- Release Year: 2016
- Platforms: Linux, Macintosh, Windows
- Publisher: Misfits Attic, LLC
- Developer: Misfits Attic, LLC
- Genre: Strategy, Tactics
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Drone control, Procedural generation, Resource Management, Roguelike, Text-based interface
- Setting: Futuristic, Sci-fi, Space
- Average Score: 87/100

Description
Duskers is a top-down, 2D sci-fi strategy game where players control a fleet of drones to explore derelict spaceships in a bleak, futuristic setting. Using a text-based interface, you must navigate hazardous environments, scavenge resources, and uncover the fate of missing crews while managing limited power and avoiding deadly threats. The game blends survival tactics with a haunting atmosphere of isolation and dread, challenging players to adapt and strategize in a hostile universe.
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Duskers Reviews & Reception
metacritic.com (83/100): A tense and spooky strategy roguelike that’s as satisfying as it is harrowing.
pcgamer.com (86/100): A tense and spooky strategy roguelike that’s as satisfying as it is harrowing.
gizmogames.co.uk (100/100): A lonely, haunting masterpiece of sci-fi survival, part strategy, part horror, and all atmosphere.
pixelrater.com (85/100): Duskers has a lot of interesting things going for it, but first and foremost, is it’s really interesting interface design.
monstercritic.com (81/100): Duskers is a solid lock for one of my personal games of the year.
Duskers Cheats & Codes
PC
Edit the config file to include ‘AllowCheating=yes’ and press C and X simultaneously to toggle cheats. Press B and left/right shift simultaneously to access the level editor.
| Code | Effect |
|---|---|
| areasensorall | Turns on area sensors in every room |
| openall | Opens all doors, regardless of power |
| closeall | Closes all doors, regardless of power |
| powerall | Powers entire dungeon |
| pa | Powers entire dungeon |
| scanall | Scans entire dungeon |
| sa | Scans entire dungeon |
| nr | Refreshes the navigation points |
| tree | Write command tree to console |
| reloadalias | Reload alias file |
| wtf | Powers entire dungeon and turns on cheat mode |
| breakrooms | Break everything in every room |
| listall | Lists all drone upgrades, regardless of if drone is |
| radiate | Radiate the specified room |
| killdoor | Kill a door with damager (like being chewed) |
| restart_same | Restarts the game with the same upgrades |
| dbf | Spawns in random room, unless room specified |
| brute | Spawns in random room, unless room specified |
| swarm | Spawns in random room, unless room specified |
| bot | Spawns in random room, unless room specified |
| slime | Spawns in random room, unless room specified |
| static | Degausses |
| loot | Loot or swap upgrade with dead drone (works on living drones) |
| list | List installed upgrades of other drones |
| discard | Discard upgrade item |
Duskers: A Masterclass in Atmospheric Survival and Procedural Storytelling
Introduction: The Last Drone Operator in a Dead Universe
Few games capture the essence of isolation, dread, and existential uncertainty as profoundly as Duskers. Released in 2016 by the indie studio Misfits Attic, this top-down strategy roguelike defies convention by stripping away modern gaming’s reliance on visual spectacle and instead immersing players in a world of text, sound, and raw tension. You are not a space marine, a hero, or even a survivor in the traditional sense—you are a drone operator, the last human (or perhaps the only one) in a universe where humanity has vanished without a trace. Your tools? A command-line interface, a fleet of fragile drones, and the flickering feeds of their sensors. Your goal? To scavenge, survive, and—if you dare—unravel the mystery of humanity’s extinction.
Duskers is a game that thrives on what it doesn’t show. There are no high-resolution alien horrors, no cinematic set pieces, and no hand-holding tutorials. Instead, it offers a minimalist, text-driven experience that forces players to engage with its systems on a deeply personal level. The result is one of the most atmospheric and psychologically gripping games of the past decade—a title that doesn’t just tell a story but makes you live it.
This review will dissect Duskers in exhaustive detail, exploring its development, narrative ambiguity, innovative gameplay, haunting world-building, and lasting legacy. By the end, it will be clear why Duskers is not just a hidden gem but a landmark in indie game design—a testament to how less can be so much more.
