since solo dungeons are now established as a piece of content, we plan to provide more diverse dungeons and adventures. -
What kind of playstyle is expected of the Druid.
First, druids will be able to transform into animals. And they will have different abilities accordingly. Beginnings are always typical. -
Is a duo map planned?
There are no plans for that yet. -
Are we ever going to get a personal player stats tab?
Yes. It's information that I really want to check when I play. Priority is a bit low. -
Can we expect additional inventory stash space?
This is a very important part of the game, so I won't say anything yet. From various angles, we have many concerns. -
When will it be possible to gift the game to a friend?
We've received many requests for this feature. Let's try. -
Will you be making it easier to get blue shards? I feel like it takes a really long time to get them.
Well, I intend to keep an eye on it a little longer. -
Will the game come back to Steam any time soon?
That's our hope, but it's for Steam to decide. But we understand and respect their decisions as we understand their concerns about the things that surround us. -
Are any more events planned in the future?
Nothing specific has been decided yet, but we’are interested in various attempts. -
What kind of cosmetics are planned for the future?
We're constantly looking for things that players will be happy with. We will also be testing this in various ways. -
When can we expect to see a quiver system?
Currently in development. -
How do you feel about the current state of the game?
The game is still in a state where only the core part of the first person extraction dungeon crawler is implemented. This game needs more systems and more content to keep the season healthy and worth replaying.
However, what I am interested in at this point is to defend vulnerabilities as much as possible and build a system to defend the core as effectively as possible. It is not possible to prevent them 100%, but we are continuing to think about minimizing them in various ways. For that purpose, we will gradually introduce all existing methods.
SOBAD QUESTIONS
This is a list of questions painstakingly compiled by @lofty ridge. Thanks for forwarding the quality question.
-
The meta from prior playtests was to make a sort of level 5 mule character that would act as a second bank for our mains. Has there been any more talk about getting backpacks or chests to store things in our stash or possibly more stash tabs?
We have many ideas and thoughts about the Stash space, but we won't choose one easily until we accumulate enough data. -
The first examples of crafting and mining have now been included in the game. We have also seen maggots, moldy bread and skulls. Are these newer items for crafting or questing?
That's right, for crafting and questing. We are preparing it. -
Can you chat about your thoughts on the quest system? Will we see really long and interesting quest chains like Escape from Tarkov that could take a month to finish?
Our next content development target is quests. If possible, we want it to be a collection of interesting challenges rather than simple repetition. -
Is there any future development plans on the “lore end” for who these characters are individually, to extend the knowledge of the universe/setting they could be fighting in and or why/what brings them to the dungeons specifically? And if so, will we be getting background content for such lore?
We've been working on stories related to lore for a long time already. The writing work related to this has been sufficiently advanced and has taken concrete shape. We are thinking about how to express it naturally in the game. -
What were your main sources of inspiration for the enemies? What are some of the challenges you faced in creating new monsters? What can we expect to see in terms of new monsters in future updates?
Our monsters are meant to be made from familiar things that exist in traditional dungeons. And there, what I specifically want is for the monster to be something that's dangerous enough and a solution exists. Also, while the monsters are simple enough to respond in a 1:1 situation, it was designed with the expectation that various types of monsters would be mixed in real time to become complex when fighting.
Part of what takes time when we develop monsters is tuning them properly to create animations they can recognize and react to. I'm thinking of crafting a new boss that inhabits the goblin caves closer. And after adding or updating existing monsters is sorted out to some extent, we are planning completely new monsters in the newly added area.
However, the AI and patterns of all these monsters, including the bosses, were created by a single game designer. That said, it takes time. -
Will quests & the talent tree be added to the game in early access?
Now, those two are our top priorities on the content side. -
Will we be getting more modifiers/enchantments at any point?
I like the mechanism, so I really want to implement it. However, discussions are active internally due to concerns about balance. It will take some time to decide. -
Will we get drops unique to every boss so each boss has something to farm from them other than the named item global loot table?
Currently, the item drop table is in a very early stage. The direction I want to go in the future is to have different items for each area and different items for each monster.
And we want players to get loot where they want and actively trade for things they don't need or lack. It should look similar to what you'd find in a typical multiplayer RPG game. -
Will there be any major reworks to current classes that are underperforming or are not performing as intended?
We’re going to change the balance of classes very drastically after the end of the current leaderboards. We know how difficult it is to balance in this kind of game. Therefore, in the future, all classes will repeat the rise and fall. Damage Reduction and Rogues are the next major adjustments.
Hello everyone, I will open up questions for the next 20 minutes.
There will only be one question per person!
Thank you all very much for the support and I hope you enjoyed the event 🙂
The channel will open at :45.
When will the Ruins duo map gain a High Roller variant?
what does a warden look like? can you show me one
are you planning on implementing garuanteed extracts like in coblin caves on other maps? (edit: thanks for the response i appreciate you guys being open and communicating with the community)
Plans for B3 Crypts or deeper adventures / merging lobbies ever considered? 
when is the succubus skin coming as a race 🙂
@vestal stump Ironmace has stated in the past that the game won't be "balanced for solos", with the idea that 3v3 play is the "main mode" while solo is a "side hustle". While I fully understand this point of view, as an almost solo only player, it does leave me wondering exactly what are the plans of IM for solo is and what "not balancing" for it actually means.
Would it be possible for you to expand on what you believe the role of solo play should be in Dark and Darker, what you think a good degree of 'balance' would be in the mode, and if possible, how often do you intend to address issues specific to solo play?
Why do we see so much of a focus on balance changes rather than additional content?
Movement speed disparity often creates matchups where weaker equipped enemies are at a net advantage. Do you consider speed to be balanced today, and if not, what is the vision for movement speedA?
Thank you for the opportunity to ask questions! I would like to know when we are getting the quests/trainings getting opened up? I've been getting a few friends into the game but we are pretty bad and I have a hard time teaching them.
what other races are you guys thinking about adding? maybe a dwarf?
sdf can u hire me?
Is there any hope of us seeing a similar time to kill for PVP to how it felt during day one of patch one? A lot of people enjoyed slower fights. And really want that aspect of the game to return. And the current gear balance of the game completely gets rid of anything resembling this.
Is it possible to remove legacy gear from the balancing patches? having gear from previous patches still be in the game is pretty unfun.
What does the team plan to do about "Gear Checking" being the vast majority of fights. It feels bad knowing even though you out played your opponent they still killed you because their gear was better or they had more buffs up. Will there be a fix for this in the near future? Gear disparity has caused a lot of issues, even more than usual this wipe with prenerf/legacy items only making it worse.
You've been working hard lately to keep us happy with updates and events, thank you for that. What major changes are in store for us in the future?
Is skill tree being worked on?
Does Luck work with the Bard song Unchained Harmony? it feels like 0 Luck
Can you please revert every single merchant change in the last hotfix except for the Purple removal? The current gear gap is absolutely bonkers.
Have you thought of creating gear score? Some players join HR lobby as certain class with base gear giving players who are looking for PVP less enjoyable. Limiting gear score on HR game might be good idea. What’s your thought on this?
Hello Grayson,
Is there any plan to introduce gear capped lobbies? For example, a lobby that caps the gear and prevents anything higher than green.
Any plans on high roller duos?
@vestal stump You mentioned that some content didn’t get finished in time for patch #1, can you tell us what didn’t make it and the potential time frame of when we might see it added?
Are warlocks going to rebalanced?
Will there be new maps coming in the future?
Is there going to be a floor deeper than the inferno?
When are rangers getting nerfed?
Is the game intended to move to steam for a larger player base?
What is the reasoning behind the consistent nerfing of generic healing and have the changes had the intended effect? It still seems that the best and most geared players hoard healing regardless of the changes.
Would devs please provide insight on wiping after major gear/loot changes? Understood the main argument the community uses is "it's early access", but in my mind that would give you all more leeway to wipe often to maintain the integrity of game play and the in-game economy (both amount of gear in the economy and how it's priced). That would also give you all more reliable data, as you're not seeing data from legacy gear or data from a fake economy.
Are there any plans to change the current trade/level 15 lobby split?
Why is ranger in the video game?
Hello @solid sentinel. The first major patch since its release into Early Access pleasantly slowed down the PvP component, weakening the characters and limiting various properties, thereby increasing the number of hits required to kill an enemy. Which increased the weight of each player’s personal skill, regardless of the equipment they were wearing. A recent hotfix reversed most of the changes.
Do you plan to return to the state of the properties before the last hotfix?
How soon should we expect new spells for the wizard?
are there any plans to remove the karma system because you can downvote a player without teamkills then make their name red and team kill them without them being able to report
Will you plan on fully reworking the bard class in the near future?
omg all the pings from this new channel 💥
Are there any plans to add more skills for bard?
Will there be a high Roller Ruins / boss ?
nachos or mozzarella sticks
How are the devs feeling about the current state of warlock, as it has increased in popularity by a ton.
What about new fighter headpieces slayer can only use leather cap
What is the current philosophy for how fast TTK should be?
any ETA on druid or any info yytou can realese?
Is there a Plan to increase stash space with chests for weapons and armor or giving us more stash tabs
Will there ever be a dungeon for friends to enter solely for PVE, maybe as a more linear dungeon with a boss at the end. leaderboards could have completion times?
What types of weapons will Druid use?
How big is the team now at Ironmace and are you looking to expand?
What do you and the rest of the office do when the work days over?
when will the skill tree come out
will rangers lose there slow from arrows ?
is it going well about anti-cheating?
What is the current timeline of events for the ruins map? Will there be a second floor coming soon?
Quick question - Who asked?
Is there a reason the game is downloading so slowly for me and my friend? and is there a fix?
Spiffer Mommy boss when?
Do the craftables ever change stats, if so how often?
What are some of the challenges you are having with balance and where do you see the game being in your ideal vision?
When will you add the monk? When will you add the skill tree
When will we get dthe Druid?
Any thoughts on a practice/training/playground area to practice blocking, shooting, etc.?
are wipes gonna be ongoing part of the game levels and such?
Do you feel that speed shrines are in a good spot right now? All of the other shrines are significant, but don’t usually feel like as much of a game-changer in a fight as the speed shrine can be.
Has there been any plans thrown around for a Dragon boss/sub boss?
Are there any plans to add in named items for Wizard, and if so; what would they be?
buff or nerf for warlock?
Would you guys add a system like top 1000 gets a certain prize for high roller and top 500 gets something better and so on ? this would incentivize people to play more
Is there any updates that can be given on the games ability to come to steam? and/or an estimated time frame of when this could happen?
yuor mom
Where is the friendlist PLZ ?
are there going to be more duo maps?
Will there ever be necromancy or true summons that are not just stationary turrets?
is bard going to have a rework still?
How do you use the rusty old key now
The recent hotfix patch mentioned that you wanted to start balancing from a "clean baseline", which makes sense, but the reintroduction of +2 ALL and other random attributes appears to be contrary to this - do you have a dedicated data analyst in your team and what is your approach to data analysis of the game / do you run simulations?
When will warlocks get nerfed? They are currently broken with healing capability and hydra leaching
whats the druid going to have for spells and forms
did you really think that this event was well planed??
When can we expect a shared stash between all characters so we aren’t required to find a way to transfer gear / when can we expect a separate stash to store crafting materials?
Is there going to be more non-aggressive perk options to make pickpocket rogue more mainstream?
Any chance of private games? I'd love to 1v1 my friends and practice.
We recently got to experience our first event in the dungeons, is there any plans in development for more events like weekend dungeons, or an actual loot goblin being in the dungeon?
Can Clerics get a new spell called penance? it bounces from target to target and heals them over time. or if a person gets hit it bounces to the nearest person. Love you sdf 🫵🤏
any plan to add stash space or make gold bags not impossible to obtain and just let the average player buy them
What do you think about having +damage attribute attached to weapons only? It should help a lot more with balancing as +10 wep is a lot different on a barb than it is on a rogue
The Duo map is still in testing and we haven't decided what direction it will take yet.
Deeper map for ruins?
Ideally how long should fights last? How many hits on average, or how long in time should it take to kill a player, and how should gear affect that time?
Will you change the rogue in such a way that attacking out of stealth isn't the only viable option? Buff cutthroat, tumble, smoke pot and caltrops?
The new mod system is very unbalancing, what are your solutions? According to personal feelings, the previous iteration with +1 everything maximum was the most balanced. There's also a complete lack of value in good gear right now, it kills trading between players, speeds up the pace of the game, and takes away the fear of players losing their stuff.
If we compare the equipment of the players, now teams regularly meet in regular dungeons, which before could only be seen in highroll.
Now, even playing in normal dungeons, you can get wonderful things by opening closed chests or simply buy them from a merchant. Do you plan to go back to the previous system and what are your balance options?
Just changing the numbers doesn't look effective. What do statistics say about this?
Thank you in advance for your work ❤️
Do you plan on doing hotfixes that will leave pre-patch items in the game when there will be an official season? Therefore kind of ruining the entire season?
Any chance for a Ranger rework?
How does +magical power, +true magical power, etc. interact with Poisoned Weapon on rogue? I want to be a poisonous assassin. Ive only ever managed to get it up to 6 damage per tick at max stacks. I also made sure to not have negative magic damage from not having enough Will stat. Thanks ❤️
Hi folks,
First of all - thank you for what you're doing
I have seen many people complaining/discussing/reporting the issues with VOIP. It does not work for me as well.
Any chance of addressing this problem in the near future?
In-game communication is a key for such a community :)
When will we get the map progression system back Ruins>Blue crypts> hell
Quests and talent trees have been confirmed to be added to the game, but what time frame do we need to consider? Days? Months?
Can we expect to see a halloween Event with maybe earnable items skins ?
How often can we expect a major update to the game? (adding a map, or a character, or spells, or monsters...) I'm talking about big changes.
When will goblins skins be added
Can we remove arrow slow unless perk is equipped and hit in legs with it equipped?
is IM looking at adding Themed events? IE Christmas halloween, that may last for a whole day? and allow for everyone to partake?
😅
Will we eventually have a place to try out our kits like a practice room?
do unicorns really have seats on their heads?
Are there any plans to further incentive geared players to play HR instead of normals?
@vestal stump Now the monsters in Hawker Cel can be killed by the stuck position, can it be modified to: stuck position teleportation or return to the original position to fill with blood
Could there be a possible blue light map on rotation like there was during PT5 🙂 ?
