A medieval dungeon extraction game for parties of one to three. Take a torch and a blade into the halls under Karnhollow, fight monsters and rival crews for the gold in the black stone, and get out before the gates seal. Die down there and you lose everything you carried.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Blacklode is a game about other players. How a full-loot raid actually plays
is decided by how a few hundred people behave in the same dungeon at once -
whether parties talk before they swing, whether the extraction points are worth
camping, whether anyone carries a lantern once they learn what it costs. None of
that can be settled in a design document or in a lobby full of the people who
built it.

Early Access is how the economy and the raid loop get tested against a real
population instead of a simulated one. We would rather ship a version we are
still arguing about and fix it in public than guess for another year in private.”

Approximately how long will this game be in Early Access?

“We expect Early Access to run for around eighteen months to two years. That is
an estimate rather than a promise: the game leaves Early Access when the full
class roster, the surface market and the persistent stash are all stable at
population, and not on a date we picked before we had one.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to add:

  • The complete class roster, including the Wizard.
  • Deeper dungeon tiers, with their own layouts, hazards and loot tables.
  • The full surface market - commissions, merchant reputation, and prices that
    move with what the server is selling.
  • Ranked dungeon tiers for parties who want a harder descent.
  • More of the world above ground: the camp, its traders, and the people who
    send you down there.

Balance, matchmaking and the loot tables will change throughout, because that is
what the Early Access period is for.”

What is the current state of the Early Access version?

“The Early Access build ships with the full descend-survive-extract loop, five
of the six classes, the first dungeon and its extraction points, full-loot PvPvE
in parties of one to three, a persistent stash, and the first pass at the surface
market. The Wizard is not in it. Deeper dungeon tiers and ranked play are not in
it. Expect balance changes every patch and expect to be told about wipes in
advance.”

Will the game be priced differently during and after Early Access?

“Blacklode is a one-time purchase and will stay one. The price may rise at the
1.0 release as the game grows; anyone who buys during Early Access keeps the
game and every update to it at no further cost. Nothing that affects a fight
will ever be sold.”

How are you planning on involving the Community in your development process?

“Closed playtests are the main channel. We run them in small waves, we watch what people actually do rather than what they say they will do, and the people who show up get asked directly what broke. Everything else - dev logs here on Steam, test builds announced ahead of time, changes to loot and matchmaking explained before they ship rather than discovered in a patch - is downstream of that.”
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Planned Release Date: To be announced

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About This Game

Beneath the ruins of Karnhollow, a vein of gold runs through black stone. The miners called it the Blacklode, and they stopped digging long before they hit the end of it, because something down there started digging back. Now the gate stands open, and anyone with a blade and a bad idea can walk through it.

Blacklode is a first-person dungeon extraction game for parties of one to three. Every expedition is the same wager. The deeper you push, the richer the seams get, and the further you are from the only way out. There are no checkpoints and no respawns. What you drag back to the surface is banked forever. What you leave down there belongs to whoever was willing to kill you for it.

Three steps. The third one is the hard one.

Descend. Kit out at the surface camp, pick a gate, and step through. Every raid drops you into hand-built halls with a different set of doors unlocked. The place is familiar. The route through it never is.

Survive. Torch in one hand, steel in the other. The dark holds skeleton wardens and worse, but the thing most likely to kill you is another party who heard your boots two rooms back. Fight them, avoid them, or strike a deal you will both break.

Extract. Gold is worth nothing until it's above ground. Find an extraction point before the gates seal, hold it long enough for the ritual to take, and pull your party through. Everything that comes out with you is yours. Everything else stays.

  • Full-loot PvPvE. Every raid puts your whole kit on the line. Kill a knight in gilded plate and you walk out wearing it. Die in the same corridor and somebody else does.

  • Combat with weight. Directional melee where spacing, timing and stamina decide the fight, not who clicks faster. Every class handles its weapons differently and has its own perk tree.

  • Light is a resource. Torches burn down. Lanterns give your position away. Darkness is real cover and a real hazard, and every party has to decide how much of it it can afford.

  • Loot you have to carry. Everything has weight and takes up space. Your bag fills fast, and choosing what to abandon at the extraction point is its own small agony.

  • Traders and a living market. Sell your haul to surface merchants, commission the gear you can't find, and watch prices slide as the whole server floods the market with the same drop.

  • Solo, duo or three. Queue however you like. Matchmaking reads your gear score, so a runner in rags never loads into a lobby full of full-plate veterans.

Every class can carry a raid. None of them can carry it alone.

  • Fighter — frontline. A wall of shield and steel who wins by refusing to give ground. Second Wind · Shield Wall · Riposte

  • Rogue — ambusher. Picks the locks, picks the pockets, picks the moment. Hide · Backstab · Pick Lock

  • Cleric — support. Keeps the party upright, and consecrates the ground where they fall. Mend · Smite · Sanctuary

  • Ranger — skirmisher. Ends fights from across the hall, ideally before they start. Quickshot · Snare · Beastsense

  • Barbarian — bruiser. Carries more, hits harder, and thinks about it afterwards. Rage · Cleave · Break Door

  • Wizard — control. Fragile, slow to cast, and able to delete an entire corridor. In development; abilities not announced.

Blacklode is in pre-alpha, in development for PC by a very small team. Every image on this page is captured in-engine, and it's all subject to change.

The route from here, in order: closed playtests on Steam, then public stress-test weekends, then an open beta with a persistent stash and the full class roster, then a paid Early Access release. Progress wipes between test sessions and keeps wiping until open beta, and that's the point — the tests are for the loop, not for your stash.

Dates move. When they do, they move in the Discord first.

Wishlist Blacklode to hear when the first test opens.

Patch notes, playtest announcements, squad-finding and the bug reports that shape the next build all happen in the Blacklode Discord, and the people making the game are in the same channels reading them.

The invite and the site are in the links beside this page.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11
    • Processor: Any
    • Memory: 4 GB RAM
    • Graphics: Any
    Recommended:
    • Requires a 64-bit processor and operating system
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