Dark Cellar Studios

  • When to Cut Content

  • When making a game, it is the design team’s intention to make the game the best it could possibly be. Ideally, this would mean implementing every good idea regarding gameplay, story, visuals, and sound with good quality and good programming. However, this is not necessarily the case, nor is it realistic. Every detail that goes […]

  • Balancing Difficulty to Make Grinding Optional

  • Like many other RPGs, Gilded uses an experience point system to provide a form of progression for the characters in the player’s party. Fight enough monsters, and your characters will level up, granting them improved stats and new abilities to make them stronger and more versatile. As far as these types of games go, it […]

  • Utilizing Forced Loss Battles

  • When playing a game of any kind, the goal is to win. This can take the form of something concrete like a win condition, such as getting the most points by the game’s conclusion or being the last one standing in a competitive game, or reaching the endpoint or credits in a single-player or cooperative […]

  • Exploring the Role of the Silent Protagonist in Gilded

  • Many stories have a central protagonist driving the plot forward. Gilded has two, Jack and Gregor, each doing so in a different way. As far as the central story of the quest to become a Wishmaker and cure his sister’s illness while struggling with the physical and ethical challenges along the way, Gregor is the […]

  • Rapiercon

  • Attention all tabletop gamers who will be in Florida this weekend! Grey Assassin will be making its first ever public appearance at Rapiercon on the 10th and 11th! Swing on by to get a sample of playing in this dystopian future where assassinations have been made legal on Saturday at 4PM or 10PM or Sunday […]

  • The Style of Gilded

  • Before Gilded even had a proper title, we knew we wanted it to be in a style evocative of classic JRPGs from the NES and SNES era. Before I started making Gilded or even knew what I would be able to do between the software and my programming ability, I knew I wanted to make this […]

  • Gilded Launches Today!

  • It is with great pride and joy I announce that Gilded launches today on Steam! It’s been a long road, but it was worth it to get here and see our game finally made available to the public. We can’t wait to see and hear about people playing Gilded and enjoying the experience we worked […]

  • New Year, New Store Page

  • Happy New Year everyone! Sorry for missing posts the past couple of weeks, but our holiday season has been busy. We’ve spent this time getting ready to release Gilded, and we are excited to tell you that our store page has been approved on Steam and is now live! You can now go to our […]

  • Choose Your Difficulty

  • When Gilded releases, it will feature 3 different modes of play to be selected when starting up a new game. These modes will determine the difficulty level of the adventure, but not in the simple manner of changing the stats of enemies and characters, as we thought relying on this method felt artificial and uninteresting. […]

  • Let’s Not Forget Grey Assassin

  • Last week, we posted for the first time in a long time, filling you in on our progress with Gilded. Of course, Gilded is not the only game we are working on, and our other project, Grey Assassin, is progressing as well. While not as close to full release as Gilded, it recently underwent some […]