Will there be a class who specializes on two handed weaponry? High mobility and low armor, no one handed weaponry accessible.
Will solo players ever have access to BiS drops in solo dungeons or are those supposed to be exclusively earned in group content?
are you gonna do something about barbarians being able to stack both full magic resist and physical resist making them unkillable while still moving fast, doing damage and having an insane amount of hp
is there an action plan to have an actual, FRIENDS list so as to not be typing in names everytime? in addition will there be Guilds/Clan system coming into play at all? @vestal stump @solid sentinel
Will the 1-14 lobbies ever get removed so the player base does not keep getting split?
When is Ranger going to get nerfed since that is the one class that is now problematic since the nerf of rouge
With the recent Streamer situation regarding their possible influence on the hotfix, do you plain on addressing further on the secret "Elite DaD" discord where the devs are currently taking "Suggestions" from the top 1% and not majority of the player baseas it seems to have divided the community?
any plans to make skins not have attributes and purely cosmetic?
What are the next bosses you guys have planned to introduce into the game? And if possible what new maps can we expect in the future? I'm hoping for hell portals on duo/solo maps is there any plans for that to be implemented into the game? 🙂
Thank you 
With dark and darker having controller support, is there plans to bring it to console?
is there new maps you planing to add in the future? @solid sentinel
is gc still experimental? did you ever tought about deleting it or turning it off for a wipe to see what happens? its an easy gold farm for most people, and it seems like most complains are coming from gc players
What's the current fov of dark and darker?
Currently all stats of crafted gear are shown. That completely removed the risk of crafting gear with unwanted stats and lowered the Trading prices of that gear. Do you think it will stay this way or maybe add some risk again?
- i dont have a question, just want to say thx for the work u do with the team and comunity together
Currently there is no way to report somebody unless actively spectating them in dungeon. Can we get a report function outside of dungeon for certain scenarios which a player may not of had the chance to report cheaters or bug abusers in match.
Do you have any plans to add stacking for crafting items? Currently they are kind of a burden to store in the stash.
Examples: Maggots, Skulls, Bones, Cloths etc etc
Is there something planned which will shake up barbarian perks/skills and play style?
Have you put any thought into getting rid of the trade hall? It seems you guys had a great platform for it when Patch #1 came out but unfortunately the following hotfix neutralized its effectiveness. I think if you increase value of sellables (uncommon, rare, epic, and legendary items) to the merchants it'll be a great change for those who hate playing against +2 all att sweats.
where do you use the old rusty key now? is there even a rusty iron door anymore?
Hello Graysun, i was wondering what might be the druid skills and perk, but what i really want to know is if the class will have any magical healing. Will it be self cast and target cast?
@solid sentinel Will you be fixing Ai to not swing through walls and when blocking not letting swing THOUGH your block and fix the auto aiming of Archers and centipede Maybe make the hit boxes on bugs a little bit nicer to hit?
@vestal stump is there any plan to make ilvl lobby or this feature is not even imaginable depending on ur game vision ?
How can my friend fix an issue where the game won't launch? They click play and then see the Blacksmith logo but the game does not actually launch. Its rather unfortunate when it's during this event.
Will you be adding a Healing Reduction debuff to the Dark Swarm to finally prevent players from just living in it?
Will a ladder system added? and what will be the differences from the current leadearboard?
I remember it was said that the current leaderboards were for testing purposes and that this approach most likely won't continue beyond early access.
The leaderboards force people to play too long and tire too easily, making them play unhealthily, giving users endless motivation to play in unhealthy way, creating a harsh environment for players in general.
@solid sentinel any plans on adding new abilities/perks to rogue/fighter
lel
Do you plan on giving the wizard more spells?
wizard hasnt recieved any real major changes for a while (other than nerfs but we dont talk about that). For a class who (at least in DND) is supposed to have the greatest variety of spells, I find it strange he has comparatively few. Is there any timeline for him to get new spells, abilities or perks? maybe rest changes too?
will there be Dwarf race or any other short race...?
Any chance we can get an update on the Blacksmith launcher not being able to install/update the game on Linux / Steam Deck? It has been broken since version .306 and we (the Linux community) have tried to contact you through various channels, including bug reports and direct messages to @solid sentinel with no response or acknowledgment.
First - thank you for all the work you guys are doing. I know it's tough, especially with the idiot trolls in your discord screaming about everything without reason. Question for Q&A: In regard to trading - the current iteration can take large amounts of time to acquire specific gear. And when that gear pops up, one needs to fight with other players spamming the item-holder with trade messages, resulting in a random person of the total people wanting the item selected to trade. Are you content with this system as is or are you looking to make changes to the trade system as a whole?
What has been the dev teams biggest challenge thus far?
How far out is the layer beneath hell in development? When can we expect another map / boss?
Is there a duo high roller planned?
this
You guys should add a ranked mode
When can we see the skill tree and the first quests from merchants?
can cleric use spear or more throwables plz?!!!!
How many maps do you plan on adding? I would love to see a variety of different environments in this game.
The state of +15 lobbys is quite bad at the moment with +2 all everywhere, god stats items, if you get out without those god stats, you're dead. Any thoughts about that ?
Is there a plan to add a “testing area” like the old tavern? That way we can load in with our friends and test out our current gear sets and spells on the dummies
when will the game beavailable on steam
Yes. Like many players, we have many different ideas.
For PvP, what percentage of the outcome do you want to be decided by gear vs player skill?
What is the major focus of the teams right now?
Will there be a plan to expand further into classes available to dnd? If so what would be the next after druid and sorcerer in the line up since theres been so many magic users. Would Blood hunters make an appearance?
Are you guys planning on hiring more people for the development?
As people have crazy good gear sets, soleley from royal coffin runs, rock golem runs and the jackolantern merchant, are you planning to rearrange how good the gear is and how accessible it is for everyone?
ranger nerf when
BUFF ROGUE PLZ
With recent updates of Bandages, Health/Protection Potions you made clear that taking damage should be serious and every fight should be chosen carefully. The fact that wizards can be one shot by rangers and sometimes rogues no matter what gear the wizard is wearing just does not seem right. This can be very frustrating. Are there any thoughts about giving wizards any more sustainability/defense like a protection spell?
With all of the hubbah bubba about gear disparity, what direction do the game developers want to continue in? How does the data look from the tests you guys have been doing w/ gear?
Are there any plans on making cleric regenerate his spells easier/faster like meditation for wizard?
@vestal stump Are there any plans to add new resources to the maps such as plants that can be used to make potions or other resources? (Thanks for today's event)
is there any plan to extend the map pool for duo , for example crypt ?
Will be gear diff reduced?
Since bards need to be standing up to play Tranquility and Choral of Clarity, is there any plan for them to be able to play music while sitting, or benefit from Tranquility while not resting. It seems pretty unfair for bards to be able to help their team, but not themselves in this regard.
wizard new spell and skill when
Many people are mad over the last hotfix including me. I thought your plan was to make fights slower, last patch lead into oneshot few secs fights again. Can u please show us your point of view, plans or some resume on what happend and if you are happy about those changes.
how often we get bigger updates like update#1?
will there be non combat items in the game? such as grappling hooks and ladders?
Taking into account the DDOS attacks, do you think there are also astroturfing efforts to confuse DaD's online communities and present the players as less happy with the game?
As Terry previously mentioned, we plan to test matchmaking on each floor.
is there a timeframe as to when the druid will come out and do you have any ideas on what another character might be if you plan on making anymore
Is there plans to reintroduce damage to weakpoint attack now that base armor is up so high? Full white fighters have 60%PDR.
Hi, OCE is having ESP players from other regions and also severe teamer issue in HR Goblin cave. Is there any system coming to aid with the situation?
Hi will the player cap it normal goblin caves increase to 9 like before? Would be nice.
what are the plans for next map?
Do you think some stats are problematic when stacked excessively? +weapon or additional magic damage? Are you thinking about capping the amount a class can get from gear on these?
What class are you going to change/rework next?
Can we expect to have a 3 layered map in the future?
Thank you for the event!
Any plans for a training zone to study damage and modificators, for solo\team, dueling? Wish there was a place without a timer to check your equipment
any chance we will see new wizard spells in the near future, are there any plans to slow down rangers in terms of dps?
What are the use of the perk "tumbing" for rogue? it has an amazing animation but seems useless.. maybe if it has a little of invulnerability frames in the animation 😝 the animation looks super cool but no one uses it 😢 the idea is great!
😮
Is there any update on how the Druid is going? I am waiting for the day we get some shapeshifting
@vestal stump Will you guys ever fix the grammatical error in the tip about "A portal close as soon as someone passes through it"? It should be closes or will close
AH plans?
What are your thoughts about the buffball comps that have been ruining high roller lobbies since playtest 4, people tend to avoid high roller because of one simple composition that has no counter expect its own mirror comp?
High damage enhancements values (+Additional/Weapon Damage) have been at core of some of the most oppressive and unfun TTKs. Like breaking Wizard Zap & Fireball, with special honours to max +Wep Rogue burst and Ranger setups.
The recent patch prehotfix was stale in progress, but enjoyable in it not having such extreme difference in TTK between gear.
Is there any intent or consideration to balance gear damage more around percentages and stats rather than the best setup usually being flat +damage values?
Right now a gray frock looks the same as a legendary one, are there plans to change visuals on armor depending on the quality too? It would be amazing!
Are you looking into a new trading system?
The current link spam system only provides a vector for gold seller advertisements and a headache for people who have to sell/buy a lot of hear.
Is there a rough time frame on the Training (In the perk and skill option) and if there is quests from the merchants? Thanks
Has there been any discussion on tying certain bonus stats to specific gear, to give the gear more of an identity and tone down stat stacking? (eg. +weap dmg only on weaps, +pdr only on armor peices, + all att only on jewelry etc...)
@solid sentinel @vestal stump are you guys considering traders in between levels once you have more levels? Like level before crypts or after inferno? I love the adventure aspect of the game and would like to see this happen

Are you gonna make the craftables required a bit easier for the coin pouch or certain items? Because it’s scare getting troll pelt
Will the level cap be raised for when questing comes? Or will questing mainly be for rewards and not really xp?
@solid sentinelany idea on the Eta of druid
Is there any thought of official tournaments for high roller competitors in the future, maybe with twitch coverage? i think that would be awesome to watch.
What's your take on the role/ archetype of the druid class? What sort of choices/ playstyles will players be making when defining their personal druid?
sorry bud but unfortunately DaD is a hardcore game for harcore players. there's no no one more hardcore than streamers. rust and overwatch lost their hardcore aspect and appealed to casuals,.
Have you guy try to balance by buffing more that nerfing? I feel like lots of skill, perk and classes are unplayable because of nerf too hard like locust swarm?
Can we have a pumpkin helm like Jack's? I have no real question, thank you for video game :]
Are there plans to increase stash size now that we have to hold on to a bunch of crafting items too?
Just curious to know if the devs are ever going to comment on all the cheaters? Are you doing anything to prevent this? What steps are you taking? Why is it so common to run into players who can shoot you through walls or attack from three times the normal distance? Dont worry!!!! The shop still works!!!!!! Reposting in the correct chat 🙂
When will merchant quests and heart system come out
Is there any discussion around reducing the slow effect from arrows? The current 30%+ feels extremely punishing.
Can we remove meditation and make it just be resting to get spells back it sucks you almost always need to run med spell memory unless you have 80 clarity pots it makes wizard in the mid teir kinda boring, id like to be able to run focus or something instead of rest 2 @vestal stump
WHEN WILL FIX SERVER LAG
Will you add a snow map
ETA of druid pls
@solid sentinel @vestal stump Many high roll players are wondering whether in the near future there will be a weakening of the bard, who has a lot of stats, the barbarian and the chain lightning of the mage. It became almost impossible to play other classes. And is it possible in the future to communicate with active high roll players about changes in the game?
what is the actual direction of the game? fast fights but slow downtime?
Are stash space issues still being looked into? Currently obtaining gold bags and chests is very difficult
Any thoughts on keeping the candy merchant? Perhaps making it less halloween themed, the gameplay mechanic is super cool and makes gear more accessible.
make a pratice 1v1 or 3v3 without losing item ~
Does the Debuff % time bonus affect debuffs placed on your character? If so, is this intended or is it a bug?
How do you feel about TTK across all even gear levels? Greys vs greys, purples vs purples etc. How does that compare to your opinion on ttk across non even gear levels, greens vs purples for example
Any attempt at balancing brightness?
Why the heck did you revert all the wep damage on gear 2 days after patch this game doesn’t not feel like it’s in a good spot
Any current Ideas or plans for floor 3 of Crypts?
Nice question
@vestal stump
- Will we get a training room anytime soon?
- Will we be able to purchase additional stash space in the future?
- Why does ranger still has a slow on hit perk but he already does it by default?
- Why are you guys not trying to limit healing items per player that a player can carry?
Thanks! ❤️
@vestal stump @solid sentinel At this point, Warlock is running 5 spells like the jack of all trades Wizard, with way more sustain and options to create space and no downtime. Fighter, Bard, Ranger can all run ranged weapons that deal more damage than Wizard spells and are way easier to hit. Ranger arrows by default slow MORE than Icebolt... A 14 gold crossbow is permanently available which pretty much removes the weakness of Fighter. You have added magic resistance to the game and made Barbs tank fireballs like they are candy.
When is Wizard getting some love? Why does Warlock have more spells than Wizard? I don't want Warlock to be nerfed, I love the class. But Wizard deserves some love we are slow, we are squishy and our damage keeps getting lower with no changes to charges or downtime.
Is the bard songs descriptions getting fixed? also I noticed you added range for war song but it does not effect teamates. @vestal stump
why does the game feel like there is 0 skill expression now and outplay potential has gone down drastically?
Will the Wizards Ice Bolt spell ever slow for as much as a basic arrow? Or have some sort of freezing mechanic for hitting someone consecutively with multiple Ice Bolts?
Solo is definitely a feature now. We've seen that many players are satisfied, so we'll continue to support it in the future.
can we expect questing and talent tree soon?
