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Doomdark's Revenge is a tactical RPG sequel to Lords of Midnight that deepens its turn-based strategy with a more tangled story. You lead three heroes, Luxor, a wise giant, and a fey heroine, as they track down Morkin, the kidnapped son of Luxor, now brainwashed by the villainous Shareth. Movement happens in day/night phases: your party moves by day in eight directions, while enemies strike by night. Terrain ranges from forests to icy tunnels, all haunted by a dark mist that weakens morale. Recruit characters from five tribes, but alliances are fragile, some may refuse to join or betray you based on in-game conditions. Objectives branch: rescue Morkin, kill Shareth, or collect ancient relics, though losing Luxor ends the game outright. Released in 1984 for 8-bit systems, the game expanded its predecessor’s mechanics with layered storytelling and persistent consequences. The fog-of-war system and tribe politics added strategic depth, though its complexity could frustrate newcomers. With multiple endings and hidden secrets, it stood out for its era, offering replayability that kept fans parsing maps and tactics for years. The Commodore 64 and Spectrum ports remain notable for their atmospheric graphics and tight design.
Morkin, devastated after destroying the Ice Crown, believes the war is lost and Midnight is doomed. Aimlessly wandering through a dark forest. Tarithel, daughter of the Lord of Dreams, finds him and takes him to her home, the Citadel of Dreams. There Morkin learns that the war is won. Doomdark is defeated, and Morkin’s father, Luxor, is alive. Morkin explains that he destroyed the Ice Crown but thought it was too late. The bond between Morkin and Tarithel deepens in the following days. Meanwhile, Shareth, the Heartstealer and Empress of the Icemark, erupts in rage upon learning that her father, Doomdark, has been slain by Luxor. Enraged that her revenge has been stolen, she summons a great storm to strike south against Luxor and Midnight. Giants and Dwarves prepare for battle, while the Fey Lords of Imorthorn, sensing the storm’s threat, send a white falcon with a warning to the Citadel of Dreams. Morkin and Tarithel ride to Luxor’s pavilion welcomed by his father. Luxor proudly acknowledges Morkin’s victory over Doomdark and the Ice Crown. When Luxor offers a reward, Morkin requests Tarithel’s hand in marriage. The Lord of Dreams consents to the union and the wedding is set for the next day. During the feast, the white falcon delivers the warning from Imorthorn, foretelling Shareth’s rise and the impending storm. Though some dismiss the warning, Luxor is troubled and asks the Lord of Dreams to investigate, sensing that the danger is far from over. That night, as an unnatural storm gathers over the Forest of Dreams, Morkin, unable to sleep, wanders the camp and is drawn to the glade where he first met Tarithel. There, a fierce lightning storm traps him within a circle of fire. He collapses unconscious. In his dreams, Morkin sees a beautiful woman who beckons him, but he cannot reach her. When he wakes, he has no memory of the storm or his past—only the overwhelming urge to ride north. In a trance-like state, Morkin mounts his stallion and disappears into the forest. Three days later, Tarithel follows Morkin, while Luxor sends messengers, but no word comes. After three moons, Rorthron the Wise arrives with grave news. He reveals that Morkin has been captured by Shareth, who plans to use him to destroy Midnight. Shareth threatens to conquer the realm in seven moons. Luxor and his riders, determined to act swiftly, journey north with Rorthron’s magic, breaking through the Frozen Gates and entering the Icemark. Their mission is to rescue Morkin and destroy Shareth’s power at its source. Tarithel, still searching for Morkin, heads toward the City of Imorthorn, vowing to find him. Midnight’s armies ride toward the Icemark, preparing for a new war...
Game Modes
Single player
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