From Idea to Reality

As with all *Dark Quest *games, the starting point for Dark Quest 4 was *Hero Quest *– a game I’ve been a fan of for years – and this entry set out to keep that board-game aesthetic intact. We’ve always loved the idea of a party of heroes setting out to explore a dungeon, uncover its secrets, and smite some monsters along the way. This time we deliberately preserved the room-by-room exploration that defines the feel of Hero Quest, but removed the tedious board-game tasks, like managing dice, that slow the experience down. We took those core concepts – the rooms, the exploration, the decisions – and built them into a video game, which allowed us to push past the limitations of the tabletop an…

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