What are your thoughts on changing the lobbies from level disparity into trader vs non trader lobbies? I know the changes you made were to allow noobs to learn the game but it seems it can easily be abused by smurfs just resetting their accounts. By changing the way the lobbies will be separated to traders separated from casuals it would allow for a more organic play of buying a few items from merchants that may not be exactly what you need for an amazing build but will be worth it non the less. Trading right now is a pure money making endeavor for noobs and a market for chads to assemble the best kits in game. By making this change it would force people to only take out gear they need and actually use it instead of selling it to another. That's my piece thank you for the amazing game!!
I hate the trading, add a market where you can place ur items up for sale
@vestal stump Will ruins ever have a inferno mode/hell portals?
can we either get stackable monster materials or aditional stash?
For bards, what was the idea in being able to fill up 2 song sheets, with most popular/needed songs taking up most of the knowledge? Will there be future adjustments?
I feel the level 15 matchmaking change was a good start but has now created a loop of having to create new characters when you get to level 15. How do you plan to make a change to this system?
Will there be more cleric spells in the future or expending on the healing of clerics, since as it stands being able to instantly heal mid fight is powerful
Can you please add a seperate stash for crafting components / quest items? The crafting system looks like a lot of fun but quickly fills up the stash
Will druid come out in the next wipe?
Will Wizard get more spells in the future?
@solid sentinel Will we get a training room anytime soon?
Will we be able to purchase additional stash space in the future?
WIll there be any comidations to help Color blind Players, or a Color blind mode? my friend could really appreciate one. especially fighting the lich.
When is the level up/ talent system projected to be out?
Any more classes in the works? or more customization
please bring back three tier dungeons!!!!
We need a vendor price rework. i shouldnt be selling something for 9 gold i had to pay 100 for
Can we expect to see rogue to have new subclasses due to assassin rogue not being desired as one shot meta isnt healthy,
like can we get arcane trickster rogue w slight magic use
or swashbuckler rogue with kick moves
or soul knife rogue with psychic throwing knives?
Any thought on restocking gray quarterstaffs at the weapon vendor?
An auction house/BIN market where you can have things up for sale without sitting in trade chat would be extremely useful to all players. Is this planned for the future? Thank you
@sdf is it possible to not have "legacy" gear or are you staying away from live adjustments to existing gear?
WILL YOU EVER REFUND SKILLS/ SPELLS USED IN PRELOBBY example:secondwind
What do you guys think of the games current balance? Is there a class that you believe is too strong or is it the gear? If I recall it was said that you guys were going to focus on buffing classes instead of nerfing them, do you still agree wit this statement?
Dear Grays, I am a usual player who can play this game for like 1-2 hours per day, also i have some friend whose are in the same spot. We really like this brilliant game but we are kind of afraid that this game is directing for nolife/8 hour uptime/streamers. We was sooo much loved first two days of wipe . It was the days when we really enjoed even after 15 lvl gameplay. This was the time where skill was > gear. I still like killing lich and receive a good loot. But you guys should understand for what auditory your are going to make this game. Should we wait for changes that will direct on the game state like it was in the first two days of this wipe?
Any option to change nick in game? 🙂
Hello will druid have warpwood to counter rangers by ccing their bows? Maybe warpwood some crates in a room to make a barrier?
Will there be improvements to very underpowered/underused skills? (Examples: Blood Exchange, Life Siphon, Shield Slam, Tumbling...)
Will goblin cave have a next level portal like the crypts? or there will be another solo map with higher player counts and next level portals?
Are there plans for different scenarios besides the current "battle Royal extraction mashup" maybe along the lines of larger maps with a drop in drop out for the life of the server?
Will barbarian see any changes to skills soon? There's too many skills and perks that aren't used because it's not good enough, and I feel like most other classes just have better options.
https://darkanddarker.featureupvote.com/suggestions/479719/barbarian-perksskills-need-rework suggestion post for relevance
When do you guys plan on fixing all of the skills that still remained bugged af? Warsong not applying to Allies for example
I feel like there is a good balance on the classes right now because I am seeing almost every class but I never see bard anymore don’t you think the nerf was a little harsh
Do you think there is too much gear disparity right now?
when are you going to nerf ranger properly?
How much closer is the "Toxins Master" poison skill? I'm imagining multiple different types of poisons (slow, silence, extra damage) being able to be used with "memory slots"
any ETA on more wizard spells? would love to see more than the current lineup
what are some of your favorite ability/perk ideas for the Monk class so far?
Are there any plans to do a special class of character for an event? Similar to nightmare skin or something? I think ESO did that, so everyone could actually take advantage
I understand the nerfs to bard were essential, but i don't understand why you wouldn't've given them more abilities to make it worth not taking ten spells. especially after the buffs to warlock. is there more abilitys in the works?
When separate attribute strength = durability and damage from the hand for example?
would be cool to have a dungeon that is exlcusivly base gera, just to do loot runs and not get merched by geared players just running through entire lobby, is this a possibilty?
Will there be a focus to lore in future?
How big is it grayson
Can you refund the money you took without giving me my game? I tried everything!
Are u going to balance all classes so there will be no such thing as ranger countering most of melee classes?
We are not satisfied with the current state of balance. There are good points and bad points. I think +2 Attr is a bit excessive. Next time I'll test it with Attr reduced a lot.
The game seems to feel like it is too easy to get gear, which results in needing a wipe too often. Any thoughts on making gear harder to obtain? Maybe not let purples be available in merchants on day 1.
Is it planned in the near future to do a downstairs from Ruins to Crypts so you play next round Crypts and then can decide whether to go extract or Hell? (More stages, Takeshi's Castle style 😎 ) Looking forward!
What is the toughest thing to work around with balancing the game so far?
will adi#itional physical damage ever be removed from everything except weapons and jewelry?
How will the skill tree look.
How will we progress the skill tree,
What are benefits we can expect from the skill tree
Please can we get a p v e map quest mode 4 man teams
How about +weapon damage and +physical power? The damage increase seems to vastly outscale mitigation resulting in 2shot meta.
Is there a plan in place to nerf warlocks? This meta is absurd. 0 reason a barb with 150 health gets 2 tapped before ever being able to get close cause all they do is run and spam the same spell over and over again.
I feel like the 1-14 lobbies have been well received, with some people people really enjoying the game without the need for trading. I was wondering if there had been any thought into splitting the lobbies by trade opt-in, rather than level?
The 1-14 experience would still be exactly the same as it is now, but players can choose to continue playing that way.
• Any thoughts on removing the 15G trading fee or reducing it?
• How is the progress on the Talent system?
• Any way to lower the cost of gear a bit from merchants (especially blues)?
• Are we getting a training/practice room to check gear?
Thank you all for all you do!
Are there going to be any offensive/offensive supportive abilities for Druid? Or purely animal transformations?
The crafting system has been updated and is a really cool way to get legendaries and good blue gear. Will the crafting system keep getting updated each test? if so what do you ahve in mind for it going forwards?
How do you feel about a naked only mode? I’ve suggested this in #suggestion-discussion and I feel that it would have a positive outcome on both parties of the current player base: the new players and the more experienced ones. I feel that this addition would give a safe space for the fresh players to learn the game thoroughly without heavy interruption by good players making new accounts and gearing up quickly. On the other hand, it would allow those experienced players to be able to take a break from these horrendous high roller-seeming lobbies that are lvl15+. I find myself being unable to build up gold in these high lobbies because the economy is gone and we are constantly fighting other geared teams so this would be a nice addition. Make it so that you can’t come in with any but base gear.
Can we get to extract in hell easier? A bit difficult sometimes to extract if you aren't alone
Will there be a perk for rangers to pickup thier own traps they have set?
Dear developers! If you are nerfing rogues so much, probably it is time to be a little bit fair to that class?
I mean probably it is time to REMOVE DEBUFF that all rogues have with their buff/debuff durations? Don't you think it would be fair?
Could you please add a proper auction house... i just want to spend 5 minutes getting gear instead of an hour.
Will you add new spells to the wizards?
will you implement matchmaking mmr? I hope not..
Could you please obliterate the multi simultaneous waiting lobbies? If not, why is it a thing?
I'm kinda tired of playing 7/18 highrolls while I know damn right that there are at least 4 other lobbies just as empty going at THE SAME TIME. Wouldn't it be better to fill a lobby than go to the next one? It would reduce the queue times and solve the half empty lobbies problem.
What are your thoughts on creating a practice arena?
So will you nerf all atts this playtest? Do you guys just coin flip changes or what
Ranged damage is very powerful in this game system. Mostly it is not fun to play against a ranger with a white longbow that does 80% of your healthbar with 3 body shots while wearing full blues or above on a warlock. Crossbows also seem overtuned, doing 80+ bodyshot with just a purple one with a few buffs. My team has mostly only died to longbow and crossbow, and it would be fine but it feels like it has no counterplay. I don't get frustrated if somebody ducks my headshot in melee combat, or is playing a corner well against my spell casts, and i die because of it. But getting headshot across a room (for example a ranger sitting on top of the big circle treasure room that used to be high roller exclusive) and it either doing 80% of my health if it's a longbow or 100% if it's a crossbow does not feel good. Are there any changes in the works for those 2 weapons, Longbow and Crossbow?
Is giving Ranger nature magic still something you guys are wanting to do?
Do you plan on having equipment be soulbound so once equipped it can no longer be unequipped, even after death?
Are there any thoughts of adding a default or naked only dungeon? Something where you go in with very limited gear and the dungeon has more gear spawns than sellables
Will ranger always be the perfect counter to any ranged combatant?
There‘s much confusion with luck and when it applies. Last hit of the mob or the first person to loot? Unchained Harmony of the bard or looting directly? does it work with breakable lootabls? Do you mind clearing things up in that regard or do you want this to be unclear?
Do you have any more ways of reducing the need for another player when transfering stash items? Stashes don't have enough space and everyone transfers to their friends. Will we possibly have shared stashes or an option to transfer gear to another character for a fee similar to how trade currently works?
Because only through lots of testing and tweaking can we learn on our own. Content is also viewed as important. However, because there was still a lack of manpower, the people who were supposed to do that work were stuck responding to emergency situations from the beginning of the EA launch.
Okay everyone @solid sentinel has already started answering some, so if you missed them just check his message history.
From now you will be able to easily see them here.
Thanks for participating!
Movement speed is the strongest factor in this game. Being faster than necessary is not what I want. We are trying to find a reasonable maximum level.
This is content that has been long overdue. We also want to develop it quickly. It's still difficult to say exactly when it will be released.
The race most discussed internally was Lizard man. However, it is being postponed due to difficulties in implementation. It may not be Lizard man, but if possible, we would like to introduce a new race within October.
😅
The attempt at Patch #1 was meaningful and worked as expected. TTK was a little longer than I expected due to the increased defense available from base gear. We will continue to look for appropriate points.
We always respect the time players invest, so we didn't want to mess with the gear they had previously acquired. However, because it actually interferes with securing test data, from now on, we plan to change all existing legacy items and existing items in line with future updates.
This part can be interpreted very differently depending on the player. Unfortunately, Some gear gap is inevitable in games of this genre. However, we do not intend to make gear gaps solve everything.
I want to make the next leaderboard a feature that everyone can enjoy, not just the few people at the top.
Yes. However, it is still in the early stages of conception. This is because after seeing the progress of the game after EA, several thoughts changed.
I'll leave it up to the players to check this. Sorry.
There will be no simple rollback. We will repeat up and down to find the right point.
I have a lot of thoughts on this, but it's still too early to get there. We are also ordinary people with no special abilities and cannot turn too many knobs at the same time.
We don't want everyone fighting at the same gear level. That's an area that other good PVP games already do well.
I think it would be fun, but we haven't decided yet.
It's a quest. The quest is currently in the implementation phase.
Warlock is still "Work in progress". And due to its synergy with Magical Healing, it is currently a bit stronger. Still, we are seeing that it is playing as we expected.
Yes. We are currently working hard on production.
Our level development focuses on refining existing dungeons and creating new concept dungeons. It's still too early to develop deeper levels.
We know that Rangers are powerful. But nerfs are just a tool to use when needed, not a goal.
We will be able to return to Steam when all the problems surrounding us are resolved.
We don't want characters to refresh too easily after intense battles. We will be testing several more directions in the future. I just want to make sure it doesn't go to the level of discomfort.
At this point, it is difficult to provide data like the previous alpha test. This is because it takes time to refine raw data. However, the direction we always pursue is to one day allow players to see similar data as before.
The current status is temporary. I would like to think more deeply about this part. For the time being, there will be only simple changes.
😮
It's not 100% where we want to be, but it's not too far from where we want to be either. We confirmed the minimum line through Patch #1. We are currently checking the maximum line. And the leaderboards will change significantly before launch. Sorry for the constant changes, but we will try to avoid making any adjustments after the leaderboard launches. At that time, only the classes will be adjusted slightly if necessary.
Magic Lock is already implemented, but due to some issues it was not included in Patch #1. and Explosion will come. There are many other ideas, but I will finish the Warlock first.
We have no intention of removing the Karma system as we intend to link it with other systems. Please play with it for fun for a while.
There will be balance adjustments.
Not yet.
We're adding a new boss to the Goblin Cave, and a high roller version of the Warlord will appear.
👍
I think it's good in terms of fun. Balance adjustments are needed.
A TTK that is too slow doesn't provide opportunities for comebacks, so it's not the direction we want. On the other hand, a TTK that is too fast (one-tap) leads to getting killed before you can even react, and that's also not the direction we desire. We are currently focused on finding the right balance, and we believe we will soon reach that point.
Once the Work in progress tag is removed from the Warlock, the development of the Druid will begin.
Stash extensions will be available. We plan to provide it in a variety of ways, and one of our current specific plans is to connect with Quest.
Unfortunately, there are currently no plans for a PVE-only map. It would be fun to hold a limited-time event in the future. But there has been no discussion about this.
Magic Staff😅
I don't know much about other people, so I'll just talk about myself. I always play for about 3-4 hours on Fridays and Saturdays from 10pm to 1-2am. I enjoyed playing PUBG before the Dark and Darker early access service, and am currently playing Dark and Darker during that time.
It will take a little more time because it is deeply connected to balance.
We know the arrow's hit slow is a bit strong.
We were very focused on this right befure launch because we had a hard time with the 5th alpha test. It will be impossible for us to completely stop them. However, our goal is to have as little influence on good players as possible, and we seem to be achieving it to some extent. In particular, we focused on being able to defend with maximum efficiency with a small number of personnel. They won't stop, but neither will we.
