Journey to the dark heart of the Edgewood Home for Lost Children in this fiendishly difficult action RPG! When her teacher stepped out of the classroom a month ago, Cordy never imagined he would be gone for good. Now her fellow students have turned on each other as the school descends into chaos.
Data de lançamento: 29 Jan 2014
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Atualizações recentes Ver todas (8)

New Experimental Patch is Now Accessible (v455)

27 junho 2014

Small update to Experimental branch:

  • Shoelaces now help you run faster as well
  • Solitary library floor should no longer have a random floor characteristic
  • A Second and Third Helping should now give XP when killed
  • Woundwort Fortress defense slightly reduced
  • Friendly Foot Stools should no longer spawn extra body parts if you pause and unapuse repeatedly during the fight

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New Patch is Now Live! (v454)

22 junho 2014

Latest patch is now live! We won't list all them all out here so if you didn't try the test branch you can discover them for yourself...

-- 9 new items
-- 4 new floor characteristics

We've made a few bug fixes on the new items/characteristics based on feedback on the test branch -- thank you!

-Haunted floors should increase explosion speed over time until everything in the room explodes. Killing everything will make the poltergeist move on though. Fewer coins should drop.

-Edgewood Hall Pass will now only work for uncleared rooms.

-Stolen Seconds should properly disappear after use (not 999 seconds anymore, but permanently!)

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Journey to the dark heart of the Edgewood Home for Lost Children in this fiendishly difficult action RPG!

When her teacher stepped out of the classroom a month ago, Cordy never imagined he would be gone for good. Now her fellow students have turned on each other as the school descends into chaos. Cordy must battle feral classmates and dangerous creatures as she ascends to the cruel Administrators’ offices atop the Edgewood Home for Lost Children.

Our Darker Purpose is a top-down, rogue-like action RPG that combines the ingenuity of genre-defining classics with the expansiveness and accessibility of modern day action adventure games. The gameplay is steeped in a variety of influences ranging from A Link to the Past to The Binding of Isaac to Diablo. We love games with great mechanics and awesome, bizarre storylines, and that’s what we’re creating with Our Darker Purpose.

Each playthrough features a unique set of procedurally generated levels. Death is permanent, but your accomplishments earn you resources to buy lesson and upgrades in the afterlife... and your education lasts forever. Every game teaches you more about the Edgewood Home for Lost Children, the disappearance of the adults, and the darker purpose of the Administrators.

Key Features

Fast-Paced, Combat-Oriented Gameplay: Face unique boss encounters and challenging enemy mechanics! The Edgewood Home is a merciless environment. Dodge between fireballs and flying desks while your former classmates try to pummel you into the walls, and that’s just the lower levels…

Character Variety and Customization: Assemble selections of randomized perks and upgrades to reflect your play-style – tanky bruiser, glass cannon, fleet-footed assassin, or anything else. Assemble your skills into devastating combinations… or pick style perks with no benefit at all, at your peril.

Oh Yeah, and It Takes Place in a Sinister Orphanage: Prepare for a an unflinching look at what happens when an already terrifying boarding school/orphanage goes all Lord of the Flies, and try not to get eaten by any of the possessed furniture. Only the psychologically strongest gamers will be able to withstand the insightful taunts of the Administrators themselves…


Allocate precious skills

Uncovering Edgewood’s dark secrets will yield valuable experience for Cordy. Each time she levels up, you’ll be able to select from one of two new abilities that she can acquire, depending on your play style and the situation at hand. You will never be as strong as you need to be, so prepare for some nail-biting choices…

Choose your own ghastly fate

The house is different every game, and every level is uniquely generated. But fear not, there’s more than one way to ascend through a dystopic Victorian manor! Pick your route – would you rather battle a feral horde than risk an encounter with the dangerous Capulets? The choice is yours! Of course, each floor offers unique credit tokens to buy new upgrades, so choose wisely…

Acquire eternal powers

Adorable, creepy, stylized Edgewood Home students don’t give up when they fail --- they go to class. Each time you lead Cordy to a fiery (or chalky, or spikey, or venomy, or monstery) demise, you get some time to strategize with your kindly scarecrow guidance counselor. He is happy to offer his one-of-a-kind insight in many academic disciplines…

Requisitos do Sistema

    • OS: Windows Vista/7
    • Processor: 1.6 Ghz
    • Memory: 2 GB RAM
    • Graphics: X1950 Pro, 7900 GT
    • DirectX: Version 10
    • Hard Drive: 300 MB available space
Análises úteis de clientes
16 de 23 pessoas (70%) acharam esta análise útil
270 produtos na conta
5 análises
61.2 hrs em registo
I'm not gonna write about the good stuff in this game, 'cause there is no point. You MUST try it out. You like The Binding of Isaac? You will like this. You didn't like TBoI? You WILL like this, 'cause it's so same, but so different. What can make it better?
Steam achievements. Or at least in-game achievements, but all of them, not just the ones about the bosses. We want to know what do we unlock when we get an achievement. That's what kept me going in TBoI.
More items/upgrades. I just got to chapter 2 and there is not much items/upgrades when you levelup for now and that's the first thing that was driving me to play Isaac in the first place.