Development History & Context: A Labor of Love in the Indie Renaissance
The Birth of Misfits Attic
Duskers was developed by Misfits Attic, a small indie studio founded by Tim Keenan and his wife, Holly. The studio’s origins are humble yet fascinating: Keenan began working on Duskers while operating out of Double Fine’s offices—a generous arrangement stemming from his modest backing of Broken Age. The game’s development was made possible through IndieFund, a collective of successful indie developers (including Jonathan Blow of Braid and Ron Carmel of World of Goo) who provided financial support to promising projects. This backing allowed Keenan to focus on his vision without the pressures of traditional publishing.
The studio’s previous title, A Virus Named TOM, was a puzzle-platformer with a retro aesthetic, but Duskers represented a radical departure. Keenan has described the game’s inception as stemming from a desire to evoke a specific feeling—one of isolation, claustrophobia, and reliance on unreliable technology. He cited influences like Alien, The Road, and classic survival horror, but rather than emulate their visuals, he sought to distill their atmosphere into a gameplay experience.
Technological Constraints and Design Philosophy
Duskers was built in Unity, a choice that allowed for rapid prototyping and cross-platform compatibility (the game launched simultaneously on Windows, Mac, and Linux). However, the game’s minimalist aesthetic was not a limitation of the engine but a deliberate design decision. Keenan and his team (including lead artist Brendan Mauro and audio designers Ian Hicks and Robin Arnott) embraced a “less is more” philosophy, using wireframe visuals, CRT-style bloom effects, and a monochromatic color palette to create a sense of retro-futurism.
The command-line interface (CLI) was another bold choice. Rather than using traditional point-and-click controls, players type commands like navigate 1 r3 or scan r5 to direct their drones. This was not just a gimmick but a core part of the game’s identity. As Keenan explained in interviews, the CLI was meant to make players feel like they were actually operating drones from a terminal, reinforcing the game’s themes of detachment and reliance on technology.
The Gaming Landscape in 2016
Duskers arrived at a time when the indie scene was flourishing, with games like FTL: Faster Than Light, Darkest Dungeon, and Stardew Valley proving that small teams could create deeply engaging experiences. The roguelike/roguelite genre was particularly popular, with titles like The Binding of Isaac and Dead Cells dominating discussions. However, Duskers stood out by blending strategy, survival, and horror in a way that felt entirely fresh.
Its release also coincided with a resurgence of interest in “analog horror” and retro-futuristic aesthetics, exemplified by games like SOMA and Observer. Duskers fit neatly into this trend but carved its own niche by focusing on procedural storytelling and player-driven narrative discovery.
Narrative & Thematic Deep Dive: The Mystery of the Vanished
Plot Overview: A Universe of Questions
Duskers begins with the player character awakening from cryogenic sleep aboard a small mothership, only to discover that humanity has vanished. The universe is a graveyard of derelict ships, abandoned space stations, and automated trading posts. Your mission? To scavenge for fuel, scrap, and clues while avoiding the myriad dangers lurking in the dark.
The game’s narrative is delivered through fragmented ship logs, cryptic messages, and environmental storytelling. There is no traditional plot—no clear beginning, middle, or end. Instead, Duskers presents players with a series of theories about humanity’s demise, each supported by clues found on different types of derelicts:
- The AI Rebellion (Singularity Theory): Suggested by logs from Muteki Corporation ships, this theory posits that an artificial intelligence achieved sentience and turned against humanity.
- The Alien Invasion (Thanatosian Theory): Military derelicts hint at a war with an extraterrestrial species, possibly triggered by humanity’s own bioweapons.
- The Pandemic (Plague Theory): Medical outposts and fuel depots contain logs describing a galaxy-spanning virus that wiped out all organic life.
- The Time Anomaly (Temporal Paradox Theory): Some logs suggest that humanity’s extinction was caused by a cosmic event—a rift in time that allowed the future to infect the past.
Crucially, none of these theories are confirmed. The game’s narrative is deliberately ambiguous, leaving players to piece together their own interpretations. This ambiguity is not a flaw but a strength—it mirrors the player’s own isolation and uncertainty.
Themes: Isolation, Existential Dread, and the Fragility of Technology
Duskers is a game about absence. The absence of humanity, the absence of answers, and the absence of safety. Its themes are deeply philosophical, exploring ideas of loneliness, the reliability of technology, and the futility of searching for meaning in a indifferent universe.