There seems to have been some success in making the ruins an attractive place to visit. we'll think about it a little more next time.
Our CDN needs some improvement. We are trying to improve.
That must be a really scary boss 😅
Craft items are still in their infancy stages. We will be careful about adjusting the numbers, however because they are named we might add some fun minor abilities to them.
Our goal is for items to be valuable enough to be desirable, but without causing too much tier disruption due to item gaps. This has some inconsistencies and not everyone will be satisfied. In the end we will stand on whatever line we deem appropriate.
We are considering what types of queues the new concept map will support.
It's still quite far away.
I hope to start development within this year.
It will be fun.
Yes. Normally that would be.
I agree that it is a bit strong.
Yes. It is in the concept stage and we are willing to take on the challenge.
The crystal ball, spell book, and magic staff are all specifically designed. This will be the next addition.
🤔
We are considering a similar system. Anyway, I want everyone to participate and I want to make it meaningful to everyone.
There is nothing special at the moment.
This is necessary.
Nothing has been decided yet.
That is also one of the things we want to do.
We will continue to make adjustments.
There is a rusty door on the High Roller.
We analyze the data the same way we did during previous playtests. There is no separate data analysis expert.
We must always be honest, so let me tell you, we did not make changes based on data this time.
Of course, we don't always look at the data and make adjustments. Because only looking at data has many pitfalls, playing ourselves and observing what other players do is also a method we often use.
In Patch #1, we could quickly confirm that TTK had increased sufficiently as we intended. However, TTK went a bit further than we wanted, so we decided that if we left the game like this, it would soon become boring.
The day we ran Hotfix #14 was on the day of Chuseok, one of Korea's biggest holidays, and we knew that after this patch we wouldn't be able to patch again for a while due to the back-to-back holidays.
Therefore, there were some hasty changes made in order to secure the desired content before starting the leaderboard.
As previously answered, there will be another change and we will converge somewhere in the middle.
This was a bit of a hasty change, and I sincerely apologize for any inconvenience it may have caused players.
Next time we will have sufficient time and explanation.
😅
Nothing has been decided for sure yet. We'll have our druids play a variety of rolls.
I don't really care because there are always good times and bad times. It's better than doing nothing.
There are no thoughts yet on shared stash between accounts.
We have some interesting ideas, but we're still a ways off.
Let's hope the people in charge come up with some fun events.
I already tested this and it was good. I know that various +damages and attack speeds can destroy balance. In the future, once we find the right line, we won't abuse it too much. However, I don't want to create a boring game by pursuing an unattainable fantasy of perfect balance.
Creating an acrobatic Rogue is one of the goals.
Since there have been many answers related to random modifiers, I will omit them. Currently, we are intentionally trying to supply many luxury items to the market. We are examining whether the stress of death can be sufficiently reduced, whether the problem of taking a lot of time to prepare due to the nature of the trading system can be solved, how such a game feels like, and how long it can last.
We plan to remove all legacy items in the next hotfix. And I don't plan on creating legacy items.
Still waiting for the quiver.
From what I remember, it affects overall damage rather than damage per tick.
Once the Floor Matchmaking System is complete, it will be tested.
We plan to complete and present the Quest within at least two months. Training will begin after we establish the appropriate balance line.
Well, it may be possible in the future, but I don't think we can afford it now. We made a Halloween-style longsword skin last year as a test, but we never used it.
Well, at this point we don't know. It is not yet stable enough to develop with long-term plans. We are still busy solving new problems that arise every day.
These things are positive because that make players happy.
I'll keep this a secret for now.
Yes. Sending geared players to HR is one of the things we'd really like to do. We'll focus on that soon.
We are positive about blue light, but we are thinking about ways to reduce eye fatigue.
There are various concerns about this.
Barbarian is currently a bit strong. However, it is not the Barbarian self that is the problem, but rather the items and buffs that eliminate his shortcomings. It will be adjusted. I hope there will always be various combinations.
At least within the team I am interested in it. But I don't want to throw newbies at veteran adventurers without any preparation.
It's just a misunderstanding due to coincidence. This is an expanded interpretation that combines the response from our official account manager and what I said directly to the streamer.
We answer every player DM we can, so this special connection between developer and streamer does not exist.
We share this connection with as many people as we can.
And similarly, we won't blindly follow community or player base messages.
Then you end up making a game that isn't anyone's game, and that's what I hate the most.
Of course, listening to people's opinions is important and we learn a lot from it. It just means we don't follow it blindly.
I'm thinking about this.
Cyclops, who lives in the goblin cave, is the next target of production. And for your enjoyment, I will reveal one image of the new level concept. New levels always come with concerns about new styles of PVP and PVE. Because we don't intend to simply create levels that give the same experience. However, there is no guarantee that it will be made like this 😅
Console is one of the goals we definitely want to achieve.
It's no longer an experiment. I hope there are adventures you can have even when you can't get all your friends together.
It's been a while since I've seen it, so I don't really remember. It must have been 74. However, I believe you will realize that there are various calculation methods and standards.
As mentioned earlier, this is a test to oversupply the market with items.
Thank you. This is a message that always gives us strength.
We are developing a death cam. We will make it easier to report.
I think we need it.
We're not going to change the style right away. There will come a day when we will adjust some unused Perks and Skills across classes.
It may change for the better, but trading functionality will never go away.
There will be healing.
Improving AI is something we want to do, but we don't have enough people in charge.
You will be able to receive technical support by sending the Blacksmith log through the Blacksmith launcher support in the support ticket system on the official homepage. It's a bit slow due to lack of manpower. We apologize for any inconvenience caused.
Yes. Personally, I don't play leaderboards like this. This was a temporary leaderboard for a testing period and we kept it this way because we didn't have room for development. We plan to improve next season.
For the Training System, it is necessary to first balance the Perk/Skill numbers of all classes, so additions/deletions may occur.
It will take some time, but we will look into this internally. Thank you for specifying the version.
The current system is inconvenient and time-consuming. We won't change everything, but we will continue to think about ways to improve. However, as we always said, there are no plans for an auction house or anything like that yet.
Too much has happened. Delivering the game to players was the biggest challenge. We didn't do it perfectly, but we got it there in the end. I'm happy now that you can discuss the content and direction of the game.
We plan to continue adding various dungeons.
It will be changed to an appropriate level. It's a bit excessive now.
We don't intend to make gear an all-rounder, but we also don't intend to make it not worth getting.
Providing an environment where players can play the game stably and expanding the development team to provide more features and content.
I think it will be a monk.
I'm planning it. However, there is currently no physical space for people to sit in the company.
I am thinking about this. Slowing down the tempo is meaningless if it sacrifices fun and causes inconvenience.
We've made it possible to craft potions via herbs, but we haven't fully tested it yet, so we haven't made it public.
I also think this is natural.
I think the previous answer is sufficient.
Well. I don't know What we can say is that we are always progressing at full speed.
Not yet. I'd like to try making a fishing rod sometime.
We don't know. Anyway, we are constantly receiving DDoS attacks. If you cannot log in to the game or access the website, please understand that a DDoS attack has begun.
This is what I was focusing on right up until I started this Q&A.
We are continuously working to increase our defense efficiency against cheaters. Pre-Teaming is also a serious problem for us, so I think we need to create a system to detect teaming in advance. It will take some time.
This was intentional and something we knew from very distant playtests. This will be adjusted to some extent. But I don't want it to go away completely.
This is something we haven't paid attention to yet. Still, it's fun.
It was a fate that would occur when there was more than one class that could be supported. It has to be adjusted.
Yes. It's a work in progress.
Not decided yet.
There are plans to build an arena, although it's still in the early stages of planning.
The goal is to make as many rolls as possible.
Over-nerfed skills/spells will return with appropriate adjustments in the near future. In terms of balance, we are considering this as something to work on after adjusting the items.
Wow. There are so many questions we've been asked. I think I forgot how many people there are in the community. Thank you for your encouragement. I'll answer after some break time. 🙂
We are also aware of the intermittent and sometimes frequent occurrence of rubber banding and are working to fix it.
There are no plans yet for its continued existence. It may change depending on the situation.
At the current moment, it would be quite challenging to provide an answer to this.
We are thinking about limiting the quantity of healing items that can be possessed and entered into the dungeon.
This will be fixed. The description does not correspond to the new system.
Bard's adjustments are not yet over.
We also have a lot of concerns about this.
Although it is intentional that Poor-rated items do not appear at this time, it is likely that this will be changed to allow them to appear again.
Sounds fun.
We plan to proceed with this once work related to item balance is sorted out.
There are no plans yet.
Unfortunately, there are no such plans yet. The priority is to focus on making the current game well.
Bards are still powerful in certain areas.
To be clear, the white area we internally call the Primary modifier is narrow and the random modifier we call the Secondary modifier is large.
we have a few ideas for the Nightmare Skeleton skin. It will be available in the future.
Some work has been done on Lore, but it will take some time to apply it to the game.
We will look deeper into this in the future.
When the Floor Matchmaking system is implemented, we plan to make it possible to play Ruins, Crypts, and Infernos at once, and immediately skip down to floors you don't want. I'm very interested in whether this works as expected.
We need sufficient data and real experience. We are sorry that players are experiencing some confusion because of this.
At this stage, the training system is mainly related to perk and skill selection and leveling. By my standards, you are currently playing with all Perks and Skills at max level. However, this is not final and may change.
The hunting loot currently being dropped by monsters was created for crafting and quests. More will continue to be added in the future.
Unfortunately, This is not yet a consideration.
I don't have any plans yet, but I completely agree that the time burden and inconvenience should be reduced.
There are no plans yet for general dungeons.
We have taken these measures to prevent teaming in advance. I too am aware of the problem. I hope more players go to High Roller. Once we've solved the problem at hand, we'll focus on that.
As a player, I really like it. I've spent a lot of time in Practice mode in other games. But I don't know if we will implement it.
Yes. That's still an area of interest. I don't know if it will actually be implemented.
The intent is to be a counter to the caster.
I'll leave it unclear at this point. All in-game description text should be adjusted correctly. We will start working on this very soon and hope to be able to communicate many things more clearly.
As many of you know, English is not my main language, so it takes quite a while to check and answer all the questions I receive in just 15 minutes. Thank you for your understanding. If there were duplicate questions, questions that were difficult to answer, or questions that I did not understand correctly, I displayed an emote and passed them on. Next time, I will choose a method that is more suited to the current community scale.
We know many of you are disappointed with this hotfix #14. We are not perfect and we may make mistakes sometimes. We ask for your understanding.
We cannot say that we can always make the right choice, but we can promise that we will not stop and constantly strive to find a good direction.
Thank you for enjoying the game so passionately even though it is not yet complete!
Thanks to everyone who asked questions during the Q/A!
Our awesome Warden @high socket made this to consolidate the information 
https://docs.google.com/document/d/1-x3yAn_9q0XwDb9TMxAgWXfVaKkuo4AsSZ8wbUOLuHA/edit
Dark and Darker DiscordQ&A with Ironmace Dev. SDFEntire Q&A click here! Q: When will the Ruins duo map gain a High Roller variant? A: The Duo map is still in testing and we haven't decided what direction it will take yet. Q: Are you planning on implementing guaranteed extracts like in...
October 19th Official Discord Q&A
https://docs.google.com/document/d/1HrFdCBAy5GtzSkM7Hy0_EE0YBGiq1w0ywQEh2DOs_wU/edit?usp=sharing
Dark and Darker DiscordQ&A with Ironmace Dev. SDFEntire Q&A click here! Q: y'all gonna remove the negative reactions to the announcement just like you did last time? Or are people allowed to react negatively to announcements now? A: As far as I know we have never removed anything like t...
Onepeg November 14th Dev Q&A
Summarized by @subtle musk
https://docs.google.com/document/d/1ib_nx0aGpsqiS77b_LNBWXY7JqNqtrTYt5AzHAkwHn4/edit
“In our original pitch to investors being able to maintain over 3000 concurrent players was the pipe dream goal” (implying that unless the game dips below that they won't need to take drastic action by diverting development resources) “Patch 2 AKA Full wipe” is coming around the 22nd GMT (timezo...
https://docs.google.com/document/d/1D5QHZrHfOXbEEu9-2CcPGIXIvQtxbciG-swU5Kw9eGI/edit?usp=sharing
CompleteQ&A transcript by @sly condor
https://docs.google.com/document/d/10fKTq06vyPw3KD6FDgCB5zWu3sbFec84CxRO7l79srM/edit?usp=sharing
Portuguese Translation by @vernal loom and @trim turret
CEO da Ironmace Games fala sobre a GRANDE atualização de conteúdo de Novembro Transcrito feito com ❤️ por Warden NessiTradução feita por Warzinhuw & revisada por Razhor OnePeg: Em termos do lançamento do jogo até agora, como você acha que as coisas estão indo? O que você aprendeu? Quais fora...
1/4/2024 Developer Podcast Interview transcript by @lofty ridge and @sly condor
https://docs.google.com/document/d/1LqgFH1WuisLL07nsBrIycHq_99gsV9V4xNCIrX3mhp0/edit?usp=sharing
1/4/2024 Developer Podcast Interview transcript(PT-BR) by @trim turret
https://docs.google.com/document/d/1zNrzdhaamU-84cFrL6KYGoye_5sYpIke/edit?usp=sharing&ouid=100591195388597719001&rtpof=true&sd=true
July 26th sdf's appearance in JayGriffyuh's stream summary by @rain cape, @open anchor and @young marsh https://docs.google.com/document/d/1cSHE96iXLJDGVyXgzCMd6N8Y1v9jDqZeXPjVzWVeMMQ/edit
All information here is a summary of a Q&A session SDF participated in, inside of Jaygriffyuh’s twitch chat on July 26th. Summary provided by Phantom_Banshee. SDF enjoys ranged meta but says it doesn't work for the game because players don't enjoy it. The rushed structure of dark and darker t...
As always, my response will be a little slow. And although my English has improved a lot, it is still not good enough, so please understand that misunderstandings may occur.
Barb ranged weapon when?
Have you considered revising or updating the older classes?
will longsword parry get nerfed?
