Poor Sleep? DARQ is Still a Reminder of The Worst

DARQ was last in the public spotlight with a jarring teaser that spelt cinematic jump scares, two-dimensional delusions and really, pure-blooded psychological horror.

That was back in 2016, hot on the heels of a naturally successful Greenlight campaign and a less-than-successful Indiegogo one. Two years later, not only does the nightmare continue to persist in its promise but might finally see release this Summer.

I say that it continues to persist this morning, having spent several moments following-up on the past year’s progress after a night of disturbed shut-eye myself. Visually for instance, everything’s different.

Lloyd has undergone a makeover that creator Wlad Marhulets attributes to plenty of calculated, yet undisclosed reasons. The game’s mind-altering physics, assortment of sleep-deprived puzzles, user interface and lush ambience which now includes weather effects have all taken meticulous form; I mean look.

Bizarre yes? Topping all of which is Bjørn Jacobsen’s recent addition to the sound department, bringing with him a roster of work that looks something like HITMAN, EVE – Online, EVE: Valkyrie, Dust 514 and even the much-anticipated Cyberpunk 2077.

At least on Instagram and Twitter then, the game has continued to garner for itself a considerably enthusiastic audience kept whetted by regular behind-the-scenes design footage. No inhibitions when it comes to fan-art either.

Prospective ‘beta-testers’ and ‘when-can-I-play-it’s are all directed to DARQ’s mailing list one and the same, while a pre-release demo is unlikely given how, in Marhulet’s own words, it would only hinder the full-experience.

DARQ isn’t all about jump scares, in fact they rarely occur, he can often be seen reminding inquisitors. The focus lies instead on the deep-seated tension that will precede these, an element the award-winning composer intends to weave into the fabric of his lucid-dreaming simulator. It’s a fascinating and surreal experience brought to life through the medium of interactive entertainment.

Here’s hoping it does make it to consoles as well.


Computer engineer turned whimsical games content writer circa Christmas, 2014. I'm at highereg.com and do a lot more.

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