
Game intel
Dark Quest 4
Dungeon Hunter 4 has you in the world of Gothicus and its horde of creatures either alone or with up to four other heroes. Push evil back to the depths of hell…
I’ve got a soft spot for games that actually feel like a night around a kitchen table with dice and snacks. Dark Quest has chased that HeroQuest energy for years, and with Dark Quest 4, Brain Seal Ltd. finally swings big: a full card-driven tactics system, a voiced Dungeon Master narrating your doom, and a Creator Mode that could turn a $19.99 dungeon crawler into a community-driven time sink. It’s out now on PC (Steam), PlayStation, Xbox Series X|S, and Nintendo Switch, with co-op for up to three players. That’s a lot of promise for the price – the question is how much of it lands for real players on day one.
On paper, Dark Quest 4 reads like a greatest hits of modern tabletop-to-digital design. The campaign spans 30+ handcrafted quests across multi-floor dungeons stuffed with traps, puzzles, and enemy packs that punish sloppy positioning. Combat is strictly turn-based, but the twist is your deck: abilities, spells, and items are all card-driven, so you’re constantly weighing tempo, synergy, and risk. It’s less “wait for cooldowns” and more “engine build,” which scratches the same itch as For The King or Gloomhaven’s digital edition.
The 10-hero roster covers the basics – damage, tank, support — but the Hero Camp is where things get interesting. You unlock cards, train stats, and shape your party’s identity. Want a mitigation-heavy frontline with control tools like stun and slow, or a burst comp built around AoE and debuff stacking? The game seems built to reward experimentation rather than forcing a single meta path through those 40-odd monster types.
Then there’s the vibe. A fully voiced Dungeon Master steers the tone, which sounds like a small thing but absolutely matters for immersion. The earlier Dark Quest entries flirted with the “DM in your ear” feel; 4 leans into it, and if the VO holds up across 30+ quests, it’ll carry a lot of the tabletop charm.

Co-op for up to three players is a quirky but sensible cap. It mirrors the tight party dynamics of old-school dungeon crawlers where one bad decision can wipe the run. The crucial detail is how you can play with friends: the game supports co-op, but online vs. local options can differ by platform. Before you plan a remote campaign night, double-check your platform’s store page. Three-player tactics can be brilliant — overlapping stuns, taunts, and burst windows is catnip for coordination nerds — but only if the netcode doesn’t hiccup and the UI keeps up.
Creator Mode is the headline feature that could give Dark Quest 4 legs. On PC, Steam Workshop support means one-click downloads, ratings, and a steady stream of fan-made dungeons. If Brain Seal ships robust tools — enemy placements, triggers, scripted events, and difficulty scaling — we’ll see the same curve we’ve watched in other mod-friendly tactics games: a decent launch, followed by a golden age as the community figures out what’s possible.

The big open question is consoles. The mode exists across platforms, but Workshop integration is a PC thing. If console players can browse and play curated creations in-game, great. If they’re fenced off or stuck with a trickle of featured maps, that’s a real divide. We’ve seen this story before — PC gets a thriving ecosystem, consoles get a sampler platter. It doesn’t kill the value at $19.99, but it does shape who gets the most out of the game over time.
At $19.99, Dark Quest 4 is priced to be an easy pick-up if you’re into tactical dungeon crawlers with a board game soul. If you loved tinkering with builds in For The King, appreciated Gloomhaven’s card economy, or have nostalgia for HeroQuest’s dicey dungeon romps, this is squarely in your lane. Solo is viable, but co-op is the sweet spot — three brains solving a room with limited tools and a nasty turn order is the good kind of stress.

PC looks like the best home for creators and content gobblers thanks to Workshop support and mod-friendly plumbing. Console players still get the full campaign, the DM flavor, and couch co-op, which is honestly half the charm of a game like this. Just temper expectations about community content parity.
Dark Quest 4 nails the tabletop vibe with card-driven tactics, a charismatic Dungeon Master, three-player co-op, and a compelling $19.99 price. Creator Mode with Steam Workshop could make it a sleeper hit on PC, while consoles get a strong campaign and couch-ready tactics — assuming UI and balance don’t trip over the ambition.
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