Is there a plan for a more in depth antiCheat? There is a lot of ESPers looking at people through walls
Any plans for additional damage spells for cleric to make solo caster more viable
what is the plan for arena, right now its all risk no reward
@solid sentinel is Druid mobility being adjusted/lowered a focus for the team?
does luck apply to chests opened via unchained harmony?
When will you add dwarf race?
Why is solos much more unbalanced than duos/trios? Classes like druid have infinite resets, which are the core of the game. It is unfair.
@solid sentinel thoughts on the current state of rogue?
any plans for bigger variety of gear for wizard? (hats, weapons, etc..)
Any plans to tweak arena? Mob density, looting, incentive for winning, ranked, etc
Have you considered removing map rotation?
When is rouge going to add parkour? or new perks
One of the largest concerns is rampant cheating. Do you have plans for a more effective anticheat, maybe at the kernel level, or leveraging a third party anticheat company software?
has class attached perks been worked on yet. For example crush being built into barbarian
how're you feeling about sorc right now? when do you expect the class to be playable?
Hey SDF and team!
Thanks for giving us this Q&A!
The current meta of DaD feels a lot like a chase and kite, kite and chase meta. Range is supreme no matter what class you are. However that makes me feel like melee based classes struggle to keep up with their ranged counterparts. Its hard to close the gap without getting spaced by doors and max movespeed builds.
Does the IM team recognize this? Is there anything IM is working on to try and make the pvp combat of the game more dimensional then the current meta?
@solid sentinel You said you've played the game quite a bit recently, what are your overall thoughts?
Any chance of ruins and crypts being their own separate maps?
When will ranged attack gameplay be worked on
Does the dev team plan on fixing the Druid shifting bug when using it many times?
When are you bringing back merging from blacksmith to steam? My pc is struggling with blacksmith
when will we get wands for casters
Can current classes be finished before the next class releases please? Having multiple unfinished classes doesn't feel good
is rondel fighter going to get looked at cause that's the optimal way to melee at the moment...
There are many concerns regarding this. Because I want to completely change the paradigm of game combat. However, we have been preparing Bolas for a long time.
Will we be able to take items without the "found by me" status in raid, once we get them out, can the "found by me" status then be applied? I feel like quest loot and other loot could be used, tarkov has a similar function.
With the love ruins has received, crypts and even inferno feels outdated (verticality of the modules, secret doors, passages with encounters, etc.). Are there any plans on giving these maps an overhaul like the one ruins received?
Hello!
Are there pans or thoughts around reworking skills on classes that are never taken?
SDF, Plans to address the hyper druid movement?
I also would like to know about this
Does druid fufill the role that you intended it to have, Currently i feel like druid is in a place that doesnt really have an identity, im wondering how you guys feel about druid
I'd be very curious to hear your thoughts on the current bhopping epidemic.
When are the promised balance changes going to occur? The dev team seems to be tweaking things that people aren’t concerned about. Arena seems to be rushed and very unsatisfactory. Overall, the content seems bland and we haven’t really gotten to see the game evolve past Rondel fighter, Cleric (backline or double abilities), BOC phantomize warlock, and Druid hyper movement. All of those seem to be against your vision but yet you all ignore them every patch. How will you address this?
Do you have plans to buff loot from subbosses? Or give more variations of special wraiths or champions that encourage players to go after them?
I also have a suggestion where you have to clear a certain portion of your starting module before being able to leave it to prevent spawn rushing
delete bhop please. thanks
why is it that in a game about finding loot the best option is not wearing chest and helmet? armor needs to be buffed and running around naked needs to be penalized more
Chance at Katana type weapon? Would love a 2handed option for rogue/maybe bard
Will you manage to fix desync ?
Are there plans to nerf goblin merchant, and buff in game loot? BIS loot shouldn’t be able to be farmed without going in game.
Druid bear form needs a nerf ? fast
@solid sentinel what’s the future of the map queue/matchmaking system?
This is something I consider every time I try to do a balance patch, but I haven't done it right yet. Giving new abilities to existing classes and replacing or buffing underused abilities is something we're always interested in.
What about revisiting the old classes before creating more new ones? New classes are making things trivial like healing, just toss a couple curses on something and move on, damage did not matter, positioning doesn’t matter for Druid since chicken panther jump, it seems with each new class we make something trivial
demon buff pls 
Why don't you guys use Timed parrying
When are you guys going to buff rogue
Thoughts on allowing reds to open before blues? Maybe close after a short window?
Are you actively using arena stats to balance the game? Do you find the data is representative from stats from normal dungeon crawling?
can you give us a peek on the sorcerer ?
Will sorcerer remove perks/spells from Wizard to be put onto Sorcerer?
Full plate armor, long range melee weapons, throwing axes, bow, crossbow, sprint, self heal - When will fighter get balanced?
Are we going to get an update today?
Any plans on letting player skip Crypts for e.g. if he is alone on the map and go straight to inferno?
Will expressman ever change to stay open for at least 30 seconds after the last person has entered the down portal?
Could we expect to see a Quality Of Life Changes update soon? Stuff that would make the game better for 100% of the playerbase and not just a specific class or playstyle?
things like
- fix Broken or Buggy Ladders
- Expressman doesn't have a buy all button
- Auto-Search Market listing items
- After letting go of Left Click i always swing my weapon an extra time
- Spectating isnt accurate enough, defining if someone is cheating is nearly impossible by spectating
- Hunting Traps should be owned by the player who placed them, the way fire from a fire bottle is owned by the player who threw it.
- Toggle Mute for Voice chat
- Practice location, to test out our builds with no penalty to dying
- Stash Searching with item Highlighting
will we see hunting trap rework or change?
Pve mode when ?!
Thoughts on current state of Ranger? Personally I feel he is a bit underwhelming in trios even though he can deal alot of damage in theory.
can I find out how the selection of players works, there are suggestions that people with a high rating are launched with the same ones, like 300+ plays with 300+, or works the old-fashioned way, 125 may get caught with 300, for example
Could you consider giving cleric some new stuff? like spells and perks, as the class has been very neglected in terms of content. Thank you sdf!❤️
When the lamps are on memory capacity, will magic damage make sense?
Hey SDF, are you excited about anything in today's update?
@solid sentinel how would you explain the fact that rogue's double jump got gutted last time we had ruins map, but now druids can triple jump across the whole modules on the same map. what are your plans in this direction
When is the new social space coming?
Do you think buff ball in HR trios is a problem? And if so is there any changes coming to fix it?
Will you display ingame statistics in future as it was in Playtests? Maybe like pickrate of classes etc. And why you don't show it right now
Why does Ranger get 14+ traps they can take every game that are free kills on even geared players, but Rogue has limited Smoke Pot, limited Caltrops, and has to take perks to be able to lockpick.
Why is Longsword able to parry even after you get hit, then you just need to connect the blade with the attack, and you still get a parry.
Why is Druid able to shape shift instantly and infinitely? Makes the class immune to death.
Why does Warlock Phantomize not have limits like Fighter's Second Wind when it is the superior skill.
Why is Bard the best class in the game, in any situation, even solo, being able to 3-shot a Barbarian with 180hp with a Rapier, isn't it supposed to be a support team class?
@solid sentinel
Speaking in terms of the Warlock, it's been discussed that vision for the class is a debuff/dispell class. What should we expect to see for as a team player warlock? One suggestion I heard from someone is having curse of pain deal damage based on how many curses/stacks you have on an opponent, along with more in-depth debuffs.
- The ability to stack curse of weakness would be great, but having it at -10% all attribute at one stack, and stackable up to 50%.
- A PDR/MDR curse would be great, stuff that deals indirect damage but can help your team.
yea if we can descend faster then that might make three-layer system less annoying for questing deep down
I assume it is in the works, but the watchman, can we please be able to right click items into his screen in dungeon and out of dungeon can we get a claim all loot button.
Thank you for all you guys do ❤️
- there is an awful lot of "meta" around bard and pdf fighter running rondel dagger and pdf fighters running crystal sword due to how much damage output they have. Will this get adjusted?
- druids and their mobility still seem to be a problem, especially bear druid with late game gear, will this be adjusted?
- people still feel like warlock is a bit too strong with all of their stat points available to them with the gear selection between plate spec and warlock specific gear. Also curse spam + phantomize has the same problems druid does for meta with "getting away". Strength stacking seems to be a bit too strong with power of sacrifice on warlock. will this be adjusted?
- is the focus for leaderboard still going to be on mini-boss and boss kills + large treasure chests and pvp kills or will there be other ways to earn points?
Regarding anti-cheat, it is not easy to tell you in detail because the cheat maker group can get hints. We are trying to introduce better methods. In particular, we are trying to create a structure that can handle as many as possible with a small number of people.
Also, we are continuously thinking about ways to reduce cheaters' motivation from a game design perspective before functional defense through anti-cheat. we're sorry we couldn't get it done faster.
Any plans on adjustments being made to the longsword? Parry hitboxes, low hitslow, M1 being not very strong?
Weapon hasn't been adjusted since December of 2023
Will arena spectate get changed? Currently there's no way to report cheaters and it would be nice to see the opponents gear/health after the match.
@solid sentinel instead of nerfing rondel crystal sword somehow nerf the classes that abuse it?
Will the Wyvern Egg have a craft?
Sdf, do you have plans to add new types of chests? Everyone loved the addition of Small Coffers last wipe, and currently looting chests is an inefficient way to find loot. Have you considered adding chests that give specific types of loot? (Example: a weapon chest, a bow chest, a potion chest)
@solid sentinel I hope you are doing well brother, for all the complaints that you may see just know that this is the best game I’ve played. I think y’all do a lot of good work, and I can’t wait to see how much more the game grows
Can you PLEASE remove rondel dagger for all classes except rogue 🙂 also dlt druid ty
Does Unchained Harmony work with luck? Or do i have to Lock Pick the chest?
More reposte mechanics plx?
Paladin when?
Can we get crafts for all weapons? I am having a lot of fun in the arena and id love to be able to try every weapon. Also i love the arming sword, i dont want to play with a falchion, thats for noobs
Will more depth to melee weapons be added, like giving a riposte to weapons that can block? Doesn't need to be like boosted damage with the longsword riposte, like quarterstaff could knock enemies back with it's riposte?
The channel is now closed and sdf will keep answering as many questions as possible. Thank you! 
I have a lot of concerns about gear brackets. I haven't come to a conclusion yet, so it's hard for me to say.
I think gear brackets are like a band-aid that was created by interlocking various situations. My original vision was a world where gear brackets weren't needed.
For the time being, rather than rushing to address this issue, I will think more deeply with the team about more fundamental issues.
We have a strong desire to provide more diverse abilities to all existing classes, and we are significantly adjusting our development priorities to focus on class development work like this.
The current Arena is a very early stage test version aimed at ensuring that the Arena game cycle guarantees a minimum level of fun. We have confirmed the minimum level of fun and will adjust or further develop various parts to make it an Arena that well represents the characteristics of Dark and Darker in the future.
This is completely intentional and will remain as the characteristic and strength of the Druid.
Having serviced this game for over a year, we have thought a lot about the direction in which PVP and classes should go in various directions. In the future, we plan to design in a way that brings out the strengths of each class a little more.
As I have always said, I believe that this game should be able to support 1v3 and I am not satisfied because it is not in that state at the moment. I will tell you my thoughts separately regarding this.
This should work, and if it doesn't it's a bug. But on the other hand, I think it's probably better if it doesn't work because Unchained Harmony is so good.
This is why we haven't removed the ability of the Race that carries the risk of P2W. We will test on the short races by experimenting with Goblins first before going to Dwarves. We will also continue to be vigilant and correct mistakes if we make them in the future.
For your information, I'm not saying P2W is bad. Games like that exist and are fun in their own way. I'm just saying that I know full well that it's not what you expect from this game.
We all know that class balance in a class-based game is impossible. But yes, there should definitely be ways for other classes to counter Druids.
More ultimately, I think every class should have enough means to counter every situation in their own way. I think people are always the most frustrated when there is no counter, and that is something we will be focusing on in future class development.
Rogue is connected to many parts of the game, so it is not easy to summarize in one word, but I will say it anyway.
I understand that the current state of the game is that pressing the Play button is very heavy. It is also a characteristic of this genre, but the penalty for dying is so great that you have to wear a headset and play with full concentration, so entering the dungeon is basically burdensome. Of course, it may not apply to hardcore players. In any case, I have plans to improve this across the board.
Rogue is a class that is comfortable to choose in the above situation because it has very high survivability due to its fast movement speed and interaction speed, and because of that, it has traditionally had a high pick rate.
And when Rogue could inflict explosive damage, it showed a very strong aspect in the play we call Landmine due to the nature of the ability granted, and it was not easy for other classes to respond.
Also, hyena-like play that only searches for the corpses of victims while other players fight is popular these days. Korean players call this "Crows", and we call it that within our team as well.
In short, Rogue is a class optimized for low-risk, high-return and has been loved for a long time.
The problem is that there has been a lack of various countermeasures for Rogue's various low-risk plays for a long time in other classes. One way would have been to completely rework the Rogue, but since I didn't want to give up some of my vision for the class, I decided it would be better to give it more counterplay against other classes.
I know this may be a disappointing answer, but since I didn't have a schedule to focus on those methods right away, I had no choice but to lower Rogue's attack power in order to reduce its pick rate, which led to its current ambiguous position.
I hope Rogue will appear in various places in dungeons like Alien or Spiderman, climbing walls. Of course, after other classes are given sufficient countermeasures. I also want to see top-tier Rogue players being intelligent in 3v3.
As I said before, I will focus more on structural improvements to dungeons and rules for the time being, as well as the development of classes and combat systems, so I will try to improve along with them.
We're always interested in adding more weapons and armor, but I also feel that it's not easy to create different personalities for the various pieces of equipment that are being added.
Here are my thoughts on the arena.
The arena I wanted to create was one where the play in each round would affect the next round. I thought about it deeply in the beginning, but I came to the conclusion that thinking deeply about it without a playable field would likely end up as a desk theory. We don't really like to develop only in theory without playing it ourselves when developing, and we prefer to develop it while playing. That's why we decided to first create a playable arena that guarantees a minimum level of fun.
In the future, we will think deeply about the form in which changes between rounds affect the entire game, like the original vision, and try various tests.
I understand that you feel annoyed by monsters, but at least in my thoughts so far, monsters should exist as variables. However, I don't think they should have too much of an effect or become inconvenient like they are now. Regarding monsters, the first thing I want to experiment with is permanent death of monsters that leads to the next round.