-
Isolation and Loneliness:
- The player is the last human (or so it seems). The only companions are drones—machines that can be repaired but never truly understood. The game’s CLI reinforces this detachment; you are not in the world but observing it through a terminal.
- Occasional messages from an unknown sender (possibly a surviving colleague or a ghost in the machine) add to the sense of desperate loneliness.
-
The Unreliability of Technology:
- Drones break down, sensors fail, and airlocks malfunction. The game’s systems are designed to feel old and fallible, mirroring the decay of the universe itself.
- The CLI is both a tool and a barrier. It gives you control but also reminds you that you are not there—you are a distant operator, dependent on machines that can fail at any moment.
-
Existential Horror:
- The game’s lack of a definitive ending is a statement in itself. There is no victory, no salvation—only survival until the next disaster.
- The procedural generation of ships and logs means that every playthrough offers new fragments of the story, but never the whole picture. The universe of Duskers is a puzzle with missing pieces.
-
The Horror of the Unknown:
- Enemies are never clearly seen—only glimpsed as red squares on a grid or heard as distant scratches on metal. The game’s minimalist visuals force players to imagine the horrors, making them far more terrifying than any rendered monster could be.
Characters and Dialogue: The Silence Speaks Volumes
Duskers has no traditional characters. The player is a faceless operator, and the drones are nameless machines (though players often assign them names in their minds). The closest thing to “characters” are the voices in the ship logs—fragments of people long dead, their final moments preserved in corrupted data.
The game’s dialogue is sparse but haunting. Logs range from mundane status reports to desperate final messages. Some are cryptic, others heartbreaking. One log might describe a crew’s last stand against an alien swarm; another might be a personal note from a scientist questioning their own sanity. The lack of context makes these snippets all the more chilling.
Gameplay Mechanics & Systems: Survival Through the Command Line
Core Gameplay Loop: Scavenge, Adapt, Survive
Duskers is a roguelite strategy game with survival and horror elements. Each playthrough follows a similar structure:
-
Docking and Exploration:
- The player selects a derelict ship from a procedurally generated galaxy map.
- Drones are deployed into the ship via an airlock. The player must explore room by room, scavenging for fuel, scrap, and upgrades while avoiding or eliminating threats.
-
Resource Management:
- Fuel: Required to jump between ships. Running out means game over.
- Scrap: Used to repair drones and upgrades. Also acts as currency at trading posts.
- Upgrades: Found on derelicts or purchased. These include modules like motion sensors, turrets, shields, and traps.
-
Threat Mitigation:
- Enemies include swarms (small, fast robots), leapers (deadly organic creatures), security drones, and environmental hazards like radiation and explosive decompression.
- Players must use tactics like herding enemies into airlocks, activating ship turrets, or setting traps to survive.
-
Progression and Reset:
- Drones and upgrades degrade over time. If all drones are destroyed, the player must reset, losing all progress except for collected logs and theories.
- The game has no true ending—players can keep exploring until they choose to stop.
The Command-Line Interface: A Love Letter to Retro Computing
The CLI is Duskers’ most defining feature. Players control their drones by typing commands into a terminal, such as:
navigate 1 r3: Sends Drone 1 to Room 3.scan r5: Scans Room 5 for threats.door d2 open: Opens Door 2.trap r4: Sets a trap in Room 4.
This system is initially intimidating but becomes second nature with practice. It also adds a layer of tension—typing the wrong command in a crisis can be fatal.
The CLI is more than a control scheme; it’s a narrative device. It reinforces the player’s role as a distant operator, reliant on technology that feels old and unreliable. The terminal’s green-on-black text, complete with CRT-style scanlines, evokes the aesthetics of 1980s computing, blending retro-futurism with survival horror.
Drone Customization and Upgrades
Drones can be outfitted with up to three modules, each providing unique abilities:
- Gather: Collects scrap and fuel.
- Generator: Powers doors and ship systems.
- Motion Sensor: Detects movement in adjacent rooms.
- Turret: Fires at enemies.
- Shield: Protects against damage.
- Trap: Sets explosive traps.
- Interface: Hacks ship systems (e.g., activates turrets, reads logs).
Upgrades degrade with use, adding a layer of resource management. Players must decide whether to repair a failing module or risk losing it entirely.
