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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.
Release Date: Jan 29, 2014
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Recent updates View all (5)

New Patch is Now Live! (v439)

March 7th, 2014

Hi everyone, new patch with a variety of balance changes and quality of life changes going live!

Enemies

  • Woundwort Chair Hurler and Capulet Reflector have reduced defense
  • Kitchen Slimes health reduced
  • Bulky Friend has increased defense
  • The champion feral cat should properly spawn, but will still be super elusive
  • Enemies no longer phasey about thorns
  • The Frozen Few should no longer blow you out of the room
  • The glacial spike will now damage Sudsy the Inanimate every time he runs into it
  • Goneril does reduced damage in Normal Mode
  • Only two spiky globes upon death of the globe building in Hard Mode
  • Friendly Foot Stools scaling base speed increased, footstool speed decreased in Hard Mode, overall just as friendly
  • Virtuoso chair now made of adamantium
  • Attempted another fix to The Brick Pile deciding to move around while immune
  • A Buoyant Double now spawns her friends more often
  • Bloodfather achievement extended to 13 health
  • Better Cordy achievement changed to only basic attacks
  • Due to generous funding, Administrator should properly bomb during portal phase on Hard Mode
  • Krass-skull, Conqueror of Legions and Eater of Limbs, now creates confusion clouds on hit. Still trying to fix bug where he spawns on early floors...

Items/Perks/Lessons
  • Remaining life before fragile items break should now be shown on the item
  • Chalk will no longer destroy spiked globes
  • Sharp Pointy Gift text changed + price reduced in vending machines
  • Edgewood Hall Pass increased in price
  • The Weeping Plant and Shoddily Copied Coin decreased in price
  • The Weeping Plant should no longer hit invulnerable enemies
  • The Ghostly Marble should properly be added to the spawn pool after completing The Imaginaries
  • Van de Graaff Playset re-enabled with old graphics (no longer breaks game), no longer requires Hard Mode Regan kill to spawn
  • Item damage scaling has been modified (some items such as My Manuscript! are stronger early but do not scale as well)
  • Some trade-off perks have been improved (still intended to be situational)
  • Schadenfreude and Merit should correctly trigger on bosses (no longer triggers on minions)
  • Fog should spawn the cloud on top of the player regardless of how fast she moves

5 comments Read more

New Patch is Now Live (v430)

February 22nd, 2014

Hey everyone,

We're pushing a sizable number of changes to live in this patch that we've been testing over the last week+ on the test branch. Overall, we are aiming for more item diversity, greater variety of viable character builds, and a faster paced game. Some enemies have learned new tricks, credit gain has been increased, and a number of floor characteristics have changed a bit to provide the player more of a choice.

There's definitely still more to do... for example, a certain scrappy champion cat appears to be ultra rare at the moment, but we're working on it.

Good luck in Edgewood!




Patch notes below... [beware spoilers]

Items/Lessons/Perks

  • Lifesteal items returned to the game and now restore % life per 5 kills
  • The Emblem has been increased in power
  • The Weeping Plant now scales with dodge/resist
  • Van de Graaff Playset disabled for now
  • Coris' Goggles should should now reduce 75% instead of 25% damage
  • Dodge has been capped at 75% (much sad, wow)
  • Losing Fragile Roly Poly in certain instances should no longer set your dodge to 0%
  • The Phony Symphony now plays in Adagio rather than Allegro
  • Foam has gotten 50% foamier
  • Whispers crit bonus now properly reflected in character sheet
  • Crowns has been reduced to 50% chance of extra champion spawn
  • Vanishing has been tweaked some more... let us know if you are still warping into the void
  • Vanishing CD should now reset on a failed teleport
  • Being Scared rebalanced and now also provides an innate move speed increase
  • Tier 4&5 lesson cost has been reduced
  • The Tell-Tale Extra Heart now reduces 25 health

Enemies
  • Various regular enemies have been tweaked slightly
  • Some upper floor rooms have been tweaked slightly
  • Players can no longer run behind The Woundwort Fortress
  • Cyndar's Timekeeper now has proper feet hitboxes
  • Status effects will reset properly when traveling to the next floor after the Virtuoso
  • The Brick Pile should no longer reset his walk animation if you have high DPS
  • Dr. Bloodfather's attack arc range has been reduced
  • The Administrator spawns should no longer give XP
  • The Administrator solo portals should stick around a bit longer and fire faster
  • Krass-skull, Conqueror of Legions and Eater of Limbs, now reflects 50% of damage dealt with basic attacks when shielding