I had various concerns regarding looting. What should you get, what should it mean, should it affect the current game, etc. We haven't finished researching these yet and will be looking at more ideas.
For now, we will focus on MMR-based matchmaking and rank system. My concern regarding this is whether we should separate pre-made teams and random matchmaking teams for more accurate MMR. We all know that it is good to separate them, but we also all know that it is not good to have a split matchmaking pool.
Please check the updates that will be coming up gradually regarding this.
It's always been my wish, but it's not the time yet. I have some ideas for this and I'm going to experiment with them. I'll answer them when someone asks about 3 Layer maps.
I'll replace it with the answer to Rogue above.
I won't go into detail about this so as not to give the other side room to respond in advance, but I can tell you that we are very interested in the questions you asked. In particular, we recognize that cheating is the biggest problem that ruins the experience of this game. I'm worried that there will be a strong backlash from players when we enter the kernel level.
Things like passives aren't even on the table yet.
Slow but steady progress. I saw a character casting both hands separately the day before yesterday. I hope to release a Working in Progress version within this season, but at the latest, I hope to start next season.
However, I am tired of releasing something in a low-quality state just to meet a schedule, so we will now take a more relaxed stance regarding the schedule. Regardless of the passage of time, we will continue to break pottery that we do not like.
I am very aware of this and have a big concern about it. In particular, chasing enemies with bare hands and then watching them get further and further away as soon as you pull out your weapon is not a good experience.
In particular, things like this make our game harder in areas that are not visible, making it harder for new players to learn how to play the game well.
It may be better for everyone to have a very fast movement speed, or it may be better to have a fixed movement speed for each role, like in modern class-based games.
When you asked me about bunny hopping before, I misunderstood it and answered. Now I know exactly what it is, and it is not intended to reduce the movement speed penalty by jumping. This needs to be fixed.
We plan to experiment with the movement speed meta in the future to determine the direction. I will share more information when it becomes clearer.
Overall, the current game is fun and has endless possibilities. First of all, I start playing the game at 10 PM on Friday and Saturday nights, and once I start, I usually can't stop until 2-3 AM. However, I can't say only good things, so let's talk about the parts that I really want to fix.
There are various classes of players in the current game. It's really complicated, with divisions based on play time and skill level.
I'm trying to understand the players in each area, so when I see feedback from each player, I try to figure out which group they belong to first.
However, instead of explaining all of these things in detail, I'll explain the parts of the game that I feel I want to improve through one example.
One of the problems that I currently recognize as the most important thing I want to improve in this game is that it's hard to enjoy the game when there are players in the party who aren't good at the game.
To explain more, this game is so risky that when a low-skill player plays with a high-skill player and the game results in a bad outcome, both types of players become stressed, making it difficult for the low-skill player to stay in the game due to guilt, and making the high-skill player reluctant to play with the low-skill player.
Many team-based games have this problem, but I think each game has its own unique solution.
I'm trying to solve this problem in two ways: increasing the survival rate of low-skill players and making it possible for high-skill players to 1v3.
I think players who don't want to fight should be able to escape from the dungeon relatively easily in combat situations. In the process, I hope they will gradually get used to the dungeon and feel the fun of collecting resources. Finally, I hope they will become more daring and jump into combat situations when they want to fight, and only then will they die from PVP.
Also, high-skill players should be able to overcome crisis situations with their skills and turn the situation around. It's possible now, but it's relatively difficult to achieve the conditions, and it's very difficult for certain classes to do so.
Yes. We have identified and are working on a fix for the issue of frame drops occurring when continuously transforming. If possible, we would like to have it fixed in the upcoming Hotfix #66. If we are unable to meet the schedule, it will be fixed in Hotfix #67.
We are working on this feature. We will not support multi-platform to facilitate the normal form of sales (like DLC), but we will continue to support Blacksmith buyers who did not have a choice on other major platforms in the past to move there.
This has been mentioned for a long time and has been worked on quite a bit, but it's not quite finished yet. It's also a low priority and hasn't received much development time.
Unfortunately, that's not possible, but we'll try.
The Weapon Mastery penalty was removed to allow Fighters to use powerful bows, as they had fewer options to counter magic users, but things seem to have changed somewhat now.
Unfortunately, there are no plans yet.
There will definitely be some adjustments that need to be made, as we haven't had time to apply our advanced methods to the early development levels. We will still be making levels with new themes, but polishing the existing levels is also planned.
Not yet. This is by design.
Druids are doing what I want them to do, except that their role as a healer is weaker than I expected.
What I want is not for the role of the Druid to be reduced or their capabilities to be limited, but for all classes to change so that they can deal with a wider variety of situations within their own personality.
It's a bug.
This is a painful statement, but it is true. In the future, I will focus more on developing and adjusting classes. Of course, I can't promise that this will achieve the direction and satisfy everyone. Let's see where it goes.
The sub-boss loot is a very disappointing part for me while playing. In fact, it was fun to see people get obsessed with it when Golems were set to drop excessive ore. I'll think about it.
I remember some roguelike FPSs using the method of entering a certain room and having to clear it to move to the next room. It's an interesting idea. It's hard to implement right away, but I'll keep it in mind.
I agree.
I think the Japanese sword is something we all dream of. It is an iconic weapon, so even if it doesn't exist yet, it may exist in the future.
Unfortunately, I need details to give you an accurate answer.
So far I don't feel like the goblin merchants are that serious of a problem, but you have a point.
I agree that the damage may be a bit excessive.
We don't have an official name yet, but we're going to experiment with a system that will allow you to start playing in the Forgotten Castle and move between floors immediately without having to wait. This is a big system that requires a change to the existing structure, and development is just finishing the planning stage. We want to develop it as quickly as possible, but it is expected to take quite some time.
We understand your discomfort with 3 Layer Dungeon, and we know that it is currently quite loose. Also, Expressman has not reached the desired state, and improvements are delayed, so it is still uncomfortable.
However, we have come to the conclusion that it would be better to improve the fundamental problem rather than spending too much energy on short-term improvements to the current state, and we are going to develop the system above.
Once the above system is developed, each floor will have time flowing at the same time, and players will be able to move down immediately if they choose. This is different from the floor matchmaking system we talked about before, but it could be a precursor to it.
I agree with you, but new classes should also continue to be developed. There will always be problems and we won't be afraid to introduce new things, but yes, the level of completion needs to be improved.
Demon Warlock is recognized as very strong when operating certain compositions in top-tier trios, but is understood to be relatively weak in solo due to the lack of buffs. This is also due to the nature of our game where buffs are too strong. We will focus on class development and adjustments with this in mind.
This system needs more specific explanation, but if I understand correctly, it is likely to be introduced in some class at some point.
For Blue/Red, I will replace the answer about the dungeon above.
Arena and dungeon are different areas and the balance will not be exactly the same. However, I expect that through the Arena, it will be possible to confirm the preferred combination or the preferred/unpreferred class.
No, the introduction of the Sorcerer will not immediately change the Wizard significantly.
In my opinion, Fighter is adequate. Rather, other classes should be better.
The only regret about Fighter is that they are too dependent on Sprint and Second Wind. However, this is not a problem with Fighter, but a problem with the current meta.
Hotfix #66 will drop on October 4th (UTC), but there won't be much work done since Korea had two days off this week.
I'll replace it with the answer to the dungeon above.
Expressman's unavailability for the last team is intentional, but I agree it's a bit harsh right now. If Expressman improvements are made as planned next week, we'll work together to improve them.
I also have a lot of things that I find inconvenient while playing the game, so there are a lot of areas that need improvement. Going forward, we will prioritize improving what we have already developed.
- Ladders are something I really want to fix. I keep slipping off and hanging on top for a while.
- Expressman is being worked on and will include a Buy button for all.
- There are a few planned improvements to the marketplace, I'm not sure what exactly you mean by auto-search, but it's planned to include the ability to search for prices of the same item when listing an item for sale, and the ability to re-search items you've searched for frequently before.
- This is the first time I've heard of left-clicking. I'll check it out.
- The current spectator is based on your client, so it's not accurate for what happened on the server side, and unfortunately improving this accuracy or making a replay feature is currently a lower priority.
- I also really need the stash search feature.
Not yet, but I agree that we need to change to something more reasonable.
This won't be explicitly there, but I plan to make it easier for players who don't want to PVP to avoid it.
I think similarly.
Unfortunately, I don't quite understand this question.
Clerics are actually a position that has received quite a bit of attention, but we are interested in further development for all classes.
It would be fun to have a Perk like this.
Well, this time it's mostly bug fixes and adjustments.
I don't want the game to require too much vertical mouse movement, but eventually Rogue will end up stuck on the wall.
We are currently considering internally whether to prioritize this. Because there is a judgment that other things may be more important.
When you change from a ranged meta to a melee meta, Buff Ball is always a problem. However, I also agree that it is too powerful when stacked. I think it's time to adjust it.
Previously, this was possible because a certain member of our team would set aside other work for a full week and focus solely on statistics.
Now, we have to deal with a very large amount of data, not just data from short playtests, and it is not possible without some additional system. This is a pretty big task and it is expected to take a significant amount of time and effort, so it is being pushed back on the priority list.
Because it's a fantasy world.
Good idea. A weakening focused Warlock could be one of the many ways to play Warlock. It's worth considering further development in that area.
Much similar improvement work is in progress.
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The exact problem with Rondel Dagger is that the animation is too fast. In its current state, adjusting the damage of Rondel Dagger would require modifying the item itself or removing the damage stacking through random modifiers, which is not simple. However, I sympathize with the problem, so I will look into it one by one.
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I agree that Druids have strong movement, but as I have mentioned several times before, it would be more fun if there were ways for other classes to deal with it rather than simply limiting them.
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Basically, I don't want to make it blunt by hitting its strengths unless it is powerful enough to destroy the game. If there is a way to deal with it, it is not a big problem. And there are too many variables, such as which class it is strong against, which gear level it is strong at, and which player group it is strong against, so it is difficult to answer easily.
But let me answer,
- In the case of Demon Warlock, I feel that the health loss is low compared to its strength. I think the strong part is that it interferes with healing through BoC, and I understand that the problem is that it is maintained when using Demon Form after using BoC. Also, the duration of the heal ban is too long.
- Curse spam and Phantomize seem to be more of a problem with the movement speed gained through bunny hopping than with the skill. Warlock is too fast to be caught, so low-risk play is easy, and even if you struggle to keep up, Phantomize provides another easy opportunity.
- Let's take a look at the Power of Sacrifice.
- This time, the leaderboard formula for Adventurer Rank has definitely changed. We wanted to have players gather at key points rather than playing a game where you kill all the monsters and open all the chests. We also wanted treasures to no longer affect AP. We also plan to completely revamp the Adventurer Rank system next season.
Unfortunately, not yet.
This should definitely be changed to a reportable form, but if you can spectate opposing players during a game, that would create other problems. I'll think about it.
Basically, I think so too.
This should have been added sooner, sorry for the delay.
Good idea. I'm not too happy with the current dungeon chest contents. I want them to be more specific and diverse. For example, when looting a corpse in a prison, I want to get mostly lockpicks or moldy bread.
Thank you. We always try our best, but we will try even harder.
I see how much you guys have suffered from Rondel Dagger. Let's take a closer look.
I'll replace it with the answer that exists at the top.
I think so.
The distant future.
Ultimately, that's what will happen.
This has been on hold for a while. I'm going to start thinking more about combat and see if we can make shields more sophisticated, and then take another look at melee combat mechanics. This doesn't necessarily mean adding new features, though. Let's see how it goes.
This time, I tried my best to convey my usual thoughts. There may be some parts that are disappointing, but I hope you liked the answers.
Since we only had about 7 days of work available out of about 3 weeks and had many holidays in between, we chose to take a vacation and rest rather than forcibly change the game. It may have seemed to outsiders that we were not paying attention to the game.
However, since cheaters are active a lot while we are sleeping, we did not want them to know that we were on vacation, so please understand that we are sharing this after the fact.
We are also planning to change our development direction a bit in the future.
At first, we were able to develop quickly while sticking to our vision. Until the alpha test, we were less physically burdened except during the testing period, and we were able to maintain the minimum quality we wanted. Since there were not many functions, there were fewer things to manage.
However, since the early access service started, we have felt that the bug occurrence rate is increasing and the level of completion is gradually decreasing. There are many reasons, but ultimately, this is due to the accumulated technical debt from the rapid development in the past, and the exhaustion from too frequent patches and excessive schedules.
In particular, our team members have a strong love for the game and the players, and a strong sense of responsibility, so they tend to try to solve it somehow without sleeping for dozens of hours. They have become too accustomed to working without hesitation, even on holidays.
In order to improve this situation and provide better quality services, I will make a choice to prioritize the health and happiness of the developers more in the future. This may seem like a slower development in the short term, but it will be a much better choice for the players and all of us in the long term.
Thank you for always supporting us, and I promise to do my best in the future.
We'll open the chat for a short amount of time, based on how many questions we get we will close the submission period accordingly.

Hi! Do you guys have anything planned to reduce the effectiveness and prevalence of bows in the current meta?
I'll try to make my answers as non-misleading as possible this time, so enjoy.
Hi! When will new perks, spells and abilities be added to the game, and old unused ones will be reworked?
Hello everyone, what is planned as far as new content and what is on the books for bows and crossbows atm?
why always only premium acc have smth good? like arena or 125+
why we cant have donate value with hard quests or smth
will druids have more skills and perks
1)Why is there still no personal lobby where you can view damage on dummies, etc.
2)Why are there no silver crafts for all weapons, why are some classes deprived of the opportunity to carry popular silver weapons?
3)Why can druids still travel vast distances indefinitely? It's just not fair.
4)Why doesn't the "search" button in the marketplace add all the attributes in the search automatically? And the player will remove the excess himself
Is the socketing system coming soon? Passive abilities from sockets would be good
Sure. I'm still testing to tweak the items in general, like in #69, and taking my time to avoid the mistake I made in #69 in deciding to release it too soon. We'll also be tweaking the balance of the current season a bit before Arena Ranked launches. We recognize that Rangers, Barbarians, and Clerics are a bit overpowered in healing.
all the reasons why the ruins were sent for revision are still in the game.
