Critical Play 7: Worldbuilding (A Dark Room)

A Dark Room is a game created by Michael Townsend (Doublespeak), playable on a web browser (headphones recommended), and intended for adult players who enjoy an unfolding narrative and a minimalist game. It creatively calls in players to care about the world created by the game through a sense of calculated and intentional deprivation; this means players are deprived of information, visuals, and resources. Instead of overwhelming players with a backstory and intricate worldbuilding, the game gets the player deeply invested through what it withholds. As for myself, I felt a strong emotional connection to this world that existed mainly in my imagination. 

The game’s main invitation to care comes from introducing scarcity. Scarcity is both a mechanic and a narrative device. From the opening statement, “the fire is dead. the room is freezing,” (image above) the players immediately get that survival hangs in the balance. This creates immediate investment: not caring about the state of the world has many consequences. 

Resources like wood become precious not just because they are useful mechanically, but because they’re a part of the narrative itself (image above). They seem to form a thin line between life and death. The “stoke fire” button becomes both a mechanic and an anchor, tying the player’s actions directly to the idea of surviving.

A Dark Room also has great storytelling about its environment through its sparse, poetic text. Each line carries significant narrative weight: “the room is freezing,” “the fire is roaring,” “the light from the fire spills from the windows, out into the dark.” This minimalist approach forces players to fill in the gaps mentally, making them actively participate in building the world themselves. I felt as if I was invited to make the rest of the world in my head, coming up with imagery and a more fleshed-out plotline in my head. 

The game creates tension and gets players hooked through repeating the narrative with slight variations. The descriptions of the fire and room change as players progress forward (also seen in above images), which creates a rhythm to the narrative. This reinforces how precarious the character’s existence in the world actually is. It felt hypnotic, and I can imagine it would continue to draw players into its atmosphere. 

Rather than giving us fully fleshed-out characters with detailed backstories, A Dark Room introduces puzzling figures that get players to be more curious. In the above image, we see “The Mysterious Wanderer” who comes in with an empty cart, promising to return with more if given wood. The builder’s uncertainty brings about social tension and moral ambiguity. I felt like this was one of the first games I’ve played that had me make decisions that made me actively feel morally grey and conflicted. 

The mention of a “ragged stranger [who] stumbles through the door and collapses in the corner” fills in this minimalist world a little more with characters who bring in an element of mystery with them. It made me feel that I wanted to learn more about them and what they are contributing to the narrative. The game doesn’t tell players to care about these characters; it creates conditions where the player is naturally curious, which leads to emotional investment. 

The game’s transition into the Penrose part (above) represents a change in its approach. The mysterious “thrumming” brings in a new sensory experience (enhanced by audio) that disrupts the established pattern: “A strange thrumming then, not in the air or ears. Sensed dully in a way that I’d never felt before.” This unfamiliarity represents the game’s boundaries growing, inviting players to process this world more deeply. These cryptic descriptions, combined with the choice to either “give in” or “ignore it,” create both tension and ambiguity. Players need to decide whether to surrender to this mysterious description and force or resist it, making them active participants in shaping the fate of their world.

A Dark Room also presents an interesting ethical perspective on the body through its mechanics and the choices made in the narrative. The game shows that the body is primarily as vulnerable and relies on external factors for survival, especially warmth and shelter. This vulnerability is not seen as a weakness, but rather the condition of existence. 

Unlike games that assign fixed biological traits to different character types, A Dark Room presents a more fluid understanding of the body and its agency. The “stranger” and the “builder” are not defined by innate descriptions and characteristics but by their relationship to resources and the environment of the story. How we define them relates to context rather than bodily descriptors: the builder can create and the wanderer can travel, but these abilities are a result of the environment and how characters interact with it rather than fixed attributes.  

The game’s mechanics also make players emphasize interdependence over being independent. For survival, the players must rely on others, like the builder who can create and the wanderer who can amass resources. This choice made me think that no individual is truly self-sufficient; survival demands community and cooperation.

If I were to mod the game to change how the individual is portrayed, I would explore this idea of interdependence more. For example, maybe the player character cannot travel far but excels at planning and leading. This would emphasize collaboration between characters who are assigned different capabilities, which would highlight how people come together to survive and hopefully drive that message home.

A Dark Room does a great job and showing strategies that create an immersive world for players. It proves that player immersion doesn’t require visual exactness or a lavish narrative; it can be achieved through minimalism that’s carefully made and engages players to be creative and explore emotions. By giving players just enough information to create mental imagery while holding back complete, thorough explanations, A Dark Room creates a world that feels alive and real while maintaining mystery. 

Through its design, characters, and resource-based methodology, A Dark Room doesn’t just invite players to care about its bleak world; it also creates conditions where caring becomes key. In the harsh environment the game creates, investment from the players isn’t optional; it’s entirely necessary for survival. 

 

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