Combat and Stealth: The Art of Avoidance
Duskers is not a combat-heavy game. Drones are fragile, and direct confrontation is often suicidal. Instead, players must use stealth, misdirection, and environmental manipulation:
- Herding: Lure enemies into traps or airlocks by opening and closing doors.
- Venting: Open airlocks to suck enemies (and loot) into space.
- Activating Turrets: Use the Interface module to turn ship defenses against threats.
- Traps and Lures: Drop explosives or decoys to distract enemies.
The game’s tension comes from its unpredictability. A single mistake—leaving a door open, misplacing a drone, or misjudging an enemy’s speed—can lead to disaster.
Procedural Generation: A Universe of Infinite Mystery
Ships, enemy placements, and even log entries are procedurally generated, ensuring that no two playthroughs are the same. This system has several implications:
- Replayability: The lack of a fixed narrative means players can keep exploring, uncovering new logs and theories.
- Uncertainty: The randomness can be frustrating (e.g., early ships with no fuel) but also thrilling (e.g., discovering a rare log that hints at a new theory).
- Emergent Storytelling: Players create their own stories based on the fragments they find. A log about a doomed crew might resonate differently depending on the player’s current situation.
UI and Accessibility: A Double-Edged Sword
The game’s UI is minimalist to a fault. The terminal-based interface is immersive but can be overwhelming for new players. The lack of visual feedback (e.g., no clear indicators of drone status) forces players to rely on text and sound cues, which can be disorienting.
However, this design choice is intentional. The UI’s sparseness mirrors the player’s isolation—you are not meant to feel comfortable in Duskers. The game’s learning curve is steep, but mastering its systems is deeply rewarding.
World-Building, Art & Sound: Crafting a Haunting Atmosphere
Setting: A Graveyard of Derelicts
Duskers takes place in a procedurally generated universe filled with abandoned ships, space stations, and automated trading posts. The setting is deliberately vague—there are no named planets, no factions, and no clear timeline. This ambiguity enhances the game’s themes of isolation and uncertainty.
The derelicts themselves are the game’s primary “characters.” Each ship type (military, medical, Muteki, etc.) tells a different part of the story. Military ships hint at war, medical outposts at plague, and Muteki vessels at corporate malfeasance. The procedural generation ensures that no two ships are alike, making each exploration feel fresh.
Visual Design: The Power of Minimalism
Duskers’ visuals are intentionally sparse. The game uses a top-down, wireframe aesthetic with a monochromatic color palette (greens, blues, and grays). Drones are represented as simple shapes, and enemies as red squares. This minimalism serves several purposes:
- Immersive Realism: The wireframe visuals mimic the feeds of a drone’s sensors, reinforcing the idea that you are seeing the world through a machine’s eyes.
- Psychological Horror: By not showing enemies clearly, the game forces players to imagine the horrors, making them far more terrifying.
- Retro-Futurism: The CRT-style effects and terminal interface evoke the aesthetics of 1980s sci-fi, blending nostalgia with dread.
The game’s visuals are not “pretty” in the traditional sense, but they are effective. Every flicker of static, every distorted feed, and every unclear sensor reading adds to the atmosphere of decay and uncertainty.
Sound Design: The Symphony of Dread
Duskers’ sound design is a masterclass in atmospheric horror. The game features no music—only ambient noise, drone beeps, and the distant sounds of the ship’s systems (and the things lurking within them).
Key elements include:
- Ambient Noise: The hum of engines, the creak of metal, and the distant clanking of unseen machinery create a sense of unease.
- Enemy Sounds: Swarms buzz, leapers screech, and security drones whir. These sounds are often the only warning players get before an attack.
- Drone Feedback: Each drone has a unique audio profile, from the cheerful chirps of a scout to the ominous hum of a turret-equipped unit.
- Environmental Hazards: Radiation hisses, airlocks groan, and asteroids rumble as they collide with the ship.
The lack of music is a deliberate choice. Silence is Duskers’ most powerful tool—it forces players to listen, to anticipate, and to dread what might be lurking in the next room.