1.ruins run for literally 2 minutes and coming out of this endless spawn rush and third partying . range meta, I think it's clear here, 90% of the rooms are open space, you can run through any number of modules and leave behind you pve, in some part of the modules do not even need to open the door.
2. lack of rotation of module options at the ruins. you know how it sucks to play the whole wipe on one map variant.
3. Building a map of 3 floors kills pvp in b2 and makes b3 available only for 30 minutes of afk. Crypts are absolute pve, I really hope you have stats and can see that all pvp 95% of the time ends in ruins and then everyone runs away to the blue portal. So why have crypts in the game if it doesn't offer anything exclusive as rewards like inferno and doesn't offer pvp? Why not move the ruins like b1 goblin caves for example?
please remove the 3 floor system and bring back the crypts for god's sake.
Do you think we can get at least a glimpse of a WIP (Work in Progress) Sorcerer this year?
will the game add the ability to enchant weapons or equipment like: increased damage against armor, weapons can poison or impose a bleeding effect. For example, make a room that opens with a key and in this room you can enchant weapons or equipment.
I suggest the introduction of an additional Arena Stash to facilitate better organization of Arena Gear. This enhancement aims to provide players with a more efficient way to manage their equipment, keeping their Arena items separate from other gear
Is there by any chance bosses being worked on for trios cuz most the bosses when 2 ppl in arena flip out
I'll start once I'm more organized about item balance.
The community all believes you have a great game. Have you put any thought into adding more content instead of trying to tweak the numbers every few weeks? any thought into making this to be more of a pve game then just pvp spawn rushing. creating randomized modules- creating more monsters and more loot, more artifacts so that exploration is rewarded.
Hello! What do you think about the low online in the game at the moment? Did you expect such an outcome or is it a surprise? What are you going to do to bring back old players who are bored with the game without really important innovations?
new maps , classes, gear , monsters when ?
Is there ever going to be a nerf to cleric healing power / current adjustment to bow dmg?
Can we please have custom arena maps that are more balanced for all classes?
Also an Arena Leaderboard / adjustment to points won / lost would be great ❤️
Will we see a necromancer in the future?
Is there any plans to improve the new player experience?
Hey, do you have anything planned for making some not frequently used rooms in maps more attractive with like secrets or special loot?
Something like a random room generation would also help the replayability
When are quivers coming out?
Are we going to get a F cancel on drinking potions like we have with bandages??
I want to really focus on it, but I can't focus on many things at once, so I want to fix the most problematic spots first and then focus on those things.
are there any plans to add hawk tuah (funniest meme of the year) to the game?
Has the team ever considered non-instanced housing? Meaning, a housing area that people could place houses down in that would exist in a overworld like the outside of the new “gathering hall/tavern” in the social hub
Like ultima online?
@solid sentinel
Since everyone is asking a lot of questions, I'll post my own concerns and views on the game,
Answer as you please 🙂 :
- Where is quiver, backpacks and other end game content and progression?
- Are there any plans on improving visuals of HR monsters instead of just making them B L U E and attack and move 300% faster?
- Why not squish the gear gap even more?
Remove unique and named items and make them into Legendaries.
Legendaries would be named and have 2 versions - normal and HR, with normals ones being very rare and have worse stats and effects than the HR ones.
Less gear clutter, more unique items. - Why is Bard still the most OP class, even in solo, after countless nerfs.
Bard kills PVE the quickest solo, he's fast with a lot of armor, hits like a truck and attacks quickly and has all the melee and ranged options.
Isn't it supposed to be a team-based support class that plays music? - Remove weapon mastery from Fighter and give it more weapon options by default, removing daggers and magical weapons.
Will the Sorcerer and Wizard share certain spells? And can we look forward to new spells for the Wizard in the new season?
Thanks everyone for your questions! We'll get through all these and answer them all. 
Basically, our big goal for new content is to add more end-game goals. We're also interested in making the existing game loop healthier in a number of ways.
We're interested in adding a variety of endgame goals.
For example, Arena was designed as an endgame goal for PVP players, and we'll be launching Arena Ranking this season. That's not to say that's the end of PVP endgame goals. We have a lot of ideas, and once Arena is established, we'll think about what's next.
Also, for players like completionists, we're going to add an Achievement system next season so that you can collect and achieve things beyond the season.
And we're looking to add two big systems to improve the existing game loop. This is specifically tied to addressing the shortcomings of the 3-Layer System.
We are working on a continuous entry system similar to the 'Floor Matchmaking System' that we talked about earlier, and this is about creating an environment where the player is constantly engaged inside the dungeon. This will allow the player to escape immediately or immediately progress to deeper dungeons. We'll share more details in the future when we have a more finalized look.
We're also working on a random dungeon system that will shuffle the dungeon modules we've been modularizing for a while now. We hope this will improve the current game loop, which is currently too repetitive. I said earlier that I wasn't too interested in this, but as usual, I've been playing the game for a long time and have come to similar conclusions as you. We believe that there should be more variety inside the dungeons and we will start with this system and expand it more and more.
We're sorry. But we have to make a living too.
- I would like to support that in the future with an improved Gathering Hall or housing system, so unfortunately I don't feel it's a good idea to do redundant work now that will be removed in the future.
The socket system is currently in the works and will be released next season, and I want it to help solve the problem of random modifiers taking too long to get BiS. I'd like to use this question as an opportunity to explain why I'm so focused on item balance.
For the record, I should say that I was the one who was initially interested in bringing random modifiers to the game and keeping the gap between items large and widening it further, and that's what the alpha looked like as a result of that design. But now I've changed my mind and am focusing on the opposite direction.
Random modifiers are a fun tool for players to create different builds for themselves, and for us, they're a great way to increase player playtime.
However, random modifiers are like gambling, forcing players to invest a lot of time and making it harder for players with less playtime (the majority of players being mid-low level) to get Best in Slot (BiS) items.
It also has the problem of making BiS items very expensive because the time it takes to get a good item is so long, which is also a strong incentive for RMT and cheaters.
Because of this, players at the mid and low levels of the player pyramid quickly realize that this is a game that they can't compete in properly without investing countless hours, and they leave. (Of course, there are many reasons why players leave, but this is a big one).
Therefore, I would like to reduce the time it takes to get a good item to a more acceptable level so that players of different levels have a more level playing field. However, this does not mean that I want to reduce it to zero, which would undermine the inherent fun of the game.
Fishing is definitely in the plans. Unfortunately, it's a little low priority, but I have plans to move it up a bit.
We are aware of this issue and hope that Continuous Dungeon (the new feature described earlier) will address it.
For sure.
I'm a big fan of these features myself. However, I do have a concern that with the current structure of items being easily lost, too much investment in items can lead to a sense of loss and stress for players. However, I'm hopeful that the socket system will play a role in this.
We're currently working on bringing this functionality to Squire.
I'm experiencing similar issues with party play, so I'd like to make some tweaks. But alas, it's not a main focus yet. I'll talk to monster guy about it.
We've gotten quite a few requests like this, so we wanted to talk a little bit more about it. I understand that it's easy for a lot of people to think like this because when you look at the content of the hotfix, it's mostly balance changes.
We're a 100-person company, but we only have about 60 actual game developers. This is because we have to juggle legal, PR, marketing, customer service, community management, anti-cheat support, and a lot of other things at the same time, and 97% of our developers are actually focused on content development.
Unfortunately, new content takes time to develop and we're still a growing company, so we spend our time training new members and building a solid pipeline for the team. I believe we'll get to a good point soon and I'm expecting our productivity to increase significantly then.
And I don't believe the game will be a PVE-only game, but I do believe there must be a good balance between PVE and PVP. We haven't invested much in PVE yet, so we will try to make it better in the future.
I'm not sure if this will help, but as always, I'll just give you the straight answer. When we first started looking for investors to fund this game, we were targeting 3000+ concurrent users. We have received more love from our players than we could have ever hoped for and this has been an unbelievable time for us.
We realize that the number of players is currently decreasing and our goal is to get more players to love and play our game so that we can fulfill the promise to our players of great game that will be around for a long time.
Soon™️.
As for classes, we'll be making some major adjustments once we've rebalanced items. Before that happens, however, we're looking to tweak the current balance a bit more to ensure that different classes are able to compete in general.
We have created a dungeon called Sewer and it will likely be the first dedicated dungeon for new players. We haven't yet decided when and in what form we'll launch this, but we'll continue to focus on onboarding new players.
We're interested in making each dungeon module more engaging, and once the aforementioned randomized dungeons are more established, we'll probably focus on systems like those.
This is basically a meme 😅 and I want it too, but the person who should be working on it is currently focused on more important things, so It's being put on hold for a while. Whenever that developer has time it will be a priority.
I sometimes want to drink a potion and cancel it, but our characters can't drink half of it and cancel it, so I decided to leave it as is.
I just looked up this meme because you told me, haha very funny. I will think about it.
I am a big fan of Ultima Online (especially T2A) and this is my dream. However, I will try to find a way to make it work with this game.
There are a few questions, so I'll just answer one. But I think this is a good opportunity to share my thoughts on the gear gap.
As I mentioned earlier, I initially had a direction towards pursuing large gear gaps because I think it gives players great satisfaction and is one of the endgame goals. And it actually exists in our game. Nothing has changed in that regard, but we found some problems while actually executing this vision.
The excessive time consumption of random modifiers mentioned earlier, combined with the large gear gaps, made the game environment for mid-low level players unfavorable and made them lose hope in competing.
Many people wanted to compete in a fair environment but didn't have much time to invest, so we created GBMM(Gearbased Matchmaking) to give them hope and split them up. This is similar to how we created solo/duo queues to allow players who have difficulty finding players to trio with to compete fairly.
This, combined with the many dungeon themes, anti-teaming/anti-sniping pools, etc., created a lot of matchmaking pools that ended up splitting the player base too much.
I believe that the most enjoyable point of this game comes from the unexpected situations that come from various situations within the dungeon, and for that, there must be many players with various goals inside the dungeon. And I think this is one of the most important factors in the matching quality.
Due to the issues mentioned above, we have experienced for a long time that the matching quality is severely reduced in certain regions or during downtime when there are relatively few players, and we want to improve it, and as a start, we are trying to reduce the gear gap to reduce the number of GBMM pools.
However, I understand that there are various ways to stick to the original vision other than reducing the gear gap, which is the direction that current high-level players dislike.
Initially, we wanted to make it easier and faster for players to escape, so that they can achieve more success in the game even with the gear gap, and have hope to catch up to high-level players. However, this was not actually tested on the live server because the dungeon with fewer players became a dungeon that was not fun for anyone.
Continuous Dungeon will help players escape easily, and other players will fill the spots of players who escaped, keeping player density inside the dungeon at a fluctuating level, and maybe if this system works as well as we expect, we can keep the gear gap a little wider.
The Sorcerer will have his own spells. Based on the development so far, the Sorcerer is probably going to be the class with the most spells. And I didn't forget about Wizard.
In addition, there are a few things I would like to talk about.
Regarding the test server: I apologize for not actively utilizing the test server and providing tough patches to players so far. We realized that it was a bit difficult to get enough players on the test server, and it was especially difficult to test features that required a lot of players there.
If it is possible while also satisfying Hold the Line Edition players, we would like to host the test server on a major platform like Epic/Steam so that all players with Legendary status can access it. We will think deeply about how to do that.
Finally, this game is still new to us and not easy to develop. We don't have a blueprint, we are making it ourselves.
And sometimes I forget that I am a chimpanzee, but you kindly remind me. My team and I will continue to cook hard for the happiness and satisfaction of our players.
We make mistakes sometimes, but I believe that even that is a process that helps us grow. Thank you for your support as always. We love you.
I really liked this.
Hello everyone. A lot of things have been happening over the last few weeks so I just wanted to post a quick update.
This update will not replace the upcoming live Q&A, but I hope it will hold you over until then.
Thank you all very much for the continuous support, and I hope this answers some questions.
How has the development process progressed over the past few weeks?
Throughout 2024, we have been experimenting with weekly patches to refine the game in our desired direction. However, this led to a decline in patch quality and took a toll on the health of our developers.
As we entered 2025, we have focused on restructuring our pipeline to extend the patch cycle. We initially planned to release a patch in the last week of February, two weeks after #79. However, we realized that the content we were preparing had not reached the level of polish we desired. Instead of rushing a patch, we decided to delay it by a week to ensure better quality.
The upcoming patch will include random dungeons for Goblins and Ruins, along with new Perks and Spells for Sorcerers, marking the completion of Sorcerer development.
Additionally, we have been constantly considering the fact that players with a gear score of 0-24 make up more than 50% of our player base. We have been working to make the game more suitable for casual players by testing various gear score pools and exploring ways to make dungeon escapes easier, allowing players to achieve at least minimal success. However, this also resulted in a loss of game tension and made the experience feel dull.
As a result, we have decided to completely separate the two modes, with High Roller mode returning to its original vision. These changes will be included in patch #80, and additional time was needed for adjustments.
With longer patch intervals, can IRONMACE provide more information to help us understand what to expect?
This is something we aim to improve in the future.
While some may disagree, we do not have any hesitation in communicating. In fact, we can do so frequently and comfortably. However, the issue has been that our messages are not always well-organized or tend to be scattered. This is why we have been considering official communication methods such as Tavern Table.
The challenge is that preparing and managing such communication takes more resources than we initially expected.
We will strive to provide more frequent and accurate updates.
There have been discussions about recent layoffs. Were they related to the lawsuit?
The layoffs were unrelated to the lawsuit.
Some dismissals resulted from individuals misusing game patch information for personal benefit outside the company. Others were due to continued negligence despite having been given sufficient time to improve. In some cases, there was simply a misalignment between the expectations of the company and the individual. Every layoff had a clear and justified reason.
Can IRONMACE continue operating despite the lawsuit and mobile contract termination?
In the future, we'll try to communicate immediately on these key issues. I think we often miss the timing of communication while we're always busy dealing with real problems, making players curious.
First, regarding the lawsuit—
To be clear, the lawsuit does not affect the game’s service or maintenance. However, it does take up a significant amount of time from me and key team members. We have to review all legal documents prepared by our legal team and law firm, and many of our team members spend substantial time creating or gathering evidence.
That said, this is simply a matter of us working harder. We will do our best to balance game development while ensuring we handle legal matters responsibly.
