Extraction Dungeon Crawler · Strategy · Cosmo Cheats

Dark and Darker

Descend, fill the bag, and find the blue light before the dark finds you.

Welcome to the Cosmo strategy hub for Dark and Darker. Ironmace’s first-person dungeon extraction crawler drops solos, duos and trios into the same torch-lit ruin with monsters, traps, rival teams and a clock, then asks one question: can you carry what you found back out through a portal. It ran on its own launcher through 2023, reached Steam in June 2024, and still wipes between seasons. Everything below is vanilla, mechanics-only knowledge: how a run is structured, the nine classes, perks and skills, the seven attributes, weapon families, melee geometry, light and sound, loot and inventory space, monster families, escape routes and pro tips.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "Classes at a Glance". A line drops from it and branches to five boxes stacked down the page: "Fighter", "Barbarian", "Rogue", "Ranger" and "Cleric".02Classes at a GlanceFighterBarbarianRogueRangerCleric
Figure 1. Section 02 of this page is "Classes at a Glance". These are the first five of the 9 entries it lists.

01 · The Dungeon Run

Queue, descend, loot, leave. Everything you carried down is at stake.

  • Pick a party size and stay in it Solo, duo and trio use different layouts and monster density. Learn one properly before rotating between them.
  • Everything on your body is at risk Die in the dungeon and everything you carry stays there. Only what you escape with reaches your stash.
  • The clock does the pushing The playable area contracts in phases. Outer rooms close first, so a slow first floor costs you the quiet exits.
  • Escaping is a channelled action A portal is not a wall you touch. The channel runs, and anyone in earshot knows where you are.
  • Two lobby tiers, two mindsets Normal lobbies cap what you bring in. High Roller has no ceiling and draws the players who want your bag.
  • Gear score decides your neighbours Your kit is scored into a bracket. Loading up on rare gear quietly moves you into harder company.
  • Read the module before you drop Goblin Caves, the Crypts, the Ruins and the Ice Caverns reward different loadouts and different light.
  • Leaving early is a real strategy A half bag banked beats a full bag lost. Most runs end in the one extra room, not in a lost fight.

02 · Classes at a Glance

Nine classes, nine different answers to the same dungeon.

ClassRoleWhat It Brings
FighterAll-round frontlinerHandles every weapon family, heals itself mid-fight with Second Wind, and owns the only reliable burst of ground speed.
BarbarianHeavy bruiserLargest health pool, two-handed reach, and the fastest door breaking in the game. Slow, loud, terrifying in corridors.
RogueAmbusherHide makes a motionless Rogue nearly invisible. Quick lockpicking and poison damage reward patience over trading swings.
RangerRanged controlBows and traps punish long sightlines. Weak once someone is inside its guard, dominant across a prepared hall.
ClericSupport and undead answerParty healing, protective blessings and blunt damage that suits the undead filling most modules.
WizardBurst casterThe highest single-cast damage in the roster, plus haste and invisibility. Fragile, and limited to what it prepared.
WarlockAttrition casterCurses and life-tap casting that spend health for pressure. Wins long fights nobody else can afford to stay in.
BardParty amplifierSongs buff the whole team and carry through walls. Weak alone, and the reason a coordinated trio outperforms its gear.
DruidShapeshifterSwaps between animal forms for scouting, speed and melee. The most mobile scout and the hardest class to pilot.

03 · Perks, Skills & Class Levels

Perks are passive maths. Skills are the buttons you actually press.

  • Four perks, two skills at rank A fully levelled class runs four perk slots and two skill slots. Anything earlier is partial, not broken.
  • Perks change numbers, not verbs They move damage types, movement, healing and resistances. Read them as percentages you never see, not as abilities.
  • Skills are on a timer Skills run on cooldowns and sometimes limited uses. Opening with both leaves nothing for the third party.
  • You level the class, not the account Progress is tracked per class, so each new one starts empty. Take one to rank before you spread out.
  • Casters commit before the run Wizards, Clerics, Warlocks and Druids memorise a list inside a Memory Capacity budget. You cannot re-plan it below.
  • Casts are your real ammunition Each prepared spell has finite uses per run. Budget them by floor exactly as a Ranger budgets arrows.
  • Build for the module you queued Undead floors reward blunt and holy damage; goblin floors reward speed. Swap in the lobby, never on the stairs.

