Why the Darkest Dungeon Crimson Court DLC is Still Dividing Players Years Later

Why the Darkest Dungeon Crimson Court DLC is Still Dividing Players Years Later

Darkest Dungeon was already a nightmare. Before Red Hook Studios even whispered the words Darkest Dungeon Crimson Court, the game was a masterclass in stress management and watching your favorite Crusader lose his mind because a pig vomited on him. Then the DLC arrived. It didn't just add content; it fundamentally altered the ecosystem of the Estate.

It’s messy. Honestly, it’s one of the most polarizing expansions in modern RPG history. Some players won't touch a new save file without it, while others treat it like a virus that ruins the core loop. The Crimson Court isn't just a side quest you can ignore whenever you feel like it. It’s an invasive species. Once you open those gates, the "Crimson Curse" starts spreading through your roster like wildfire, and suddenly, you aren't just managing stress—you’re managing a literal blood addiction.

The Courtyard is a Different Beast Entirely

Most dungeons in the base game are procedurally generated. You go in, you explore a few rooms, you leave. The Courtyard—the primary setting of the Darkest Dungeon Crimson Court expansion—is a different story. These maps are massive. They are fixed, sprawling labyrinths that require multiple expeditions just to find the boss.

You’ll go in, clear three rooms, and realize your party is already at death’s door because the Bloodsuckers have insane speed stats. These enemies don't act like the undead in the Ruins or the fish-men in the Cove. They use "The Thirst." This move heals them while potentially infecting your heroes with the Crimson Curse. This is where the game changes from a tactical dungeon crawler into a frantic resource management sim.

The curse is a double-edged sword. In its "Languid" state, your hero is a shell of their former self. But give them a vial of The Blood, and they enter "Bloodlust," gaining massive buffs to damage and speed. It’s a rush. But if you run out of Blood? They die. Just like that. In the Hamlet. No glorious death in battle—just a pathetic whimper because you forgot to farm enough red liquid.

The Problem With the Infestation Level

One thing people consistently get wrong about the Darkest Dungeon Crimson Court is how the "Infestation" mechanic works. As you spend time in other dungeons (the Ruins, the Weald, etc.), the Courtyard’s influence grows. You’ll start seeing mosquito-like enemies appearing in places they don't belong.

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It starts small. A few Sycophants here and there. But eventually, the infestation hits "High." At this point, you can’t escape the DLC content even if you want to. This is the primary reason many veterans suggest skipping the DLC on a first playthrough. It adds a layer of "global" pressure that can feel suffocating when you’re still trying to figure out how to keep a Vestal alive.

The Fanatic: The Boss You Never Wanted to Meet

If you have a party full of cursed heroes, there is a chance—a terrifyingly high chance—that the Fanatic will hunt you. He’s basically the DLC’s version of the Collector, but on steroids and fueled by religious zealotry.

He doesn't wait in a boss room. He finds you. You’ll hear his roar, the screen will shake, and suddenly you’re fighting a man who wants to burn your vampires at the stake. He has a pyre. He will put your heroes on it. It’s brutal. Many players, including some of the most seasoned streamers on Twitch, have lost entire level-six rosters to a surprise Fanatic encounter. It’s the ultimate "unfair" mechanic in a game that prides itself on being punishing.

Flagellant and Districts: The Saving Graces

It’s not all misery, though. The Darkest Dungeon Crimson Court introduced the Flagellant, a hero class that is basically a masochist’s dream. He thrives on pain. He’s the only hero who actually gets better when his stress hits 100, entering a "Rapturous" state rather than a standard affliction.

Then there are the Districts. These are permanent upgrades to the Hamlet that provide passive buffs.

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  • The Granary gives you free food every week.
  • The Sanguine Vintners produces two vials of Blood every week (a literal lifesaver).
  • The Puppet Theater helps with passive stress recovery for heroes left in town.

These additions provide a sense of progression that the base game lacked. In the original version, once your buildings were maxed out, your gold just sat there. With Districts, you have something to sink those expensive Blueprints and thousands of portraits into. It makes the endgame feel significantly more rewarding.

Is the Crimson Court Actually "Bad" Design?

There’s a vocal segment of the community that argues the DLC is "bloated." They aren't entirely wrong. The Courtyard missions are marathons. If you don't use a map from a wiki, you will spend hours wandering through identical-looking hedges and blood-filled fountains.

However, the complexity is the point. Darkest Dungeon is about making the best of a bad situation. The Crimson Curse forces you to rotate your roster more frequently. It stops you from relying on the same four "god-tier" heroes because eventually, those heroes will need Blood, or they'll be too stressed to continue. It forces variety.

Surviving the Court: Practical Next Steps

If you are actually going to dive into the Darkest Dungeon Crimson Court, do not just "wing it." You will lose your best units in three weeks.

First, ignore the first "Burn the Hives" quest until you have a solid roster of at least 12-15 heroes at Level 2 or higher. The moment you finish that first quest, the infestation begins. If you trigger it too early, your low-level heroes will get cursed, and you won't have the infrastructure (the Sanguine Vintners district) to keep them fed.

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Second, prioritize the Sanguine Vintners. Use your first Blueprint on it. Period. Do not build the Bank. Do not build the Mill. If you don't have a steady supply of Blood, the game becomes a ticking time bomb.

Third, treat the Courtyard bosses—the Baron, the Viscount, and the Countess—as "raid bosses." Don't expect to beat them in one go. You can leave the Courtyard and return later; the dungeon state is saved. Take a team in, clear the path, retreat when you're stressed, and bring in a fresh team to finish the job.

Fourth, use the Flagellant. He is arguably the strongest hero for the Courtyard because most enemies there are susceptible to Bleed. His "Punish" skill can hit the backline, and his "Exsanguinate" skill is a massive self-heal that saves him from Death's Door while dealing huge damage.

The Darkest Dungeon Crimson Court is an endurance test. It’s designed to make you feel like you're losing control. But for those who enjoy the "management of misery," it’s the most complete version of the game. Just don't say nobody warned you about the mosquitos.