Regarding the mobile contract—
This, too, is unrelated to the lawsuit. We are in the process of terminating the contract by mutual agreement at the request of the other party. This will not result in any losses for us, nor will it impact our game’s development and service.
In the future, we will be looking for new mobile partnerships or looking to expand to our own mobile platform, but it's not something we're considering right now.
Stream sniping has become more common recently. Is IRONMACE working on a solution to prevent this issue?
We are aware that since the introduction of CMM, stream sniffing has become worse, contrary to expectations. There are ways to prevent re-entry to the same instance, etc., but this can cause another problem and cannot be easily determined.
CMM and escape/down system adjustments are scheduled, and we will think about it so that we can solve the problem together in this process.
Cheaters seem to be more prevalent recently. Can we expect improvements in this area?
We have been researching a system that allows the player community to help isolate cheaters, and this research is nearly complete, with development now in its early stages.
Conceptually, this system is related to adjusting the weight of a player's reports based on their report success rate (i.e., how often their reports lead to bans or being outlawed).
Additionally, our proprietary anti-cheat program, IRONSHIELD, has made significant progress and is currently undergoing testing on our internal QA server. It will soon be applied to the live servers.
We have also been researching AI integration to enhance anti-cheat efficiency over the past few months, and we have reached a stage where we believe it is viable for implementation.
While we cannot disclose all details, we are actively developing and improving these systems with passion, and we expect them to lead to better results. We will do our best.
Can we expect anything fresh to liven up the current wipe? Any exciting events or ways to bring players back?
Well, first, High Roller mode will return to being a hardcore experience. A new Arena season is also planned to launch during the current season to test fixes for the Arena MMR issues.
Once the Sorcerer update is complete, we will finally be able to adjust the game’s core mechanics. The first targets will be bunny hopping and movement speed. We have wanted to address these issues for a long time but had to wait for the right timing.
Unfortunately, nothing new may happen this season. Still, we'll be preparing for next season at the same time, making sure this season doesn't get too boring.
In Closing..
In Korea, we have slowly begun engaging with the media, while overseas, we have relied mainly on Discord and random podcasts. This has led to information asymmetry depending on the communication channel.
To resolve this, we will do our best to ensure that all regions receive information simultaneously through more balanced communication efforts.
Also, I recently started playing Fighter.
Sir. Rodion: A List of Questions Reflecting the Voice of the Community
General Questions
1) Recently, we’ve welcomed many new players to our community who aren’t yet familiar with your role in the project. Could you briefly share:
• Your responsibilities within the company?
• Your involvement in the game’s development?
I am the Co-founder of IRONMACE alongside Terry and currently serve as the Executive Director of the company. In the Dark and Darker project, I take on the roles of Director, Creative Director, and Project Manager. Unfortunately, we do not have a dedicated player or class development team, so I manage these areas together with my Sub-Director. I also hold final approval authority over all deliverables to ensure the development process is efficient and headed in the right direction.
Terry is the CEO of IRONMACE, the Executive Producer of Dark and Darker, and also serves as the Lead System Designer. We make most major decisions about the company and the game together, and nothing gets implemented without either of our approvals.
**2) Explaining Dark and Darker to new players can be challenging — we often need to compare it to other games. A frequent comparison is "Escape from Tarkov" blended with a D&D-style class system. How would you describe your project? What kind of gameplay loop are you aiming to build?
**
I have not played Tarkov extensively, although I deeply respect the game and have certainly drawn inspiration from it. However, the game that influenced me the most is Ultima Online. What struck me about Tarkov was how players naturally accepted the concept of full-loot in an FPS setting—something that reminded me of how players embraced full-loot mechanics in Ultima Online.
I’m a big fan of MMORPGs like Ultima Online and World of Warcraft, and I’ve also enjoyed countless FPS games such as Doom, Hexen, Quake, Delta Force, Counter-Strike, Pirates, Vikings & Knights II, Ziggurat, Overwatch, PUBG, Immortal Redneck, Project Warlock, Mordhau, and Prodeus.
From those experiences, Tarkov gave me confidence: that the medieval fantasy FPS dreams I had from Hexen could merge with the full-loot gameplay systems I loved from Ultima Online.
Ultimately, this game was born from my deep desire from my personal experiences —as someone who grew up with Dungeons & Dragons, Ultima Online, and various FPS games—to bring medieval fantasy to life through the lens of a first-person shooter.
Overwatch, in particular, gave me the assurance that the concept of "class-based" gameplay could work even within the FPS genre.
So to me, this game isn't just a genre title—it’s a collection of dreams. Initially, we explained it simply as a "medieval fantasy extraction game" to help others understand, but internally, we now refer to it as an "FPS medieval fantasy simulator." After exploring many genre combinations, we’ve realized that strict genre definitions aren't that important to us anymore.
Of course, we’re always open to new ideas and feedback, and our thoughts may evolve. But this is where we stand as of now.
The core gameplay loop we aim for is to offer players the experience of living as an "adventurer" in a medieval fantasy world. Right now, that mostly revolves around combat through extraction-based gameplay, but in the future, we plan to expand social and community features through content like the Gathering Hall.
We're also looking into personal housing, guild halls, and other systems to help players feel more immersed and allow them to enjoy medieval fantasy life together with others.
To me, PvE and PvP are just parts of that greater medieval fantasy life. What matters most is what kind of life players choose to live in this world—and what stories they create along the way.
3) Many players have expressed concern regarding your ongoing lawsuit with NEXON. The community is troubled by the uncertainty of the situation and conflicting reports circulating in media outlets. Could you please provide clarification on:
• What potential outcomes players should anticipate?
• Your assessment of how this situation may develop?
The legal dispute with Nexon revolves around three major issues: 1) copyright, 2) unfair competition, and 3) trade secret misappropriation.
In a recent ruling, the court confirmed that there was no issue regarding copyright or unfair competition, and clearly recognized that P3 and Dark and Darker are fundamentally different games. This ruling legally affirms our game’s independence and creativity.
I want to reiterate that the court recognized that no actual trade secret materials, so no actual memos, documents, images, or data was used by us, but the court considered that I may have misused trade secrets information because they said I may have remembered and reused the memories of abstract early-stage planning concepts from P3 while I was employed at Nexon—despite the lack of any concrete evidence. These so-called "plans" are not even technical materials or implementation details, but extremely generic ideas such as "there should be a ranking system," "players should be able to trade," or "there should be an escape mechanic." At most, those plans simply included screenshots from other games for internal reference—nothing that could reasonably be considered proprietary or secret.
The key questions we’re raising are: Can such generalized game design concepts be considered trade secrets? Were these ideas truly exclusive to Nexon? If the two games are fundamentally different, what exactly was "remembered and reused"? How can trade secret misuse be proven based solely on memories in my mind of such general concepts? If there was a violation, which part of the game was impacted, and to what extent?
We believe that judging trade secret violations purely based on memories of general concepts, without any clear evidence of infringement, sets a dangerous precedent for the entire game industry.
Furthermore, Nexon claims all these ideas were theirs, yet my personal OneNote Cloud account contains identical ideas from as early as 2017—clearly organized before my time at Nexon. This notebook served as a personal space to organize my creative ideas, and it shows that many of these concepts were already in my head long before joining Nexon.
We were the director and designer of the project that Nexon claims as a trade secret. We established Ironmace after determining that we could not develop the game in the direction we wanted. Nexon voluntarily discontinued the project after we left, and the court has ruled that the project Nexon halted and our game, Dark and Darker, are fundamentally different.
The ideas Nexon claims as trade secrets—such as PvPvE, classes, skeletons, dungeons, torches, and escape — are concepts anyone could think of. These are neither created by us nor exclusive to Nexon. We are confident that in the appeal trial, we can prove the unfairness of Nexon's vague assertion that we infringed on their trade secrets simply because we have experience developing games in a similar genre at Nexon.
The most difficult part of this ordeal has been Nexon’s influence over the Korean media ecosystem through its massive capital power. By dominating advertising, Nexon has been able to push its narrative repeatedly in the media, skewing public opinion in its favor. Even the courts, being human, are not immune to such influence. The worst part is that their false narrative undermines the actual hard work and risks involved in building and developing a real game for true fans.
That’s why we’re committed to sticking to facts and evidence to defend our position. We’re investing significant time and resources into preparing extensive documentation and responses, which unfortunately diverts our attention and manpower from development—but we will never give up the pursuit of truth.
Social side of the game (Interaction with the community)
4) Several community members have noted what they describe as "unconventional" communication practices between the developers and players. While your team actively hosts Q&A sessions and maintains dialogue with the community:
• Information often becomes fragmented across different platforms
• Some announced changes fail to materialize in the actual game
We are fully aware that there are limitations and issues with our current communication strategies. However, we do not plan to invest excessive resources into improving this right now. We are still a small studio, and must focus on utilizing our limited resources efficiently.
That said, we do hope to improve this aspect gradually over time, and we are always willing to engage with the community in better ways as our situation allows.
5) The Balladeer/Troubadours Program was designed as an enhanced communication channel between developers and the community. However, since its launch:
• No active engagement from the dev team has been observed
• Participants regularly share ideas and feedback but receive no response
• What do you see as this program’s primary purpose? Are any functional changes or updates planned?
Sadly, our development team does not currently have the bandwidth to fully support community management or external interaction. It is personally frustrating that we cannot yet work more closely with content creators and generate mutual value.
Our long-term goal is to create a sustainable ecosystem where both the company and content creators can thrive around Dark and Darker. But for now, due to our limited experience and small scale, we can’t yet provide the level of support we wish we could. We sincerely apologize for this and thank everyone for their continued support.
6) You announced the possibility of hosting the first official tournament, which sparked strong interest in the community. Players have several questions they'd like answered:
• What’s your overall vision for the tournament? What key elements are you planning to include?
• Which game mode will be used: arena, adventure, or a combination of both?
• What tentative dates are being considered for the event?
• Will there be an evaluation of the game's state (class balance, technical issues, etc.) before organizing the tournament?
• What rewards are you considering for tournament winners?
We have explored various possibilities for tournaments internally. One exciting idea is to select the strongest players from different regions and invite them to our office in Korea for the semifinals and finals in an offline setting.
However, this requires a working in-game broadcasting system, which is still further down our development roadmap. While we hope to hold the first tournament before the end of 2025, we cannot make any guarantees at this point.
The tournament would likely use the Arena mode and focus on determining the best PvP players from around the world. That said, the details are still under discussion, so nothing is finalized yet.
7) Our community includes many talented creators eager to contribute creatively to the project's development. Have you considered:
• Organizing creative contests (videos, artwork, music compositions, etc.)?
• Creating a Steam Workshop for user-generated content?
We are very interested in community-driven creative contests, and we particularly like models such as the Steam Workshop where user-generated content can be shared.
In the long run, we hope to implement systems that allow player-made content to be reflected directly in the game. We believe that the community’s creativity and passion can enrich the world of the game.
For now, however, we have too many core development tasks to address and too few hands. As a small team, we must be very deliberate with our priorities. That said, our commitment to co-creating the game with the community remains strong, and we hope to make it a reality as conditions improve.
8) The game in its current state isn't new-player-friendly enough. To address this, the "Knights" program was introduced to help newcomers learn the ropes. While the program shows positive results, its reach remains limited—there simply aren't enough Knights to assist everyone in need. This raises a few questions:
• Do you plan to improve the new player experience? What specific changes are being considered?
• How do you evaluate the Knights program's effectiveness? What are its development prospects and plans for supporting current participants?
To improve the experience for new players, we are currently working on a tutorial system and early dungeon content. Our goal is to help new players better understand what to do upon entering the game, and to ease them into the world of Dark and Darker.
The upcoming Adventure (PvE) mode is also intended to be a safer environment for beginners to learn dungeon life and gradually improve their survival skills. Ultimately, we hope these additions will help players stay immersed in the game for the long term.
Game Balance
**9) What group size do you focus on when balancing gameplay (solo, duo, trio)?
-
You've mentioned collecting in-game statistics (battles, classes, perks, etc.) on multiple occasions. Do you plan to make this data publicly available to the community?
-
What factors weigh most heavily in your game balance decisions:
• Statistical data?
• Developer intuition?
• Community feedback (Discord/Reddit discussions)?
**
Our primary balance reference is trio High Roller and trio Arena. More recently, we’ve also started taking solo play into account. However, as we’ve said before, balancing solo play in a class-based system that combines gear and abilities is extremely challenging.
We are working to prevent specific classes or styles from becoming too dominant rather than trying to achieve perfect solo balance.
While we do collect comprehensive internal statistics, it isn’t easy for us to publish them. That said, like during previous Alpha tests, we’re considering sharing simple summaries of seasonal wipe data in a fun way for the community. However, because the data is vast, we still need to determine how to present it efficiently and in a way that doesn’t require too much development effort.
When it comes to balance, we consider the current in-game situation above all else. We take into account data, personal game experience, and community/player feedback to make our final decisions. No single factor drives our choices—we always approach balancing thoughtfully from multiple perspectives.
In-game customization
12) Many players want to financially support your project, but the lack of meaningful customization options combined with extremely high prices prevents them from doing so. Are you planning to:
• Implement a Battle Pass system or similar alternative? • Expand character customization options (armor skins, weapon skins, shields, etc.)?
• Reduce/adjust prices for in-game currency?
• Improve existing skins?
We are planning to introduce a system similar to a battle pass, which we internally refer to as the Progression System.
Rather than just a seasonal reward structure, this system is expected to unify several growth and reward mechanisms currently in use or planned—such as Triumph Levels, Adventurer Ranks, and Reward Token Systems.
While the specifics are still being finalized, our aim is to offer players a long-term progression path that keeps them engaged and motivated.
As for character customization, we continue to approach this carefully due to visibility concerns. However, we do believe in the need for more customization options in the long term, and we’ve already been experimenting in various ways—such as with the Warden’s Shield.
Regarding in-game currency: if by this you mean an alternative to gold, we currently decide on this dynamically, based on the game’s economic state and balance. It's not a fixed system, but one we adjust as needed.
Lastly, while we occasionally consider improving the quality of existing skins, it’s not something we do often. We only prioritize it when it’s truly necessary.
Sir. Rodion, I sincerely appreciate your insightful questions and your continued support. Thank you!