04 · Attributes & What They Move

Seven attributes feed every derived number on the sheet.

  • Strength Raises physical power and how much weight you carry before it slows you. Heavy kit hurts less.
  • Vigor Raises maximum health. The least glamorous line on the sheet, and the one that decides how many mistakes you survive.
  • Agility Raises movement and action speed together. With no universal sprint, movement speed is a defensive stat.
  • Dexterity Speeds up drawing, reloading, bandaging and interacting. It shortens every moment you stand there unable to fight.
  • Will Raises magical resistance, healing and recovery. The main answer to a caster who out-ranges your weapon.
  • Knowledge Raises magical power and Memory Capacity, the budget your prepared spell list must fit inside.
  • Resourcefulness Traps, bandages, campfires and lockpicks all work faster or better. Quietly strong on support builds.
  • Weight is the hidden eighth Armour and weapons carry a movement penalty. Two identical builds ten percent apart in speed are not close.

05 · Weapon Families & Reach

Reach and swing arc decide more corridor fights than damage does.

  • Swords The default answer. Fair reach, quick recovery, and an arc that survives most rooms without catching walls.
  • Rapiers and daggers Thrust weapons with a narrow profile. They work where a swing clips the doorframe, and reward exact spacing.
  • Spears and polearms Longest reach available. Hold a doorway and keep the other player outside their own range.
  • Axes and mauls Slow, heavy, and the quickest way through a door or a stubborn container. One hit reshapes the fight.
  • Shields Block inside a frontal arc only. A flanked shield is dead weight, and heavy ones cost you speed.
  • Bows and crossbows Bows have draw time and arrow drop; crossbows hit harder and reload slowly. Recover arrows after every exchange.
  • Staves, tomes and instruments Caster and Bard tools occupy your hands. Swapping back to a blade is not instant, and melee players know.

06 · Melee Timing & Geometry

Melee collides with the world here. The room is part of the fight.

  • Swings hit walls Weapons collide with level geometry. A blade that catches a doorframe deals nothing, so tight rooms favour thrusts.
  • Windup is a readable tell Every attack telegraphs. Step out on the windup and in on the recovery instead of trading on instinct.
  • Backpedalling loses Reverse movement is slower than forward. Circle around the swing rather than retreating in a straight line.
  • Head hits multiply Hits to the head do materially more damage. Aim high on a charging target so the blow lands as they close.
  • Choose your side of the doorway A doorway denies flanks and cancels long weapons. Decide which side you want before the fight arrives.
  • Answer range with cover Open ground against a bow is a losing trade. Break line of sight and take the fight into a short room.
  • The third team is the real threat Noise brings company. Finish or disengage; a won duel on an empty health bar is a loss in progress.

07 · Light, Sound & Concealment

The dungeon is dark and loud on purpose. Both are information.

  • Torches burn down Light sources have a lifetime and go out. Carry a spare, and count what you spent before heading deeper.
  • Light is a beacon Your torch is visible down a corridor long before you are. Put it away when a team is close.
  • A torch costs you a hand Holding light means no shield and no second weapon, and swapping under pressure costs time you may not have.
  • Footsteps carry How fast you move sets how loud you are. Crouch-walking is near silent and the default in a contested wing.
  • Doors announce you Opening, closing and breaking a door are distinct sounds. Leaving one as you found it hides your route.
  • Containers are audible Chests, barrels and ore veins all make noise. Clear a room before you work through it, or accept visitors.
  • Rogues stand perfectly still A hidden Rogue is nearly invisible while motionless. Sweep suspicious corners with a swing, not your eyes.
  • Healing has a sound Bandages, potions and campfires are audible and lock you in place. Heal behind a closed door.

08 · Loot, Rarity & Inventory Space

Space is finite. What you leave behind is a decision, not an accident.

