Dread Week 1 Update


Hello! Since it's been a week since I launched this page I figured now would be a good time to give an update on my ideas and what I'm working on playtesting. Expect a new version soonish (should come sometime before next Saturday at least).

Anyways, there are a couple things I'd like to add/change, but the big new feature is going to be "sealing" dark matter. The idea is that once an enemy reaches 1 HP, some of your characters can try to seal it, and if you succeed you get a dark heart, which acts as a health recovery item (so it lets you *remove* dice from the tower). It's kind of like how the grief seeds from Madoka work/how Vertex work in Yuki Yuna. On the other hand, if you fail the monster attacks you multiple times, once for each character that tried to seal it, so it can be risky.

Monsters are also getting a bit changed up, now their strength is just represented by 1 number (their level) and stronger monsters have unique abilities. The most interesting addition is that soul bosses are essentially able to distort reality into a waking nightmare, and so characters will be filled with constant fear while fighting it- unless they can successfully "seal" it, which essentially tethers the monster back to reality and temporarily makes it an even fight.

I also plan to change up Hope a bit to work off of advantage and disadvantage instead of modifiers. I figured since the game already requires so many dice we might as well use them for the main roll. This part I'm the most uncertain about, it'll need some playtesting to make sure it feels balanced.

As you can see, a lot will change in the next version. I hope you enjoyed this teaser and look forward to the next update!

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