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Kim Muntinga
Review

‘DarkSwitch’ tested: A city-builder without solid ground

Kim Muntinga
4.6.2026
Translation: machine translated
Pictures: Kim Muntinga

Vertical urban planning, constant scarcity and a world that could collapse at any moment: DarkSwitch combines familiar systems to create an unnervingly gripping survival-building game – with its strengths and obvious weaknesses.

There’s that moment in city-building games when I feel secure. The first buildings are up, the utilities are more or less running smoothly, and somewhere a production chain is clicking into place. Usually, I sit back, zoom out and admire my little world of order from a distance.

In «DarkSwitch», that feeling doesn’t last long.

My settlement doesn’t spread out comfortably across a wide plain. It clings to the trunk of a massive tree. Platforms hang from the wood like makeshift nests, paths wind their way upwards, lights flicker in the darkness. Beneath it all lies the fog. Or rather: it waits. It is not merely a backdrop, not a pretty effect at the edge of the map. It is a reminder that every bit of progress in this game is only temporary.

For that reason alone, «DarkSwitch» has a strong visual concept. Many city builders start with an empty space. This game begins with confinement. I don’t build outwards; I seek support in the heights, even though the ground never completely disappears as a space for expansion.

A building game that pulls the rug out from under my feet

On paper, «DarkSwitch» is a survival city-builder featuring resource management, research, exploration and defence. That sounds familiar. Anyone familiar with «Frostpunk», «Against the Storm» or similar grim city-building games will immediately recognise the mix of hope, scarcity and moral pressure.

«’s DarkSwitch» adds its own twist through its verticality. The giant tree is not just a backdrop, but the very principle of urban planning. Paths, levels, platforms and connections determine how my settlement develops. I can’t simply slap a new district next to it. I have to consider where there is actually any space left, how my workers will get there, and whether a new structure will strengthen my fragile order or simply make it more complicated. This becomes particularly clear when it comes to transport routes. At first, stairs are enough, but as the height increases, I need cable cars to move workers and resources efficiently between the levels.

Stairs, walkways and platforms make the tree the city’s actual blueprint.
Stairs, walkways and platforms make the tree the city’s actual blueprint.

In many games of this genre, a city grows more and more natural over time. In «DarkSwitch», it remains vulnerable. It never feels like a permanent home, but rather a makeshift structure born of necessity. This fits perfectly with the game’s atmosphere: this tree is no idyllic lifeline. It is a refuge, a boundary and a prison all at once.

Between wood, light and a guilty conscience

The actual gameplay rhythm emerges from the familiar ingredients of the genre. I gather resources, construct buildings, improve processes and unlock new possibilities. Initially, it’s all about basic needs. Later, every decision becomes part of a larger web. If resources are lacking somewhere, it’s not just one building that comes to a standstill. It has a knock-on effect: workers are missing elsewhere, routes become longer, needs go unmet, and suddenly the mood shifts.

What’s exciting is not so much the number of systems as their interplay. «DarkSwitch» thrives on the fact that planning never becomes entirely straightforward. The limited space forces me to look more closely. Where in other games there might still be an empty space, here I have to work with the tree. I build around its shape, up against its boundaries and sometimes even against my own urge for order.

Space doesn’t just appear by itself around the huge tree. I literally have to build it with new platforms.
Space doesn’t just appear by itself around the huge tree. I literally have to build it with new platforms.

This creates a pleasant sense of pressure. Not as a constant alarm, but as a subtle tension. I know that the next extension is necessary. But I also know that it creates new problems. Every solution carries weight, because it takes up space, ties people down and pushes the settlement further out into a dangerous world.

That is precisely when «DarkSwitch» works best: when it doesn’t ask me if I want to grow, but what price I am willing to pay for it.

The fog is the real antagonist

The fog in «DarkSwitch» is a simple but effective idea. It strips the building game of the sense of control. Normally, the unknown world in this genre is a promise. Out there, there are new resources, new territories, new opportunities. Here, it is also a threat. The fog is not a rigid wall. It does not lie permanently over everything, but retreats, spreads anew and creeps across the ground. It is precisely this that makes it unpredictable.

The game turns the fog into an atmospheric and mechanical force. It represents danger, madness, creatures and a loss of control. As a result, light becomes more than just decoration. It is protection, a boundary, a guide. Where light shines, order still exists. Where it is absent, the unknown begins.

Where lamps and light sources end, a sense of uncertainty quickly returns in «DarkSwitch».
Where lamps and light sources end, a sense of uncertainty quickly returns in «DarkSwitch».

