A “Now or Never” Studio
Chris Bourassa and Tyler Sigman had discussed making a game together while working at Backbone Entertainment, but other commitments kept the idea dormant. In 2013, they formed Red Hook Studios in British Columbia and committed to the project with a small team.
Personal savings funded the early work. A grant from the Canada Media Fund was rejected, and the planned eighteen-month development period expanded. To continue, the studio turned to Kickstarter.
Funding the Descent
The campaign launched in April 2014 after the team had prepared promotional material, including an earlier trailer. Its $75,000 goal was reached within two days. By the end, more than 10,000 backers had pledged over $313,000.
Darkest Dungeon entered Steam Early Access in January 2015. Streamers and players became an unusual extension of the development team, offering playtesting, feedback, and balance information. The developers described the experience as working “while naked in a transparent cube suspended above Times Square,” but concluded that the transparency improved the final game.
Early access also exposed the risks of changing a difficult game in public. New features involving corpses and stress-induced heart attacks angered some players, who felt the game had become unfair. Red Hook eventually made those elements optional, while retaining them as part of its intended design.
The full release arrived in January 2016 after a delay connected to a personal loss within the team. Strong reviews followed, and sales passed 650,000 copies in the first week, one million across platforms later that year, and two million by December 2017.
The journey’s lesson is as striking as the numbers: a game about surviving uncertainty was itself built through financial uncertainty, public criticism, and a willingness to preserve an unusual creative vision.