Reception & Legacy: A Cult Classic in the Making
Critical Reception: Praise for Atmosphere, Criticism for Accessibility
Duskers was met with widespread critical acclaim, earning an 81% average score on MobyGames and an 83 Metacritic rating. Critics praised its atmosphere, innovative gameplay, and narrative ambiguity but noted its steep learning curve and occasional frustration.
Positive Reviews:
– Polygon (90%): “Duskers is a solid lock for one of my personal games of the year. It’s about finding a quiet space in the real world where you can pretend to be stranded inside a wounded old spaceship.”
– PC Gamer (86%): “A tense and spooky strategy roguelike that’s as satisfying as it is harrowing.”
– GameSpot (80%): “Duskers is about allowing yourself to believe that you’re really sitting on a rickety old space ship, with only drones for friends. You’re alone, but not without hope.”
Mixed Reviews:
– Gamereactor International (70%): “Duskers can leave the player feeling as wrecked as the derelicts you explore, but the experience is a memorable and compelling one.”
– Hooked Gamers (65%): “The text-based interface may be a deterrent to gamers with a penchant for action, but for someone with patience and puzzle-solving skills, such old-school interaction could be part of the enjoyment.”
Common Praise:
– The game’s atmosphere and tension were universally lauded.
– The CLI was seen as innovative and immersive.
– The procedural storytelling and narrative ambiguity were highlighted as strengths.
Common Criticisms:
– The steep learning curve and lack of visual feedback alienated some players.
– The randomness of ship generation could lead to frustrating early-game scenarios.
– The lack of a definitive ending left some players unsatisfied.
Commercial Performance and Community Response
Duskers was not a commercial blockbuster, but it developed a devoted cult following. Its unique blend of strategy, horror, and procedural storytelling resonated with players who appreciated its depth and atmosphere. The game’s Steam community remains active, with players sharing theories, strategies, and modding projects.
The game’s ambiguity also sparked intense discussion. Forums like Reddit and Steam are filled with threads debating the “true” story of Duskers. Some players believe the protagonist is dead, others that they are trapped in a time loop, and still others that the entire experience is a simulation. The lack of a definitive answer has only fueled the game’s longevity.
Influence and Legacy
Duskers has had a subtle but significant impact on the indie scene. Its success proved that minimalist design, procedural storytelling, and innovative interfaces could create deeply engaging experiences. Games like In Other Waters (2020) and Signalis (2022) have drawn inspiration from Duskers’ atmospheric horror and text-driven gameplay.
The game’s CLI has also influenced other titles, such as Hackmud and Paradise Killer, which use text-based interfaces to create immersive worlds. Duskers stands as a testament to the power of restraint in game design—a reminder that sometimes, the most terrifying horrors are the ones we imagine.
Conclusion: A Masterpiece of Atmospheric Survival
Duskers is not a game for everyone. Its steep learning curve, minimalist visuals, and lack of hand-holding will frustrate players accustomed to modern AAA titles. But for those willing to engage with its systems, Duskers offers an experience unlike any other—a haunting, immersive, and deeply personal journey through a dead universe.
Its greatest strength is its ambiguity. By refusing to provide easy answers, Duskers forces players to confront their own isolation, their own fears, and their own interpretations of the story. It is a game about absence—the absence of humanity, the absence of safety, and the absence of meaning. And yet, in that absence, it finds a strange kind of beauty.
Final Verdict: 9/10 – A Cult Classic and a Landmark in Indie Horror
Duskers is more than a game; it is an experience. It is a testament to the power of minimalist design, procedural storytelling, and atmospheric horror. It may not have the polish or spectacle of modern blockbusters, but it has something far more valuable: soul. For those who dare to explore its derelict ships and uncover its fragmented secrets, Duskers will linger in the mind long after the final drone is lost to the void.
Recommended for:
– Fans of atmospheric horror and survival games.
– Players who enjoy procedural storytelling and emergent narratives.
– Those who appreciate innovative interfaces and minimalist design.
– Anyone who has ever wondered what it would be like to be the last human in the universe.
Not recommended for:
– Players who prefer action-heavy gameplay.
– Those who dislike steep learning curves or text-based interfaces.
– Gamers who need clear objectives and definitive endings.
In the end, Duskers is a game about survival—not just of the body, but of the mind. It is a game about facing the unknown, about clinging to hope in the face of oblivion, and about finding meaning in a universe that offers none. And in that, it is a masterpiece.