Other
  • Even Edgewood is not immune to grade inflation.. report card grades requirements reduced
  • Floor characteristics have been rebalanced so there are more interesting choices...
  • Counselor should no longer eat your credits if you pay him and then exit the game immediately
  • Archivist should consistently stay an ambi-turner (rather than moving only right in some cases)
  • Enemy Health UI should no longer disappear randomly
  • Cordy's Health UI should no longer disappear randomly
  • Base move speed has been increased slightly
  • Base roll speed has been decreased slightly
  • Various* typos now properly fxied
  • Coin/Chalk/Juice Boxes now function under progressive percentage drop rates reducing RNG
  • Coin/Chalk/Juice Boxes drop rates also increased
  • Challenge rooms have been significantly increased in frequency
  • Some secret/coin rooms in upper floors reduced in frequency

12 comments Read more

About the Game

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…

Gameplay


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…

System Requirements

    Minimum:
    • 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
Helpful customer reviews
140 of 165 people (85%) found this review helpful
208 products in account
1 review
50.1 hrs on record
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.
Posted: January 29th, 2014
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87 of 98 people (89%) found this review helpful
99 products in account
1 review
22.2 hrs on record
Our Darker Purpose is a gorgeous game in many ways. The way the story and setting is drip-fed to you via talking desks or boss descriptions allows you to engage with it or get on with the gameplay itself, and the writing manages to be funny without being cringe-worthy. The music is also truly amazing, perhaps the best I've heard in any indie game.

I find the gameplay particularly engaging as well. On the surface it does hug closely to Binding of Isaac gameplay, with randomised rooms, unlockable items and locations, starting over when you die etc. But it does go beyond that. The emphasis on choice over randomness is far more evident in ODP: Each time you level up you choose between two perks that may boost your attack or survivabilty in some way (life leech, attack speed, or some more exotic perks), and you unlock lessons that you can equip before a play-through that can have a dramatic effect on your gameplay. You can also choose which floor to enter after a boss battle, and each floor may have different enemies or modifiers to them (enemies will drop more juice boxes, won't have champion enemies, you and the enemy will take more damage etc.)

These elements allow for less of a feeling that the RNG was against you, and more that if you die you messed up in some way. It also means that even if you are having trouble, you may unlock lessons that will help you in the future, so there is always a small sense of progression without making the early levels feel trivial.

One downside to the game is that earlier areas can feel repetitive, as there is a smaller set of potential enemies and items that you will encounter. Earlier levels can also look a little too grey for my liking. It also isn't clear how to unlock each of the lessons - something I find frustrating but other people may enjoy discovering the unknown.

Over all its a good game to play for several hours in a row or just half an hour, and its easy to sink at least 30 hours into the game (for those who care about replayability). And the music is to die for - that cannot be said enough!
Posted: January 29th, 2014
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36 of 49 people (73%) found this review helpful
620 products in account
17 reviews
20.0 hrs on record
The game blends the twin-stick shooter style like Binding of Isaac or SMASH TV with an artistic style similar to Don't Starve into something great with a dark theme.

You take on the role of Cordy. The only girl that, of all the students that grouped up with her, survived being killed by two other groups: the strong, and the charming. Now it's up to her to fight these students with the power of her voice in order to find out Edgewood's dark purpose.

Dying in this game isn't the end. Nor is winning in some cases. The floors you complete in this game grants credits. These are used to unlock classes, most of which are locked and have to be gained by completing an achievement, or by donating to the counselor which gives added perks like an extra juice box.

The music blends with the game well. The childish, yet dark, feeling of the music complements the game in a way that gives you the feeling that you are in the game.

The thing about this game is that traversing through Edgewood can be lengthy if you end up having a good run. For example: My videos of this game can take about a half-hour to an hour depending on how far I've reached and it takes about an hour or more to reach the second big boss of this game.

Regardless, this game can keep you occupied with how deep Edgewood is.
Posted: January 29th, 2014
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119 of 212 people (56%) found this review helpful
445 products in account
1 review
1.4 hrs on record
This game shows a great deal of promise and has some interesting mechanics that could potentially provide a nice change of pace compared to other games in the genre.

The problem, at least in its current state (review written at launch) is that it really doesn't stand up well in comparison to obvious influences like Binding of Isaac. I will list some of the issues I have with the game at launch, some may sound minor but have a very real impact on the way the game is played.

