The volume of complaints eventually caused the developers to add an option for players to deactivate corpses and heart attacks. In a game which heaps upon your heroes an unrelenting onslaught of misfortunes including bleeding, starvation, blight, phobias, fetishes, curses, traps and addictions (not to mention straight-up murder at the hands of various monsters and malcontents), this latest cruelty seemed one too many. Other, apparently difficulty-hiking features (such as heart attacks) also came under fire. Graham summarised these yesterday, but in a nutshell: focal point for the discontent was a new system which sees defeated enemies leave behind corpses, which in many cases block your guys from attacking any still-living foes stood behind the carcass. Its own internal cold war between merriment and masochism came to a head last week, as long-term fans griped anout the latest changes to the early access game. Was it a tongue-in-cheek romp through Cthulhian dungeons, or was it a painstaking exercise in squad micro-management and not-a-foot-wrong combat strategy? Both, in practice, but increasingly it seems Darkest Dungeon was intended to be the latter. Red Hook's team-based, disaster-packed roguelike Darkest Dungeon always seemed slightly at war with itself.