And there's no menstruating ♥♥♥♥♥♥s attacking you.

So, basically, what I want is more variety in items, especially the ones that can change my "weapon", like lasers, bombs and new tears in TBoI and list of achievements and what they gave you after you unlocked them,

Keep it up.
9/10 for now.
Publicada: 8 fevereiro 2014
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18 de 27 pessoas (67%) acharam esta análise útil
222 produtos na conta
7 análises
9.3 hrs em registo
Our Darker Purpose is essentially a bullet Hell rogue-like with a passive, persistent upgrade system. I do like the game but right now, I cannot recommend it for the simple reason it needs more time to bake. Currently, my two major issues with the game are gameplay and balance.

The game lacks a decent reward system. Your character starts off weak and stays weak throughout the game. You can earn experience, level up, and get 1 of 2 perks. Unfortunately, some of the perks are completely worthless (for example, -10% move speed for +2 healing pack capacity.) while others offer such a negligble benefit you can hardly tell they are there (+50% drop rate to items.) You do find gear that can be useful but a lot of them don't work on bosses, others are broken, and some are so poorly implemented they do not make sense (2% health per 5 enemies killed. Worthless when you have around 100 life on average; why bother?). Health, coins, and chalk (bombs essentially) drop in the game at a pathetic rate, leaving players scrambling for health. I have had several runs where healing packs don't even drop. You can buy items at vending machines but you cannot rely on them for survivability for long. Lastly, you can donate credits (which you earn by completing levels) to unlock lasting benefits called "lessons" or donate to a counselor for passive, persistent upgrades. You can only carry so many lessons and you only get more by donating to the counselor. Unfortunately, you are forced to waste thousands of credits on the counselor and you only get upgrades every other level. So while it is great to get +2 health pack capacity, it really sucks wasting 500 credits and being told the counselor was "expecting more." I get the purpose behind it but since you get so few credits per level, it's insulting more than anything.

The enemy balance right now is all over the place. Most are fine the way they are while a few are ridiculously cheap (firing homing clouds that phase through everything and confuse you [interesting bug with that; if you exit to the menu while confused, the menu controls are inverted]). Enemy strength scales with level so you take more damage while having very little way to heal yourself due to the aforementioned awful drop rates. Bosses are incredbily tedious due to how long fights last. If boss health was shaved 20%, I think the balance would be right. Currently, all you get for defeating bosses is decent amount of experience and progression to the next level.

As to the graphics, I greatly enjoy the grim feel of the game. The music is appropriate and the sound effects are adequate.

Due to the lack of balance at this point, I cannot recommend it. I enjoy hard games. I have spent way more time than I should in Binding of Issac and Dark Souls. Those games offered a sense of accomplishment when you defeated a hard enemy. Our Darker Purpose offers little for anything you accomplish. That said, I would watch the progression of the game. The developers are working hard and constantly updating the game. I believe when all is said and done, Our Darker Purpose will be a great product.
Publicada: 25 fevereiro 2014
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6 de 7 pessoas (86%) acharam esta análise útil
113 produtos na conta
4 análises
24.2 hrs em registo
Our Darker Purpose has so much potential - the art style is gothic and frequently impressive, the lore of the Edgewood Orphanage setting is rich, and it has a few unique mechanics in terms of incremental buffs tied in with a leveling system. And it squanders it all.

Our Darker Purpose aspires to be the next Binding of Isaac - it's a top down, twin-stick, rogue-lite with an exhausting array of usable and passive items. But it's worse in every way, and three times more expensive to boot. I couldn't even fathom pouring more than 10 hours into this game, let alone the 100 hours Isaac can satisfy. What it comes down to is gameplay. Signs of sloppy design are on display almost by the minute. The hitboxes of enemies are incomprehensible and your pathetic, pixel-size shots pass through even the largest of bosses for no discernible reason. Movement is imprecise and, without rolling everywhere, is slow and clunky. Everything takes far too much damage before it dies and deals far too much damage, each creature doubling in strength, HP and defense after every level, as opposed to the strict rules governing monster types in Isaac. Difficulty is never an issue if it's fair, but the poor design choices present the challenge as cruelly unfair. A player's skill will never be able to respond to impossible to dodge hazards that appear the instant a player enters a room, or the awkward placement of innumerable indecipherable objects that block player projectiles and obstruct any sense of movement.

In the end, the greatest crime Our Darker Purpose commits is an obvious empty ploy to prolong the length of its campaign. Rather than implement as large an array of items as Isaac or Risk of Rain, encouraging a sense of discovery and experimentation, a lazily implemented upgrade system built around earning 'credits' in a poorly designed menu sets positive bonuses for the next run. A next run that you won't want to make.
Publicada: 9 Mai 2014
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7 de 10 pessoas (70%) acharam esta análise útil
16 produtos na conta
1 análise
4.6 hrs em registo
ODP is essentially an awkward and finicky Binding of Isaac, for want of comparison. That comparison might seem an injustice to people who claim to like the additions this game adds, but really, it's hard to see where else they gathered influence to make the game.

