
An existential horror game in which you are tasked with keeping a sleeper colony ship intact. No enemies or NPCs share the ship with you - only creaking metal echoes and endless dark. Overcome random events, system failures, and the downward spiral of your sanity to see your mission through.
Modeled estimate, not a reported figure. How we estimate →
About
A refreshing twist on roguelite and storytelling, Endless Dark is a psychological horror game about the pressures of monotony and the purpose of existence.
You, the Custodian, are a sentient machine onboard a sleeper colony ship, charged with keeping it intact. No combat, enemies, or NPCs await you - only a myriad of system failures and the decay of your own sanity as you whittle away the decades in isolation. Hundreds of story events and a deep narrative keep each iteration of you intrigued. Customize your own chassis, repair the ship, and keep your passengers alive long enough to win... something. Can you uncover the intent behind your own creation before you slip into robo-dementia?

The ship is shadowy in more ways than one. Ancient agreements and long-forgotten understandings conspire against you to keep you in your place. Doing your work. For however long the long-absent conspirators wanted.
Explore a deep narrative that evolves over multiple playthroughs, and choose how you deal with each new revelation. Not all truths will set you free, and some things are better left unsaid.
For a more mechanical challenge, try the optional endless mode. In this mode, the only objective is to propel the ship as far as you can before you inevitably lose your passengers, your mind, or both. Contend with the confusing oddities of the ship and its myriad catastrophes with a specially written CRISIS CYCLE. Three impending crises, promising grievous and irreparable damage, will be shown to you. Use your intuition, born of your intimate awareness of your vessel, to discern which two crises are lies, and which one is the true threat! Choose wisely - the Crisis will not be gentle if you fail to prepare for it.
Endless Dark has been designed from the start to be eminently playable for Custodians with their own histories. The game has a specially chosen color palate to be visible for numerous kinds of colorblindness, even full monochromacy. Large, clear text makes messages readable at a glance. All Custodians need only bring their willingness to do, explore, and grow.
Busy Custodians also need not fear; distinct, bite-sized turns with effortless autosave allows for drop-in, drop-out play.
Control things your way; the game is fully playable with a gamepad only, keyboard only, or mouse and keyboard.
With over 350,000 words of events, spread over dozens of dilemmas, and a finely tuned Director that applies just the right amount of pressure, Endless Dark is designed to never present the same situation twice. Fight and overcome, or struggle and succumb, the next time will always be different - especially due to your own actions. Your tiniest victories and littlest defeats alike are recorded and remembered. They will remain in subsequent games, to help or haunt you.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"Robbie, what do you MEAN you didn't repair pod 6 when it started failing?" She was a dentist and I was having a manic episode ¯\_(ツ)_/¯
A singular robot, all alone aside from cryo'd meatba- humans, trying to maintain a ship made of unrefined stupidium, going into severe psychosis because everything is wrong and breaking down and someone is behind you and the shadows are growing and someone is behind you someone is behind you INSERT SELF INTO AIRLOCK- Name of the game is risk assessment and dread, while even your own character will try to do something different, usually worse, from what you selected. Neat.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This entire game was an experience. The final mission was as tough as nails, but I achieved the best possible ending by the skin of my teeth. It felt good. Deserved, even. Few games nowadays give me that sense of satisfaction. But anyways, I played on and off across several months. It's really easy to get back into. There's many settings to fiddle with to make it easier or harder, but I never touched them for the 'campaign'.
I figured this would be a wild ride just based on the trailers, but nothing could have prepared me for the actual secrets this game was hiding, or the emotional rollercoaster that it would take me on. The minute-to-minute gameplay is mostly just reading and picking options from menus, and yet this still managed to be one of the most stressful games I've ever tried out. A+, I wish I could rip out my memory core and experience it for the first time again.
Sometimes I felt like I was abusing the games mechanics, that I found a strategy that made me as efficent as possible with ship maintenance while keeping my little custodian tireless, stress-free, and (relatively) sane. A perfectly efficent strategy. [b] Other times I felt the games mechanics abusing me.[/b] Due to the culmination of my insanities; I would dread to open any door, as my custodian might begin to spaz out screaming, gaining stress and leaving oil spills everywhere, which I would have to clean up, gaining fatigue, which can give even MORE STRESS. My custodian gained a need for destruction, I would break vital systems of the ship, then fix them immediately after simply because I NEEDED TO break things or it would become too resource-draining to repair. My map became useless, my task list became useless, My HuD TeXT becAME USELess, MY CUST00DIAN TURNED INTO A D00R, MY BREAKERS F0R THE D0ORS TURNED INTO DOORS, ALL MY SYSTEMS TURNED INTO D00RS. STRESS WAS PILING AND P1LINg UP, RISKING TEMP0RARY SHUTD0WN, I RAN OUT OF PARTS TO REPAIR THE SHIP, SO I HAD TO RELY ON EMERGENCY REPAIRS, WHICH WOULD GIVE [b] EVEN MORE STRESS!! BUT I NEED TO FIX THE ENGINE OR WE WON'T MAKE IT TO THE END IN TIME, I NEED TO FIX THE ENGINE, THE EMERGENCY REPAIR FAILS, MORE STRESS I NEED TO FIX THE ENGINE THE EMERGENCY REPAIR FAILS MORE STRESS I NE- [u] DO NOT ENGAGE IN INDEPENDENT THOUGHT [/u] 01010011 01010100 01001111 01010000 00100000 01010100 01001000 01001001 01001110 01001011 01001001 01001110 01000111
Delightful roguelite that has kept me on my toes every game! Rarely do I feel like things are easy or 'solved' and I can coast to victory. Each character has its own set of decisions to make and strategies can be very different for each of them. Balancing risk against reward or possible negative effects can be a nailbiter. Especially if problems pile up and you start having to make choices between only bad decisions. I have played through most of the story arcs at the time of writing this review, and am slowly working through to the conclusion. In roguelite fashion, there are various perks that are unlocked through completing objectives or specific feats of strength. Some are even negative to allow taking even more- and there is an interesting 'continuity' between runs, which can make things quite interesting. I have not done too much as far as 'pushing the difficulty' though the Real-Time Mode has been siren-calling to me that it cant *possibly* be that bad, whats the harm.
I don't think a game has ever made me feel such intense emotions as this game. The hope of the last arc, the crushing despair of the other arcs as I somehow barely scraped by while finishing the arc to keep progressing (Thank you dev for making it so that finishing the arc but not the voyage still counts, I think I would have actually lost my mind if it didn't) The only two real complaint I have is that 1: random damage really, really sucks sometimes but the next update (1.2 - Which is currently in public beta) is removing that entirely for a different system 2: While the music is amazing in my opinion it gets slightly repetitive after a few hours, but it was never so repetitive that I turned the music off to turn my own on so kinda minor in my opinion but I felt it should still be noted Robbie remains my goat, through and through
I don't think a description can do this game justice. Instead, if the idea of a "existential horror game" clicks in your head, buy this! There are no jump scares, just atmosphere. Existence is the horror.
Didn't expect this to be survival horror walle
A dark philosophical horror. Is it better to sacrifice yourself, sacrifice your "goal", or recognize both are flitting illusions?
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Players by region
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