  • Seven rarity steps Poor, Common, Uncommon, Rare, Epic, Legendary and Unique. Colour tells you an item’s ceiling, not what it rolled.
  • Rolled lines beat rarity A Rare piece with two useful modifiers beats an Epic with wasted ones. Read the lines before the colour.
  • The grid is the constraint Items occupy cells. A two-handed weapon eats the room several potions would use, so decide what a run is for.
  • Gold stacks by value Loose coins, bags and coffers hold very different amounts in similar space. Consolidate before picking up anything bulky.
  • Veins and herbs need time Mining needs a tool and gathering costs seconds off the door. Both pay only in a quiet wing.
  • Keep the quick slots honest Only your utility slots can be reached mid-fight. Bandages you cannot draw in time are not in your bag.
  • Merchants and reputation Vendors pay gold and build reputation, which unlocks better stock and quests. Sell duplicates rather than hoard tabs.

09 · Monster Families

Six behaviour families. Name the family and the fight is mostly solved.

Skeletons Undead melee and archers
  • Standard garrison of the crypts
  • Archers open from across a hall
  • Blunt and holy damage cut through
Bring
A mace, or a Cleric. Blunt is the shortcut through bone.
Take
Break line of sight on the archers before you close.

Skeleton archers pull an entire wing if ignored. Kill them first, every time.

Goblins Fast, numerous, low health
  • Archers, axemen and casters mixed
  • Arrive in loose groups, not formation
  • Most die to one clean swing
Bring
A fast weapon and room to swing it.
Take
Back into a doorway so they arrive one at a time.

Goblin damage is trivial alone and lethal in aggregate. Never fight them in the open.

Heavy undead Mummies, wraiths, armoured dead
  • Deep health pools, real damage
  • Slow, but relentless trackers
  • Often posted on the better rooms
Bring
Reach, patience and a planned exit.
Take
Pull them into a corridor and punish the swing gaps.

Rarely worth it once your bag is full. Walking away is a legitimate answer.

Beasts Spiders, bats, wolves, crawlers
  • Erratic movement wrecks aim
  • Several poison on contact
  • Nest in side rooms off the path
Bring
A swing you can land on a moving target.
Take
Back into a corner so they cannot circle you.

Bats and spiders punish anyone who fights while walking backwards.

Constructs Golems, wisps, animated guardians
  • Each shrugs off a damage type
  • Heavy attacks, well telegraphed
  • Posted in mined and frozen areas
Bring
A second damage type, if you have one.
Take
Sidestep the wind-up instead of out-trading it.

Check what a construct resists before spending casts you cannot get back.

Bosses Named encounters, sealed rooms
  • Cave Troll, Skeleton King, Lich and kin
  • Scripted, learnable patterns
  • Loot that pays for a session
Bring
A full kit and a team that has practised it.
Take
The fight is public. Expect company outside the door.

A boss room is the loudest place in the dungeon. The boss is only half the problem.

10 · Escape Routes & the Closing Dungeon

The exit is the run. Everything before it is just inventory.

  • Two kinds of portal Blue portals take you out with what you hold. Red portals take you deeper, to better loot and worse company.
  • Exits open in phases Portals appear as the timer advances, not at the start. Know when, so you are not caught mid-room.
  • Shards are your own exit A portal shard opens a way out where you stand. Carry one on any run you would hate to lose.
  • An open portal is a landmark Portals are bright and loud. Clear the room before you start the channel, not after it is interrupted.
  • The dark closes inward Standing in the encroaching dark drains you steadily. Treat outer rooms as gone the moment the phase turns.
  • Pick the exit before the loot Choose your corner on arrival and loot toward it. Crossing the whole module at the end is how runs die.
  • Recover your team at an altar A fallen teammate can be restored at an altar within a window. That rescue costs minutes you must budget.

11 · Pro Tips

Small habits repeated across a few hundred descents.

  • Learn one module completely Room layouts repeat. Knowing where exits tend to sit is worth more than any single item.
  • Bank early and often Take the modest run out. Consistency builds a stash; ambition empties one, usually in the last two minutes.
  • Listen before you open Stop at every door for two seconds. Most deaths begin with walking into a room already occupied.
  • Keep a throwaway kit Run modest gear while learning a class. Pressure teaches nothing when every mistake costs your good set.
  • Fight where you chose to fight Pull back to the room you already walked. Ground you know beats a stat edge on ground you do not.
  • Do not chase A fleeing player is leading you somewhere, usually to their team. Let them go and take the room.
  • Review the decision, not the duel Ask which choice killed you, not which swing missed. It is almost always the room you entered.