Skip to main content

Darkstone Making Its Return To iOS Devices

It has been fourteen years since the first Darkstone (developed in 1999 by Delphine Software) and now we will see the game adapted for today's mobile devices.  The hack-and-slasher Darkstone made its mark in the gaming world with its dark atmosphere and deep gameplay.

As part of its partnership with Vector Cell, signed end of 2012, French publisher Anuman Interactive announces the launch of a new version of "Darkstone". Fully revised and optimised for mobiles, this version will be created by the French studio Artefacts, in collaboration with Paul Cuisset.

The players will enjoy rediscovering the original game (more than 100 levels, 4 playable character classes…) on their smartphones or tablets, with a new interface and a gaming system adapted to touch screens. The fans will also recognise the remixed original voices and sounds.

“We are sure that this new version of "Darkstone" will win again the mobile players’ hearts, just like it happened back then with the PC users. This new version is more accessible and the new interface allows action phases that are much more dynamic, thanks to the touch features of those devices” explains Alain Milly, Publishing Director at Anuman Interactive .

Paul Cuisset, founder of Vector Cell adds with enthousiasm that “Anuman Interactive and Artefacts Studio teams are doing a great job. This new version of "Darkstone" is fun to play and I am delighted to see this title newly adapted on mobiles”.

"Darkstone" will be available as of June 2013 on iPhone, iPad and Android devices.

Popular posts from this blog

Crazy Kung Fu: A chunky, focused fitness‑meets‑reflex fighter (VR Game Review)

Crazy Kung Fu transforms martial‑arts training into a physical rhythm game that sharpens reflexes and raises your heart rate: fast, reflex‑driven, calorie‑burning gameplay wrapped in deep moddability. What started as a focused VR reflex trainer has evolved into a vibrant, community‑shaped practice arena; richer environments, meaningful cosmetic rewards, and new systems that push precision, stamina, and skill growth in equal measure. What the game is • High‑intensity reflex combat : Fast, physical gameplay that maps your hands and body to punching, dodging, and blocking; scoring rewards precise timing and optimal range so every movement matters. • Deep, varied content : 72 handcrafted levels across four distinct modes (Train, Fight, Focus/Compete, Workout/Event), with modifiers and multi‑tier difficulties that scale from welcoming warmups to brutal, pro‑level tests. • Distinct, atmospheric arenas : Six immersive environments; from intimate dojos to a tranquil bamboo forest; each with b...

Captain Wayne: Vacation Desperation - Retro Rampage on Orca Isle (Game Review)

Captain Wayne: Vacation Desperation detonates with hand‑drawn, ink‑drenched visuals and breakneck retro shooter action, grafting a double‑barreled shotgun onto a sailor’s arm and sending him on a gleefully gory rampage across Orca Isle. Released November 25, 2025 by Ciaran Games LLC and published by Silver Lining Interactive, the game fuses frantic boomer‑shooter gunplay with over‑the‑top animated cutscenes, a ripping, adrenaline‑driven soundtrack, and an endless arena mode that keeps the chaos replayable, equal parts cartoon carnage and twitch‑focused design that rewards speed, improvisation, and a taste for glorious destruction. Gameplay Loop and Systems Core loop • Shoot, survive, adapt : Move fast, read the room, and string momentum through aggressive play. Encounters reward mobility and timing; dash into cover, lay down suppressing fire, then finish with a brutal melee or explosive for maximum payoff. • Distinct weapon identities : Each tool feels purposeful; The Captain’s Ol’ Re...

Haymaker: VR Brawling, Up Close - Authentic, physics‑first combat that turns your body into the controller. (Game Review)

Haymaker is a physics‑first VR brawler in active Early Access that prioritizes authentic, body‑driven melee and high replayability. Its core systems are already playable: weighty, physics‑based hand interactions for grabbing, grappling, and striking; gesture‑driven kicks and knees that reward full‑body motion; adaptive AI that reads and reacts to the battlefield; and sandbox encounters that encourage improvisation with props and environment. Many systems remain in prototype; levels, progression loops, and some modes are still being shaped, but the mechanical foundation is solid and satisfying. The studio is deliberately using Early Access as a development lab: player feedback will guide tuning, bug fixes, and content expansion, so the game you play now is a promising glimpse of a more polished, content‑rich brawler to come. Core systems and combat • Physics‑driven hands : Interactions are governed by a weight‑aware physics model that responds to force, angle, and momentum; so grabs, h...