In the ever-evolving landscape of gaming, a new contender is emerging from the shadows, promising an experience that melds chaos with creativity. The “Necropolis” event in Darkhaven introduces a unique twist to the action-RPG genre, unleashing a wave of undead that threatens to engulf the entire game world. This event generates a Lich sarcophagus that spreads a pervasive gloom, obstructing player waypoints and populating the environment with skeletal minions. As the gloom thickens, players may find themselves in a dire situation where safe spawning grounds become a distant memory, leading to a true apocalyptic scenario.
Players have the option to transfer their characters to freshly generated worlds, but they may encounter even more formidable challenges, such as volcanic eruptions, rising floodwaters teeming with Lovecraftian fish creatures, or even a sweeping ice age. The potential for multiple apocalyptic events to occur simultaneously adds an unpredictable layer to gameplay.
Innovative Gameplay Mechanics
Erich Schaefer, a key figure at Moon Beast and a veteran of the original Diablo, describes these events as a modular approach to gameplay. “It’s almost sort of our version of campaigns,” he explains. “We will introduce new events – we will release with a bunch, I hope, and then we will keep making more. They will modularly fit into your world, as we make them, since we procedurally grow the world as you explore.” This innovative design allows for a dynamic gaming experience reminiscent of Minecraft’s biome updates.
Darkhaven encourages players to engage with each other’s worlds, confronting these calamities together. To fend off impending doom, players will need to utilize the game’s terrain deformation and building systems. Much like Minecraft, players can destroy or excavate parts of the landscape, which may lead to unintended consequences when casting explosive spells. Tactical gameplay could involve breaking through stone to ambush cave goblins, but the developers hope players will take a more strategic approach, reshaping the geography by constructing earthworks or moats around settlements.
While Darkhaven is still in the early stages of development, the ambition behind it is palpable. The team is preparing for a Kickstarter campaign, a venture that carries the inherent risks of lofty expectations. However, the pedigree of the team instills confidence. Alongside Schaefer, the roster includes Phil Shenk, lead character artist for Diablo 2, and programmer Peter Hu, both of whom share a rich history in the action-RPG genre.
Moon Beast was founded with a vision to create an ARPG that breaks away from the constraints of modern game design. Shenk reflects on their journey, stating, “We knew we wanted ultimately to work on ARPGs… we were pitching the idea of this very moddable ARPG.” Although initial concepts veered towards a side-scroller format, the team’s passion for a more open-world experience persisted, ultimately leading to the procedural world generation that characterizes Darkhaven today.
Returning to Roots
Darkhaven draws heavily from its predecessors while also aiming to address some of the shortcomings seen in contemporary titles. The developers are keen to rejuvenate the action-RPG genre, steering away from what Shenk describes as the “overengineered” progression systems found in free-to-play games. The focus is on creating a more organic experience where players can explore and experiment without the confines of rigid balancing.
As the team delves into the mechanics of loot and character progression, they emphasize the importance of player agency. “If you can go anywhere, if you can jump up on top of things… that’s so different than most ARPGs that are out there,” Shenk notes. This freedom allows players to engage with the game in a way that prioritizes creativity over mere stat accumulation.
In contrast to the predictable loot systems of many modern games, Darkhaven aims to offer a more diverse and rewarding experience. Shenk expresses a desire for players to appreciate unique items for their specific attributes rather than solely for their damage output. “I want players to avoid fixating on damage-per-second,” he asserts, advocating for a more nuanced approach to gear selection.
A Living World
Darkhaven’s world is designed to reflect the players’ actions, creating a living document of their adventures. Shenk envisions a landscape that tells the story of each player’s journey, with visible scars from battles fought and events thwarted. “When your world is a thousand hours old, you should be able to walk around and see the scars of every battle that you fought,” he explains, highlighting the importance of player impact on the environment.
As Darkhaven continues to develop, it stands as a testament to the potential of the action-RPG genre. With its blend of chaotic events, innovative mechanics, and a commitment to player creativity, it seeks to carve out a unique niche in a crowded market. The team at Moon Beast is not just building a game; they are crafting an experience that invites players to leave their mark on a world teetering on the brink of destruction.