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A Dark Room

Play A Dark Room

Desktop only

There are iOS, Android and Steam versions: Michael Townsend (Doublespeak Games)

3 hrDesktop onlybrowser, ios, android, steam2 to 10 hr

Light a fire in a cold, dark room. Then find out what is outside it. About three hours, and it keeps turning into a different game.

What kind of game this is

A Dark Room opens with two lines of text and one button. No menu, no tutorial, and for the first minute no sign that anything else exists. Over the next couple of hours it becomes a resource economy, a village you staff, and a map you cross one tile at a time, each arriving unannounced as a new row of buttons on a page that was nearly blank.

That withholding is the design, and the pleasure is watching something you thought you understood grow another limb. It gets filed under incremental games and the ticking counters earn that, but know one thing first: there is no prestige layer and no reset multiplier. A Dark Room ends, and a second playthrough is a much smaller thing, because by then you know what the buttons will say.

What this page holds back

Since the effect depends on not knowing, this page describes the first ten minutes concretely and then stops describing events. Below that I explain how the systems work and how to play them well without naming what happens. Nothing here spoils the ending, but if you want to go in completely blank, read the next section and stop.

The opening

The fire is dead. The room is cold. You light the fire, the wood burns down, you stoke it again, and the button greys out while a cooldown runs. That is the first hint that this game keeps a clock whether you are watching or not. A stranger arrives out of the cold, and once the room is warm enough she gets up and starts to help. Now you can gather wood.

The buttons multiply quickly from there. Wood buys traps, traps yield fur and meat, huts bring people, and people take jobs that produce resources in the background while you do something else. Within a quarter of an hour you are running a settlement with a stock ledger down the side of the screen, weighing whether the next hundred wood is another hut or the workshop. That is also where the game stops being the one you were just playing.

How the loop works

Three things run at once. Assigned villagers convert one resource into another on a fixed tick, so the stockpile grows while the tab sits open. Your own clicks are gated by cooldowns, which stops manual play outpacing the economy. And the settlement is not safe: it takes periodic hits, you lose people and stock, and you rebuild on a better plan.

The second half spends that stockpile in a different currency: the cost stops being time and becomes how much you can carry and how far it gets you, and failure becomes a dead end you walked into on purpose. The village keeps producing while you are away, which is what makes the two halves fit together. Saving is automatic, and the menu exports a save as a string you can paste back in elsewhere.

Controls, and the phone question

Everything up to the map is a click on a text button. Once the map opens, arrow keys or WASD move one tile per press, clicking a direction relative to your position moves you that way, and a swipe does the same on a touchscreen.

The corner menu holds a sound toggle, a lights-off mode, a language dropdown with over twenty translations, and a hyper mode that runs at double speed. Turn hyper mode on. It is an official setting, not a cheat, and the parts worth being patient for are not the ones where you watch a wood counter.

On a phone the browser version does not run at all. The game checks the user agent on startup and sends mobile browsers to a page that says so and points at the apps. That is the developer's own behaviour and we have left it alone, so if you are reading this on a phone, the frame above will show that notice rather than the game. The paid iOS and Android ports were built for touch and are the answer if a phone is where you will play.

How long it takes

Most people finish in two to four hours. Some of that is real waiting, since the ticks are on a clock, though hyper mode halves it and it runs happily in a background tab. There is no post-ending content to grind, which in this genre counts as a feature.

Getting further

Build traps early and keep building them past the point where it feels like enough. Meat and fur gate more of the mid game than wood does, and a thin food supply is the commonest reason a run stalls.

Check the village whenever the population changes. New arrivals do not assign themselves, and it is easy to lose twenty minutes wondering why income flattened.

Do not empty the stores into the first expensive thing offered. Upgrades to how much you can hold and carry pay back more than anything raising a single production rate.

When the game points you outward, prepare before you go and turn back early on the first trip. Running out of supplies away from the village is not a soft failure.

Who made it, and where else to play

A Dark Room was designed by Michael Townsend and released for browsers by Doublespeak Games on 10 June 2013. The browser original is free at adarkroom.doublespeakgames.com, and the source is on GitHub at doublespeakgames/adarkroom under the Mozilla Public License 2.0.

The copy in the frame above is one we build from that source and serve ourselves. It is not the official version and we are not the publisher. The MPL is a copyleft licence, so the source of this exact build, with the four changes we made to it, is downloadable from us at /play/a-dark-room/source.zip, and the licence page lists the changes and reproduces the licence. If you want the developer's own build, use the link above.

The ports are separate work. Amir Rajan built the iOS version with Townsend's agreement in late 2013, and it sat at the top of the App Store's game downloads through April 2014, which is why a browser text game is a name people outside this genre recognise. Android followed in 2016, a Nintendo Switch release in 2019, and a paid Steam version in 2023 with a reworked interface, modding support and developer commentary. The browser game is free; if you want to pay for it afterwards, buy a port.

For more of this shape, try Candy Box 2 and Universal Paperclips, which also start with almost nothing and change form while you watch.

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Tags

text-basedincrementalresource-managementexplorationopen-source