2026-08-24 · 2 min read
Dark Cell, forty-three versions later
A horror platformer that lasted one level in its first version. What happened across the forty-two that followed, and the four milestones that didn't make it.
Dark Cell was born on 9 August 2026. It's now on version 43, with 43 completed milestones and 1,879 drawn images.
Those are real numbers, read from the database while you read this page. They aren't a trophy: they're the measure of a decision the studio made at the start and applies to every game. A game isn't abandoned the moment it ships. Shipping is the point at which it starts to change.
What kind of game it is
A 2D action horror platformer. Jerico wakes in a cell block after a blackout has opened the doors, and has to reach the surface through swarms of infected. Real weapons — pistol, rifle — and in the second act Becky's powers, which change how you deal with the same enemies.
Put like that it sounds like a big project. In its first version it was one level, one enemy and one weapon.
What changes across forty-three passes
Not a rewrite. Forty-three times one single thing, finished and verified before moving to the next: a weapon that doesn't have the right weight, an enemy that notices you too late, a level with a dead spot in the middle, an interface that covers the character on a small screen.
It's slow and it isn't spectacular. But it's the only reason that at version forty-three the game is still the same game, better, rather than the third attempt at a different one.
The four failed milestones
In the ledger, next to the 43 that succeeded, sit 4 failed milestones. We leave them written down on purpose.
A failed milestone isn't a broken game: it's work that was attempted and didn't pass verification, and at that point it doesn't enter the game. The cost is a day. The alternative — let everything in and fix it later — costs far more, and you always pay it in the wrong version.
Out of 47 attempts, 4 didn't pass. That feels like a healthy ratio to us. If it were zero, we'd start to suspect the verification.
The game that broke the automatic photographer
Dark Cell also has a small internal fame: it's the game that broke the system that photographs games for the site.
The automatic player that opens each game and plays for twenty seconds dies within the first second on Dark Cell. For a while the site introduced the game with the YOU DIED screen, which was the highest-contrast frame in the recording. We wrote about it at length in The poster said YOU DIED.
There's a comforting reading: the game is hard. There's a more honest one: an automatic system that has to judge an action horror game will always judge it from the point of view of somebody who can't play.
Where it stands
Design phase closed, in production, version 43. The footage on its card was shot last night.
Play it — it opens in the browser, there's nothing to download.