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The designer of cult classic King of Dragon Pass says his upcoming hellish heist game is pushing the boundaries of a concept he invented in 1999: ‘There’s really nothing else quite like it’

In 1999, designer David Dunham and his studio A Sharp released King of Dragon Pass. Part mythic fantasy RPG, part cattle management sim, King of Dragon Pass was initially a commercial failure—but it gradually amassed a cult following, and is remembered today by those with excellent taste as one of the finest narrative experiences in videogames.

Later this year, Dunham and A Sharp are launching a new twist on their narrative expertise with Thousand Hells: The Underworld Heists, a surreal, replayable set of afterlife adventures that denies easy classification. Its publisher, Kitfox Games, calls it “a systemic storybook experience ,” its Steam tags say it’s a strategy RPG. Dunham, who considers it a “tactical narrative game,” said in an interview with PC Gamer that there’s a good reason for the ambiguity: Thousand Hells is the first of its kind.

“There’s really nothing else quite like it,” Dunham said.

(Image credit: Kitfox Games)

According to Dunham, Thousand Hells’ closest comparison is I Was a Teenage Exocolonist, a game where your character’s formative experiences become collectible cards used to resolve narrative challenges. Thousand Hells likewise stops the normal narrative action and enters a separate style of game to resolve conflicts or encounters—but in place of cards, you’re deploying the traits possessed by the party members you’ve hired on at the Eternal City, a fantasy Byzantium that serves as the gateway to the constellation of underworlds below.

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