
Darkzone is a multiplayer idle RPG with a deep gear and loot system, co-op battles, and an amazing community. Relax, idle, and level up, and also find deeper RPG mechanics than your average idle game. Join Ka’ Nuun's crime faction in an epic quest for vengeance!
Modeled estimate, not a reported figure. How we estimate →
Media
About











Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
edit: Just got banned from the Darkzone discord for posting this review with a comment "devs please reconsider the game's direction" Well don't try to improve the game then I guess just ban anyone that doesn't blindly praise your game... I must've misunderstood what to "stay true to the game we set out to build" means to the devs... My review: "Staying True One of our pillars needs to be to stay true to the game we set out to build." I remember checking this game out 2 years ago, on the alpha 1.0 playtest. I went back and dug out that thread, I was wondering what stood out to me then and made me remember it untill now. comment 1 from thread 2 years ago: "TL;DR: Darkzone Alpha 1.0 releases next Friday. Come help us test it! Small indie studio working on Darkzone. An online story-driven idle RPG with… • Loot inspired by D2 • Real-time co-op play • Player-to-player trading • Unique builds with attributes, skills, skins, gear bonuses, set bonuses • No energy or VIP system" Looking at the core features of the original game, there was "loot inspired by D2". I'm no stranger to game designers wanting to chase the alluring D2 gearing feeling. I played D2/D3, Grim Dawn, Titan Quest, Torchlight, Path of Exile, Last Epoch, Warframe and they are all very similar in this aspect... Im currently level 150 at campaign stage 147. I own 5 pieces of legendary tier gear, 2 equipped on my main character and 3 in my stash. The quality determines the amount of stat lines on the piece. The power level difference is very marginal. I could freely salvage all gear I have on, equip the lowest tier of gear with 1 damage stat each and I wouldn't notice a thing. Sure, I would be a bit weaker from losing a crit and an accuracy line here or there, but that would be quickly offset by another 10-20 levels bought with gold from auto farming the campaign. So in short, gear is not impactful, from first seeing that orange legendary colour shining in my bag and being excited what unique build and combinations I can come up with, to now when I know it's just randomly assigned stat lines and no depth. "Real time co-op play" from what I can see the "hitlist" is the only co-op thing in the game (inviting another player to kill a boss with you in a separate area from the campaign), there used to be campaign co-op but that seems to be gone. Either way, having one co-op feature and calling the game multiplayer doesn't make much sense anyway. "Player-to-player trading" this is extremely vague in game, nothing points to it being a core feature of the game and probably only used in extreme end game when you have everything maxed out and only optimizing small margins on gear? I didn't trade anything, don't even know how to if I wanted to. "Unique builds with attributes, skills, skins, gear bonuses, set bonuses" Attributes seems to be removed from the game, as for skills, skills are just a fixed thing, every character has a different set and the levels can be upgraded with gold, lowering cooldown and increasing damage a tiny bit each level. There is no customization, skill trees, perks/boosts, nothing of that sort. As for the sets, there is a button in the build section that says "set bonus" but I haven't seen any yet so I'm not sure what that is. "No energy or VIP system" Originally what drew me to this game was the comments I posted above. Now the game has a cash shop where you can buy everything so playing manually is pointless, just buy resources, gear, weapons, x2 boosters, pets and gold. What originally drew me in was the dev's vision to not add predatory gacha strategies like loot boxes and buying power, this is the complete opposite of that. comment 2 from thread 2 years ago: "We are selling cosmetic collectibles and skins, plus extra bounty hunter characters, as well. Really hope that this is the way we are able to finance the game for the most part. We have some currency sold in the Shop but we are making sure to never sell gear, lootboxes, etc. So, basically, everyone has the same chance of finding the best gear in the game. Paying won't help you get better loot, essentially, or give you more chance at getting the best loot." From what originally drew me into this game and what put it on my radar, not much seems to have survived. It's a mash of ideas and systems, not fully commiting to one thing, removing things every major patch, then just falling into the tried and tested gacha elements with the auto battling, slap cash shop on top and call it a game. I didn't touch on the various problems with the game like bugs,UI and so on since it's normal for early access. tl;dr: For waiting for this game to release for 2 years, I am just dissapointed, this could've been so much more. There's nothing unique about the game. It's just another game in the sea of predatory pay to win idle gachas.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's slick, but it's built from top to bottom to be an exploitative mobile auto battler, ported to PC. The UI is painful and the game play is little more than a Skinner Box with fancy buttons to push, for regular doses of loot. If that's your thing, you'll enjoy it. I didn't.
