Return to Steam, quests, crafting and trading – Dark and Darker developers answered questions from players

Return to Steam quests crafting and trading Dark and Return to Steam, quests, crafting and trading - Dark and Darker developers answered questions from players

The developers of the PvPvE action game Dark and Darker answered the players’ questions about the further development of the game in their discord server. Unfortunately, for one reason or another, not all questions were answered completely.

According to the developers, only the basic mechanics are currently implemented in the game, and there is still a lot of work to be done to add all the necessary elements to the game: a friend system, quests, crafting and trade between players. Separately mentioned the return of the game to Steam. Now everything is in the hands of Valve, but the developers understand that the company is waiting for the end of all litigation around the game.

When will you add paypal as a payment method?

We are working on it. This takes longer than we thought. We expect to be able to use Paypal for payments in the near future.

Will you be adding a friends list to the game?

A list of friends is required. Initially, we were going to use the friends list feature on Steam, so we did not attach any importance to this. Now things have changed, so we are giving this feature a higher priority. But even in this case, it will take a lot of time.

What will the quest system look like?

Completing the tasks of each merchant and traveler will allow you to interact with them more profitably.

Are there any permanent seasonal rewards planned?

Certainly. We have several ideas for this. But now I will not reveal them.

Will additional solo cards be added in the future?

Yes. Since solo dungeons have already become part of the content, we plan to offer more varied dungeons and adventures.

What playstyle is expected of a druid?

First, druids will be able to turn into animals. Accordingly, they will have different abilities.

Is there a duel map planned?

So far there are no such plans.

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Will there ever be a tab with personal player statistics?

Yes. This is information that we really want to see when we play the game. The priority is a bit low.

Can we expect additional caches to appear in the inventory?

This is a very important part of the game, so I won’t say anything for now. We have many questions from different points of view.

When can I gift a game to a friend?

We have received many requests for this feature. Let’s try.

Will you make it easier to get blue shards? It seems to me that getting them takes a very long time.

Well, we intend to follow this up a little longer.

Will the game return to Steam anytime soon?

We hope so, but it will be up to Steam to decide. But we understand and respect their decisions, just as we understand their concerns about what is happening.

Are there any game events planned in the future?

So far, nothing concrete has been decided, but we are interested in various events.

What cosmetics are planned in the future?

We are constantly looking for something that players will like. We will also be testing this in various ways.

When can we expect the quiver system?

Currently under development.

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How do you assess the current state of the game?

The game is still in a state where only the main part of the game is implemented. This game needs more systems and more content to keep the season healthy and worth replaying.

However, for now, I’m interested in protecting the vulnerabilities as much as possible and building a system to protect the kernel as effectively as possible. It is impossible to prevent them 100%, but we keep thinking about how to minimize them in various ways. To do this, we will gradually introduce all existing methods.

In previous playtests, it was suggested to make something like a level 5 mule character that would serve as a second bank for our main characters. Has there been any more talk of making backpacks or chests to store stuff in our stashes, or maybe more stashes tabs?

We have many ideas and thoughts about cache space, but we will not choose one until we accumulate enough data.

The first examples of crafting and mining have already appeared in the game. We also saw grubs, moldy bread and skulls. Are these new items for crafting or questing?

That’s right, for crafting and quests. We are preparing for this.

Could you share your thoughts on the quest system? Will there be really long and interesting quest chains in the game, like in Escape from Tarkov, which can take a month to complete?

Our next goal in content development is quests. Whenever possible, we want them to be a collection of interesting challenges, rather than just repetition.

Are there plans to develop a “story” related to who these characters are in the future to expand the lore of the universe/environment they can fight in or why/why they come to the dungeons? And if so, will we get background content for such a story?

We have been working on plots related to history for a long time. The written work associated with this has advanced sufficiently and acquired concrete outlines. We are thinking about how to naturally express this in the game.

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What were your main inspirations for creating the enemies? What difficulties did you face when creating new monsters? What can we expect from new monsters in future updates?

Our monsters should be made from familiar things that exist in traditional dungeons. And here I want the monster to be dangerous enough and understandable to the player. Also, although the monsters are simple enough to react to in a 1:1 situation, they were designed with the expectation that in real time different types of monsters would mix up and combat would become more difficult.
Part of the time it takes to design monsters is getting the animation right so they can recognize and react to it. We are thinking about creating a new boss that lives in the goblin caves. And after the addition or updating of existing monsters is somewhat done away with, we plan to create completely new monsters in the newly added area.
However, the AI ​​and models for all of these monsters, including the bosses, were created by the same game designer. Therefore, this takes time.

Will there be quests and a talent tree in Early Access?

Right now these two items are our top priorities in terms of content.

Will there be modifiers/enchantments in the game?

We like this mechanism and we really want to implement it. However, there is now an active internal discussion due to balance concerns. It will take some time to make a decision.

Will we have drops that are unique to each boss so that each boss has something to farm besides the global named item loot table?

The item drop table is currently in a very early stage. We want to have different items for each area and different items for each monster in the future.
We want players to get loot where they want it and actively trade it for things they lack. It should be similar to what you would find in a regular multiplayer role playing game.

Will there be any major changes to existing classes that don’t do the job or don’t work as expected?

We are going to change the balance of classes a lot after the end of the current ranked season. We know how difficult it is to balance in such a game. Therefore, in the future, all classes are waiting for ups and downs. The next major changes will be damage reduction and rogue balancing.

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