Bonus level is now available.
Enjoy this new gameplay experience In Darkness.
Visit the store page to watch a demo gameplay.
Level Design
-Added a new map: Molten Grounds
Gameplay
-Top down space shooter (bonus level)
Upcoming Bonus Level (TBA)
It is time to leave the Molten Grounds keep. Nonetheless, there’s no way to climb down such high cliff. Fortunately there’s available a flying device to take off for a new adventure.
Instead of showing just a cut scene leaving the area to the destination, I want to offer you the chance to try In Darkness a new game experience, without missing this exciting part of the story
Gameplay
-Changed inventory cap up to 12 slots
-Added armors as pick-ups and can be stored in the inventory to be equipped at any time in gameplay
-Changed gems now are pick-ups and are stored in the inventory
-Added scrolls in the hall of infinity are now pickups, they can be read at any time in gameplay.
-Added a new function to the items: now some of them can be dropped (not recoverable)
-Changed npc dialogues can be executed only by left clicking on mouse
Hotfix
-Fixed a big multitude of natives that were causing lag in treasure island challenge
-Fixed a glitch when talking to prisoner npc, originated in last update
Story Mode Update
After have spent some long time locked in a cold prison, it’s time to make some new "friends", take some “fresh” air and warm the bones a bit in the lands of Molten Grounds.
Gameplay
-Enabled the book in the mines that was not in use (this book doesn't affect gameplay but contextualize the player about the ongoing story)
-Updated the objectives in the infinite hall, now it has more clues
-Enabled the scroll in the master hall that was not in use
Level Design
-Changed boss map now it makes part of master hall instead of being a separated map
-Updated master hall map: now the boss map was joint to master hall map
UI
-Improved the books and the scroll UI graphics, now they have better resolution
Story Mode Update
If you managed to escape from the Infinite Halls, a big party awaits you in the Master Hall.
Gameplay
-Enabled the access from the Infinite Hall to the Master Hall map.
-Added a new ammo type in The Mines map.
Level Design
-Previous maps (Upper Prison I & II) that were originally design for 3rd person perspective, were replaced for a new map: the Master Hall. This new map suits the top down perspective and it has a richer content.
Story Mode Update
Don’t lose your bearings into the Infinite Halls. The Infinite Halls are a serie of halls that connect each other; they were built to confused prisoners and prevent escapes. Therefore taking the wrong path could lead the prisoner to run the maze forever. The Infinite Hall is mainly a transition that communicates between the Prison and and the Master Hall which it also grants access to the outside world.
Gameplay
-Enabled the access from the Prison to the Infinite Hall map
-Changed location of Infinite Hall map, now it’s accessible after beating the Prison
-Added two readable scrolls with more clues to solve Infinite Hall map
-In Darkness world letters has been changed to conventional letters
Level Design
-Edited Infinite Hall map, now it looks darker; previous lights were changed; two readable scrolls with new clues were added
Challenge Mode Update 2
Are you skilful and clever enough to obtain the treasure?
Treasure Island map was renewed as well as its challenges:
In order to bring a good gameplay experience, the previous Treasure Island challenges were compressed and now will keep a baseline, which its starting point will depend on the chosen fighter class.
Gameplay
-Modified Island Treasure challenges
Level Design
-Released Island Treasure
AI
-Added new AI characters
Hotfix
-Fixed a dash issue on assassin class
-Fixed the armory door in The Mines map that wasn’t resetting on retry
-Changed shooting rate on hunter class, now cooldown is a bit faster
Challenge Mode Update
A new challenge serie has been released, where each fighter class must demonstrate their unique abilities in order to be recruited in the army, and get ready for the next expedition.
Gameplay
-Released a new challenge serie (Skill: Joining The Army). It contains: Hunter’s Way; Warrior’s Way; and Assassin’s Way
Level Design
-Released a new map: training camp
Chapter I Updated
In Darkness is taking a new breath since new implementations have been developed:“the Prison” map, as well as “the Mines” map, were totally renewed, and there’s still more to come on this and others maps.
Find out what lies in the mines!
Gameplay
Since there are no modes of difficulty, the armor class you chose to equip along the game, can make the difference to experience easy or hard battles.
Level Design
-The mines map was totally renewed
-The route from prison to the mines is now available
General Updates
Gameplay
-Added objective system
-Added currency system
-Added ability to hit with rifle
-Added durability on armors and helmets, equipment will vary according their quality,
also shields will have more or less energy depending on their quality
-Armor and / or helmet will destroy if damage is 100%
-Removed ability to jump
-Disabled Challenge Mode (temporarily while some updates are done)
-Disabled some maps from chapter I (temporarily while some updates are done)
-Added How To Play button on Pause Menu (a full list of key commands)
-Removed 3rd combo when character is stripped off his equipment, (able to perform 2x combo)
Optimization
-Improved damage system: now armor will destroy on taken damage, equipment has a significant impact over life
-Improved equipment system, armors, helmets and accessories, will be equipped separately
-Added Retry button, so now character can spawn on last checkpoint, instead of loading from Main Menu
-Added and replaced some icons, as well as displayable hints
-Changed Main Menu layout
-Improved prison map, also previous objectives were changed
-Changed and improved some sounds fx of character equipment
-Updated preview map from chapter 2, also previous objectives were changed
-Improved UI in general
-Improved interaction system
General Update
Gameplay
-Top down perspective has been implemented to improve the gameplay experience
New Character Class
-Added a new character class (shooter)
Special Weapons
-Released Guardian Punisher
Level Design
-First chapter is being edited to adapt top down perspective
-Added a new map from second chapter (preview)
Optimization
-Improved post process
-Improved general level design
-Improved general character class
Additional
-Added new traps
-Added mini card puzzle game
-More minor improvements and implementations