-- movement speed --

The starting character (there may be others to unlock) is woefully sluggish. This slow movement combined with much-quicker-than-you enemy projectiles and othewrwise acceptable mechanics like your momentum affecting your own projectiles can lead to frustrating and needlessly tiresome encounters.

There are a number of perks available at level up that profess to increase movement speed, these are either completely incorrect in their supposed effect or the gains are far too minimal as even after taking more than one such perk there is never any noticable increase in your movement speed.

The interesting thing is the roll mechanic which acts as a little boost to evade enemies, the inclusion of which would have been unnecessary if the overall movement wasn't so awful. What I'm curious about is whether the roll was added to compensate for the overly slow base movement speed or whether the base movement speed was deliberately made that slow so as to make the planned roll mechanic relevant and useful.

-- hitboxes / collision detection --

The hitboxes on both the player character and some enemies is, in my opinion, a little off. I suppose the issue here is that the hitbox on the player character is a little too big, a hit is registered even though your character sprite wasn't contacted by the projectile, environmental effect, etc etc. It's true that with continued play you would probably adapt to this slightly too big hit box and learn to compensate but you shouldn't have to, a game like this needs a reliable, accurate and finely tuned hit detection system.

In contrast, enemy hit boxes seem, at times, bafflingly arbitrary and with zero reference to their character sprites. More than once I've seen a projectile pass straight though an enemy without registering a hit, only for the next projectile on the same trajectory to instead register a successful hit. Again, this type of game thrives on tight, accurate hit detection, which at present, just isnt here.

A lesser issue is with collision detection on environmental objects. This could well be tied to the above issue of your slightly oversized hit box but occasionally you do get stuck on environmental objects, even though it looks as though there is room enough to get by.

-- pacing --

This is more of a personal one but I really feel the pacing of the game needs to be addressed, both in terms of character progression and item acquisition. In short, leveling up seems to take a little too long. Combined with the...underwhelming, shall we say, perks that you get on level up, this makes the whole level system seem honestly quite redundant. I never once found myself pleased, excited or glad to have levelled up, it just doesn't feel like much of a reward.

Item acquisition is probably a bigger issue, more specifically WHEN you get items. This game lists Binding of Isaac as one influencing game and it really shows. In Isaac however, there is a reliable and reasonable pacing to item acquisition. By and large each floor has one item room and an item from the boss room. There's no guarantee either one will be any good but at least there are reliably (keys allowing), AT LEAST two items per floor.

This game does not have item rooms on each floor nor does it provide items as rewards after boss fights. In fact your most reliable source of items are the occasional mini-boss enemies (like elites from Diablo). These enemies are fairly few and far between however, you MIGHT find one per floor and some floors don't have any by design. This means you end up with very few items and the majority of itemsa you do find are unremarkable. I'm being quite generous when I say unremarkable by the way.

I should note you can get items from vending machines but most are limited use and almost all are more than you can afford given the relative scarcity of money.

All in all, despite how critical you may feel I've been, I really do think this game has potential and there are some things to enjoy here but there are more things that I feel need to be addressed by the developer before this game can really be recommended.

In short, if you want to play an enjoyable but challanging twin stick shooter with tight controls and good pacing, play Binding of Isaac. It's pretty much all this game aspires to be and is considerably cheaper to boot.
Posted: January 29th, 2014
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29 of 46 people (63%) found this review helpful
825 products in account
33 reviews
5.7 hrs on record
A game with a Binding of isaac style gameplay with dark art and humor and also it's hard in fact maybe even harder due to angled shots, map having obstacles that will block your movement, and your sight is limited to a range since it's almost in total darkness making you watch your rolls and navigation.
You'll play as a school girl climbing a dark and dangerous randomized dungeon tower until you reach the top, killing crazy students and monsters alike on your way to unlock the doors. The path choices branches as you beat the levels and you will be able to pick the path that is right for you either it'll be hard or harder, along with randomized mobs, bosses and maps.. New items powerups passive ,useables, and a leveling system that'll give you 2 choice to pick from as you level up. pretty solid game.
Watch out for the pot hoss Holy crap you'll know what i'am talking about.


+The art is dark and morbid creepy but very cool
+The game is hard (I like it)
+The music is as creepy as the game
+This game includes Lore!
+powerups, passive skills, leveling system with choice on perks (usually 2), randomized maps, bosses, and mobs = replayability supreme
+Roguelike game, Death = permanent


-No controller support
-No voice acting for the texts
- Can be fustrating if you suck at these sort of games expect plenty of death.
Posted: January 29th, 2014
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