A downloadable game for Windows

Download NowName your own price

In a time long ago, on the distant Isle of Darskerry, a humble farmer awakens from their slumber.

As the rain pounds the roof, thunder booms and lightning flashes angrily in the night sky, a memory bleeds slowly to the forefront of their waking mind.

A terrible tragedy, death and suffering. Monstrous creatures, powerful and terrifying. An unimaginable horror, shrouded in darkness, guarding a future of prosperity for those brave and foolhardy enough to face it.

You have awoken from dark dreams of destruction for the very last time. Seek the truth of times past and save Darskerry Isle from a terrible fate...

Welcome to Darkserry Redemption

Controls

  • Move Player - W, A, S, D or left stick
  • Move Camera - mouse or right stick
  • Action - E or A button
  • Select target - tab or press right stick
  • Attack - R or right shoulder button
  • Jump - space or X button
  • Roll - Q or B button
  • Sneak - C or Y button
  • Sprint - shift or press left stick
  • Pause the game and view options - Esc
  • View and manage quest journal - J

Where it's at now

Darskerry Redemption is in the prototype/alpha stage. This means I'm at the stage where I'm building out core game mechanics, visuals, look and feel and the game world. I've been working on the game for over two years now, and have recently decided to restart the project from the beginning, using all that I've learned over the last year. I'm making good progress and will be regularly releasing prototypes and alpha builds over the coming weeks and months.

What I have planned

You can play the game now and see for yourself just how much of the world and game is already playable. As I move forward, my focus will remain on the core features of the game:

  • An engaging, emotional, enjoyable short story, telling the tale of a character's lost past and hopeful future.
  • A living and breathing island world to explore, with characters and history, where you the player can unravel the story.

You can see the full roadmap of features, and known bugs and issues, on our Trello board: https://trello.com/b/Q2OfUR7r/darskerry-redemption

Why "Darskerry Redemption"?

The game takes place on a small island, also known as a "Skerry". "Darskerry" aims to combine the "Dark" nature of the events of the game, with the island environment. The "Redemption" will become clear, hopefully, as you play the game!


About Daft Apple Games

I am Iain Ollerenshaw, known to all as Oli, and I'm a hobbyist developer. I am currently trying to find time to make games in between a full-time (non-developer) job and being the father of two wonderful kids, Emily and Callum.

The ideas for the game have come from the kids, who wanted to play a game where they were the feature characters, battling giant spiders and finding a long-lost treasure! I dabbled in modding in early 2021, and from there followed a natural progression to Unity and writing a game.

I am not a professional game designer, developer, or artist, and I rely heavily on assets developed by others and purchased through the Unity asset store. We're passionate about making a good game and accept all constructive feedback and suggestions.

Updated 12 days ago
StatusPrototype
PlatformsWindows
Rating
Rated 3.0 out of 5 stars
(2 total ratings)
Authordaftapplegames
GenreRole Playing, Adventure
Made withUnity
Tags3D, Atmospheric, Fantasy, Horror, Medieval, Singleplayer, Survival Horror, Third Person
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse, Gamepad (any)

Download

Download NowName your own price

Click download now to get access to the following files:

hide-and-seek-windows-alpha.zip 2 GB
Version 37

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

Hello, I read the diary and I'm not sure what to do next. The quest diary didn't update. I will follow the game for updates and hope for more content. Take care, GOD bless you :)

Hi, and thanks for trying the game! It's a very early alpha/prototype of what I'm trying to build. I think I've realised that creating an open-world RPG in Unity is a BIG undertaking for a hobby developer, so things are going much slower than I'd perhaps hoped. The downloads that I post are typically updates on core systems, and don't generally contain much content or story. I will get there, but it's just going to take me a while! Thank you again for your support, and I hope you'll stick around to see what's next!

I tried the latest version, but I can't get past the Return to Home quest. I go back home and even read the diary, but it never shows that the quest is completed and I never get any more things to do. Maybe that's all that's there right now? In any case, the game is looking better and I can see a lot of promise. I can't wait to be able to do all the things the world has to offer.

I'm having the same problem. I read the diary but nothing else has happened.

I just realized you had a new version. I am downloading now and can't wait to try. It looks like a lot of improvements.

I see that the save system is not working correctly. I was the guy character and when I reloaded, I became Emily. I also had lost my equipment. I was not in the position I saved the game in. I ended up back in my house and could at least pick up the bow again, but the sword was forever gone from the world.

One other thing. I started seeing a case where the mouse cursor would not activate when going into dialogue mode. I realize this is alpha, of course, but I thought I'd report the issues in case anything was new.

This looks promising so far. I agree with some of the other comments already posted, especially regarding performance. It runs well enough to play, but it definitely feels sluggish. That looks like the meadow environment by Nature Manufacturer and I've run that with smoother performance so not sure what your issue could be. Are you using Deferred or Forward rendering? 

One thing I found odd. I watched the video initially so I knew what to do and didn't pay attention to Ivan telling me he had a gift for me so I just went off to see the Old Hag, but if you don't get the sword first then she doesn't want to speak with you. I would think that you could do that out of order.

I look forward to seeing more as you make improvements. Nice work!

Not sure why you aren't seeing more interest, but it may be the small tag selection.
Try adding Monster, Spider, Medieval, Escape, Fantasy, Singleplayer, Strategy, RPG,
You may think of a few more.

(1 edit)

Wow this certainly needs a beast of a PC to run smoothly, but it is Unity so to be expected.
U-engine may have been a better option for a game of this nature, but Unity is a good place to start your craft.

The buildings need to be sealed zones so the audio, lighting, fog and the rain do not cross where they do not belong.

The deadly water needs some explaining as you can swim but it harms you.
Either the water is toxic or this needs a better way to deal with it.

Things you are likely aware of but I should report anyway.
Sometimes I see giant spider legs protruding from the lake (maybe I should stop eating those wild mushrooms).

The spot effects need more variety.
eg. The 1 sound the bear makes while attacking makes me want to disable the audio. The bear doesn't stop to breathe between attack sounds. The need to be spaced apart more or it sounds like several bears at once.

I would suggest that the start point should have more items in the room to give a sense of ownership rather than a storage shed.
Also that perhaps you look at adding the ability to take a candle from all those candle-sticks you see, for a more limited light source.
A diary page, scroll or something written in the room to give you your first objective.

My sense when I look around and then look back at the building is "I don't know who it belongs to, and I don't think it is mine".

Very promising looking game, but I am just starting to explore so don't have any feedback on the mechanics yet.

Great feedback, thank you so much! Genuinely, it's really nice to get real, constructive comments on what we've been working on.

Totally agree with everything here, and we'll definitely be addressing these observations in future releases.

One of the biggest challenges as a one-man band is performance tuning and defining minimum specs. I have my Ryzen 7 / RTX 2070 machine and that's it, nothing else to test on. There are, however, ways and means and I'm certainly going to look to ways to disable certain features to get better performance, as well as tune what's already there. Totally agree with the "toxic water" - I wanted a way to prevent players from simply swimming to the objective on levels with lakes and rivers, so need something better to address that.

Again, many thanks for taking the time to send this feedback, and I hope I can continue to build on what's there and make it all a little more entertaining to play!

I've just realised what you meant by giant spider legs in the screenshot! Hahaha! I've absolutely no idea what causes this, but it does seem to randomly happen. I'll remove those enemy models, while I figure out what's causing this.