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Unknown Darkness

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Sobre

The Battle of the Somme didn't just kill millions. It tore something open.

The concentrated death, pain, and misery of trench warfare ruptured the veil between realities. From that rupture, monsters, madness, and things with no name began slipping into our world. Governments learned the truth and buried it.

In America, the response was swift and secret. A shadow agency was born in silence: the Federal Protection Agency. Hidden beneath layers of bureaucracy. Operating outside the law. The last line of defense between humanity and what

lurks beyond. The precursor to what the public would one day know as the FBI. 

You are Commander Elias Ford. Great War veteran. Bearer of secrets no one should carry. And the only thing standing between civilization and a forgotten  god so ancient that its name has been erased from history, because knowing it

might be enough to wake it.

A WORLD OF TWISTED HISTORY

Unknown Darkness fuses real history with Lovecraftian horror in an alternate 1920s America. The figures you'll encounter aren't just fictional characters.

  • J. Edgar Hoover — a rising bureaucrat whose obsession with secrecy is rooted in horrors he has seen and will spend a lifetime denying

  • Dwight D. Eisenhower — Ford's old rival from West Point, now overseeing something strange in Nevada... a site known only as "Area 51"

  • Randolph Carter — lifted directly from Lovecraft's own writings, a time-displaced agent who has been present at key moments of Ford's entire life, and may know how it ends

RACE AGAINST THE CHAOS METER

A hidden cult is spreading corruption across New England. Their goal: to awaken a god so ancient its name has been erased from existence. No one knows what it wants. No one knows what happens when it wakes.

The Chaos Meter tracks public awareness. Let too much spill into the open, and society descends into panic. Ignore major threats, and the cult succeeds. Move too aggressively, and you expose everything. Victory in this world rarely feels clean and every ending is earned.

COMMAND YOUR BASE

The F.P.A. headquarters is your lifeline, your arsenal, and your last refuge from the dark.

  • Recruit and rotate strike squads between missions

  • Restore sanity, treat injuries, and manage psychological conditions

  • Unlock base buildings, expand facilities, and upgrade your arsenal

  • Interrogate captured cultists and conduct forbidden research

  • Promote operatives and customize their playstyle and roles

TACTICAL TURN-BASED COMBAT

Every mission is a self-contained roguelite run — tactical positioning meets an ever-expanding arsenal of cards, relics, and weapons. Build your deck before deployment. Adapt when everything goes wrong. There is no perfect plan.

  • 4 classes, 16+ subclasses with distinct customizable builds and specializations

  • 250+ cards, including rare and game-changing legendaries

  • 50+ relics and weapons to discover, combine, and master

  • Cover mechanics, environmental hazards, and destructible terrain

  • Unique enemies, multi-stage elite encounters, and multi-phase boss fights

DUNGEON CRAWLING

Missions are never just combat. Explore hostile regions, uncover hidden rooms, and face branching events where your decisions carry permanent consequences that follow you back to base.

  • Random events with branching outcomes and real stakes

  • Hidden rooms, secret encounters, and rare discoveries

  • Merchants, wanderers, and faction contacts mid-mission

  • Campaign-wide consequences that reshape your next run

A BRANCHING NARRATIVE FROM PROFESSIONAL WRITERS

The story was crafted by professional writers and historians, fusing real historical figures, Lovecraftian lore, and original characters into a world that is unsettling, familiar, and vast. No two campaigns end the same way.

  • Multiple distinct endings, some heroic, some bleak, some terrifying in ways no one could predict

  • Fail to stop the cult, and the god may wake but even that isn't simple

  • Dice-based narrative checks are influenced by your squad's state and history

  • Fully written story arcs, meaningful dialogue choices, and deep lore

A SIGNATURE VISUAL AND AUDIO IDENTITY

Original creature designs brought to life through fully hand-drawn illustrations in a signature art style. A cinematic original soundtrack composed by an artist with credits across games, TV, and film. A switchable perspective that shifts tension with every scene.

BUILT FOR FANS OF...

  • XCOM — squad tactics and base management under pressure

  • Slay the Spire / Monster Train — deep, rewarding deck-building

  • Darkest Dungeon — punishing sanity mechanics and relentless tension

  • Eldritch Horror — cosmic terror and original monster design

  • Baldur's Gate 3 — choices, consequences, and multiple endings

If those games live in your memory, this will be your next obsession.

THE DARKNESS DOESN'T WAIT.

The Chaos Meter climbs. The cult moves unseen. Your agents are already breaking. Commander Ford has faced impossible odds before. He's seen what lives in the dark. He knows what happens when it gets out.

This time, there is no front line. No orders from above. No one to protect you if you fail. Lead your people through the darkness or lose them to it.

Modos Multiplayer
ModoDisponívelJogadores
Multiplayer OnlineN/A
Multiplayer Local-
Co-op OnlineN/A
Co-op Local-
PvPN/A
Tela Dividida-
Campanha Co-op-
Co-op LAN-
Drop-In/Drop-Out-

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