The worst UI I have ever seen. On the plus side the game is free however I still feel like I didn't get my monies worth.
This is not a true steam game. It is not linked to your steam account. Furthermore it is very buggy.
Terrible UI, its just a mobile game adaptation with very little effort on every front. Then again, its free, and that would pretty much be the only way to push this game. EDIT: After playing 10 hours more, its a pretty decent idle RPG so I'm changing the recommendation to Yes. EDIT2: They actually have a discord channel and read what people say.
⠀
For this game to succeed the UI needs a MASSIVE overhaul. The menu should always be (easily) available. All segments should be easily maximized if desired, everything is super cramped into every segment. Chat should just be an extra little window that only shows up when requested, it takes up way too much space. It's just a confusing mess.
Was looking for an auto-battle idler with good graphics, and found Darkzone. The game would have been what I was looking for, if not for the forced multiplayer/mobile-style UI and guild system. Game basically forces you to join a guild to get anything done, but then when you join one of the only guilds with an open spot in the entire game, turns out the players online won't do any multi player content. Then you leave to try to find active players for the forced multiplayer content in another guild, oh but you just left a guild so you can't join another one! Sucks to be me, I just don't get to play the game, apparently. Why force co-op in game like this? Makes literally no sense for a single-player genre of game. All you've done is added a barrier to new player entry. Not sure why you would do that. If you really felt it must be done, make it OPTIONAL. I could technically just not join a guild and run the same level 1000 times until I am strong enough to advance, but why? Just give me the option to do hit list or whatever solo. I love grindy games and have thousands of hours in idlers but this is too much for me.
A very cookie-cutter with not very much interesting gameplay going on, and as others have already mentioned it's a straight-up mobile game which is noticeable. +Plenty of Free Rewards such as Log-in, 24h challenge, Weekly etc +Good looking player/Monster/Game assets/models (For a mobile game) +Good tutorial (read others having trouble but i had none, got the entire tutorial) -Too slow of a pace for an idle game imo (even with x2 speed) -loading screens every time you go from battle and want to do something -Map markers indicating you have something to do, but there is nothing -Annoying P2W cash shop which slams in your face every 10 minutes to remind you of their 49.99$ pack which will amazingly double your gem income! (Did not find a way to disable this and annoyed me to no end) I did not have any problems navigating the UI as i read from other reviews that ppl had nor did i have any problems with the tutorial, but i did find it annoying that the different UI elements would light up with a red ! which indicates that there is something for you to do, but i had already done everything i could at the time, and it was most likely doing that due to stuff i would unlock in further stages, which was another major annoyance to me. I only "played" for 76 minutes, where i unlocked up to zone 3 Base stuff, and got to stage 26. What made me decide not to play it anymore is simply due to the slow pace (even with x2 speed) and the constant loadingscreens which is so incredibly annoying. I can foresee interesting min/max with the gear system in the end-game and other fun min/max tinkering, but since it's such a slow-paced idle game i don't enjoy it and the loading screens also had a big impact of my dislike of this game. I am sure it is a good game for mobile standards, but for a PC idle game, this is rather lackluster.
Too many bugs at the moment, even for early access. It freezes when you let it run on its own, loot filter doesn't work so you can't let it run idle because you just pile up trash and no good items. Sometimes it freezes without you really see anything - you can still click on everything with optical feedback like presssed buttons, but nothing works. Arena invites won't be shown to you, the other gets the message that you have declined. Maybe some patches later on, I'll give it another try.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.