Genre: Psychological Horror
Platforms: PC, MAC, Linux
Release Date: Later in 2016, TBA Developer: Unfold Games

DARQ tells the story of Lloyd, a boy who becomes aware of the fact that he is dreaming. To Lloyd's misfortune, the dream quickly turns into a nightmare and all attempts to wake up end in failure. While exploring the darkest corners of his subconscious, Lloyd learns how to survive the nightmare by bending the laws of physics and manipulating the fluid fabric of the dream world

In DARQ, sound plays a very important role. There are sections of the game that take place in absolute darkness and in order to navigate the environment, Lloyd has to rely on the location of sounds.

The game is designed to be a moving artistic experience. The art style of DARQ is a juxtaposition of opposites: it combines 3d locations with 2d hand-drawn characters, beauty with horror, elegance with roughness...The beauty element becomes the means of seduction, inviting the player to enter the world of Lloyd's nightmare.

Developers of DARQ are very particular about the use of light in the game - both as a part of the overall aesthetics, as well as the main component of the gameplay. Light and shadow are almost the main character in DARQ. The game builds tension based on the uncertainty of not knowing what to expect when switching the flashlight on and off. 

Lloyd is up against much stronger enemies; he has no chance of winning in an open confrontation. Instead, he has to rely on stealth and careful planning to avoid getting detected

In addition to hearing, most enemies posses good sight. That's why sneaking by would often require switching the flashlight off. When the light is off, it becomes crucial to listen closely to the sounds made by enemies. Faster and more irregular breathing indicates higher level of alertness, and therefore higher possibility of being detected

In DARQ, there will be numerous jump scares, however the developers of DARQ are working hard to avoid making them cheesy or conventional. A jump scare will never occur for the sake of an easy scare. It will always result from the story. 

  • Psychological horror game about lucid dreaming.
  • Unique artstyle combining 2d and 3d graphics.
  • Shining-like pacing, relying on a slow build and creepy atmosphere rather than gore and violence. 
  • Music written by Hollywood film composer Wlad Marhulets.
  • Puzzles that involve bending the laws of physics (walking on walls and ceilings, levitating), manipulating the dream world (creating items, spawning doors and entire locations), collecting and using found objects, and avoiding enemies
  • Emphasis on sound - some parts of the game involve navigating the environment in complete darkness, which makes the player rely heavily on the location of sounds.
  • Randomly generated elements of the gameplay (enemy spawn locations, objects, some locations). No walkthrough is the same. 
  • Lots of interactive objects and characters that will unfold the story and help Lloyd find answers about the meaning of his journey.
  • Dynamic dream world - in DARQ, visiting a room for the second time might yield a surprising result. You might find that some details have changed, or maybe even the entire room got replaced with a new one.
  • Multiple endings, depending on the choices you make throughout your journey.

All the fields are required