And it's the minute change of style that makes ODP fail. The game lacks any sense of reward/feeling of progression to your character in your present playthrough. Not unlike Isaac, you gain items and passive abilities to 'improve' your character. Thing is, 90% of those items are arbitrary. 10% added to X abilitiy and Y ability don't mean a damn. And what further makes the system so unrewarding is that they are few and far between. Yes, even the bosses do not drop items. To me this goes against everything that the game is trying to be. The idea for a roguelike is to strain to overcome a point in the game giving you trouble, and rewarding you. After defeating a pretty ridiculous early boss that fires in bullet-hell style with my character of several useless abilities, it felt so sigh worthy to know that fight meant sweet fa to me in the grand course of things.

The game's difficulty (and I'm not averse to difficulty) is pretty unbalanced too, especially when you take the previous point. It's worth noting that only 2 or 3 levels in and you will face levels that will make I Wanna be the Guy players wince. Problem is, you have little room for error ( unlike the IWBTG games ) and little to work with, because the game just doesn't help you along the way. Worth pointing out is the movement mechanic; it's incredibly slow and gives you a 'roll' button which is so finicky to control with WASD. Collision detection is also mediocre.

If you though Isaac got difficult toward the end, this game is definitely not for you.

Now, I can hear people defending these points, but those people are happy to ignore technical aesthetic and just play the game with the inordinate challenge in mind. Also, the game has a great story element, humorous and dark, and a great musical score.

Yet, I really can't recommend this game to even Isaac fans.
Publicada: 28 fevereiro 2014
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9 de 14 pessoas (64%) acharam esta análise útil
862 produtos na conta
21 análises
21.7 hrs em registo
I bought Our Darker Purpose on a whim because of the obvious similarities to Binding of Isaac. It certainly delivers on those appearances. Instead of a little boy exploring his basement/hellscape, you are a young girl exploring a boarding school where the adults have disappeared and the children have gone feral and otherwise run rampant (it may also be a hellscape in its own right). Room layouts and enemy types are random, items drop that augement your shots/defenses/etc, there are bosses at the end of every floor, and so on.

The differences are in the details; ODP is a bit more strategic and less random than BoI. Player movement is much slower (but you can roll for extra speed), projectiles also tend to be slower, and enemy patterns tend to be a little more predictable. Further:

- There is an XP system, and every level up you get to choose between two books, which are essentially Fallout-style perks- most are only beneficial, some require trade-offs.
- Pickup items, bosses, etc, all unlock in greater quantities as you progress.
- As you unlock achievements and generally progress in the game, you unlock different "classes" which are persistent perks, and can be equipped using available "class periods" so you can mix and match your class schedule and have a somewhat persistent build. For example, my current character starts with a few extra coins, extra crit chance when close to enemies, and the ability to shoot while rolling. I may want to switch these for other classes once more lucrative ones are unlocked.

I have played for 11 hours and completed the first of three (four?) chapters at the 9 hour mark. I've only gotten past that point a couple of times since. I am still seeing new enemies and bosses and have less than 50% of the pickup items unlocked according to the ingame stats.

All of the artwork is hand-drawn (the player and enemy sprites at least) with great thick ink lines. I almost think the assets were done on paper and scanned into sprites. Just like the screenshots indicate, it's very reminiscent of Edward Gorey, Tim Burton, Neil Gaiman's Coraline, and other media in the Goth Kid style. It's clean and consistent throughout. The music is decent and fits thematically with the visuals. Some of the tracks (especially the boss battles) sound properly big and orchestral which is impressive considering it was composed and orchestrated by one guy (this is a link to the soundtrack). As for the setting and story, the game again draws deep from its obvious influences but adds enough of its own spin that things never feel derivitave or cliched. The ingame writing- the item descriptions and lore pages and such- is effectively humorous and creepy, often at the same time. The slow drip of the plot and absolute consistency in the narrative (a school where things are not quite right) are high points.

Perhaps my biggest praise for Our Darker Purpose is that in all the hours I've played (now 19 at the time of this edit) I have always felt a sense of progression. Every run seems to go a little further than the last, or I find a new item for the first time, or unlock one thing or another and want to go right back for another run. It hasn't just been a smooth learning curve -- everything about it has improved with as I've played more.

This was a rare day-one impulse buy for me - I had never heard of Our Darker Purpose before it launched on Steam. And what a pleasant surprise it's been! Highly recommended to any BoI fan or really anyone who enjoys these "rogue" influenced action games.
Publicada: 9 fevereiro 2014
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166 de 197 pessoas (84%) acharam esta análise útil
219 produtos na conta
1 análise
50.6 hrs em registo
Great game, very enjoyable, a lot of depth and some interesting lore. Add to that a fantastic sound track and appealing visuals and there's really not much to ask for.

If you enjoyed The Binding of Isaac, you'll enjoy this as well. And there's less poop, so that's always a plus.
Publicada: 29 janeiro 2014
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