![]() Still got a bit of the werewolf, with it still fitting an eldritch beast suited to the universe.As a kid, a little bit of homework was the only thing in the way of free time. I’m not that good at visuals, so everything he delivered without much from me and frankly I think he did an excellent job with it. Visually, a lot of the design is thanks to Chris. While I am a fan of World of Darkness, the style of Werewolf from there would not fit Darkest Dungeon quite as well. I did a bit of research into things like Ngirrth’lu (the Wolf-thing) and Ptar-Axtlan, looking particularly at ‘The Stalker in the Snows’ as well as the Lupine Ones of Ngirrth’lu.īut in the end it came back to simply making a werewolf concept fit. So the concept of a transformation or berserk mechanic was always going to be a factor for this character.Īfter that came trying to fit the werewolf into the Darkest Dungeon world. The transformation mechanic was a reluctant suggestion from me (concerns about how well it would fit the current engine) Tyler snatched that part up immediately. In some regards, the Abomination still resembles the original concept. ![]() Josh: I’ll confess outright that I’m a werewolf fan and that’s where I originally started from. John: How did you go about coming up with the concept for the Abomination? What inspirations where you drawing from? ![]() To coincide with the release of Inhuman Bondage, which is where The Abomination debuted on November 30th, I did a quick Q&A with Josh to get some information on what all went into the process of creating the newest traveller to pass through our hamlets. He is responsible for The Abomination, a tortured soul who can transform into a hulking beast of eldritch horror. On the Darkest Dungeon website an interview with one of their backers (abomination class designer Josh Lauer) can be fond.īack in February 2014, Josh Lauer pledged to our Kickstarter at the Lord Tier, which invited him to design a playable class for the game. ![]()
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