That sums up the essence of the game well. «DarkSwitch» is not just about building, but about holding one’s ground. My settlement is not a monument to human superiority, but a small counter-argument to the darkness. Every building, every lamp, every connection says: we’re not giving up yet.

The comparison with «Frostpunk» is inevitable. There, too, I’m building against a world that knows no mercy. Yet whilst in «Frostpunk» cold, steel and steam dominate the scene, «DarkSwitch» feels more organic, fairy-tale-like and eerie. The steel generator is replaced by a tree. This changes more than it first appears. The city feels less like a machine and more like a makeshift camp in a place that nobody fully understands.

People who become numbers

Survival city-builders have an unpleasant trait: they make me view people as resources. «DarkSwitch» also plays on this unease.

Such games are at their strongest when they do not present me with obvious good-versus-evil decisions. More interesting is the moment when a bad solution seems reasonable. When I do not think: «That is cruel», but rather: «There is simply no other way right now.» That is precisely where moral friction arises.

The most powerful events not only raise questions of resources, but force me to take a stance.
The most powerful events not only raise questions of resources, but force me to take a stance.

It is therefore crucial whether the people in «DarkSwitch» feel like real residents of my settlement or remain abstract values within a system. The honest answer lies somewhere in between, but leans playfully yet clearly towards the latter. In the day-to-day life of my settlement, residents are primarily a labour force, a source of demand and a risk factor. They must be provided for, protected and deployed effectively, yet they usually remain interchangeable.

The Walresidenz displays residents as names and classes, but in day-to-day gameplay they often remain part of the administration.
The Walresidenz displays residents as names and classes, but in day-to-day gameplay they often remain part of the administration.

A greater sense of connection emerges in the cutscenes. There, individual characters are given names, voices and brief glimpses of personality. This is enough to deepen the atmosphere and give the community a more human face. However, it is not quite enough to turn the settlement into a web of memorable destinies.

The setting for such questions is powerful. A community surviving at the base of a giant tree whilst the mist gnaws at it is a clear image of interdependence. No one lives here alone. Every weakness becomes collective. Every mistake spreads. This is precisely why it is striking that «DarkSwitch» could individualise its inhabitants even further in the actual game, for instance through personal traits, individual fears or relationships that appear not only in cutscenes but also influence everyday life in the settlement. The harsh logic of survival works. The emotional connection to individual characters could be developed further.

The portraits give the settlement a more human face, but they do not replace a genuine connection.
The portraits give the settlement a more human face, but they do not replace a genuine connection.

What lies beyond the light?

As well as building, «DarkSwitch» thrives on exploration. Scouts leave the safety of the settlement and set out into the surrounding world. There, they search for resources, discover traces of an ancient civilisation, and repeatedly find themselves in areas where the fog becomes a threat. Question marks appear on the map for this purpose, which I select to send my scouts to these locations. This part is important because it shifts the focus away from the city. Without exploration, the tree could quickly become a pretty but confined stage. With it, a sense of depth emerges.

What always intrigues me about such mechanics is whether they generate genuine curiosity. Good exploration isn’t just about rewards. It needs hints, little stories and decisions with consequences. I don’t just want to send a team off and pick up a resource report later. I want to feel that something is waiting out there that will change my perception of this world.

Away from the settlement, «DarkSwitch» tells little horror stories that lend the fog more weight.
Away from the settlement, «DarkSwitch» tells little horror stories that lend the fog more weight.

«DarkSwitch» does not quite fulfil this wish. Some excursions remain functional because they follow familiar patterns: brief events, clear options, similar rewards and rarely consequences that linger in the long term.

Yet the best moments hint at a world larger than my settlement. Then «DarkSwitch» combines exploration with morally charged decisions, drives the gameplay forward, and gives the fog more meaning than mere danger.

Between building and survival, «DarkSwitch» tells a story of factions, power and morally difficult decisions.
Between building and survival, «DarkSwitch» tells a story of factions, power and morally difficult decisions.

Less sandbox, more struggle for survival

This strength is also linked to the structure. «DarkSwitch» is more guided than a purely open-ended game. The campaign sets objectives, gradually unlocks new systems and frames my decisions with events. This results in less sandbox freedom than in more open city builders, but in return offers a noticeable sense of narrative momentum.

The research tree divides progress into areas such as defence, social structure, resources and exploration.
The research tree divides progress into areas such as defence, social structure, resources and exploration.

The difficulty level fits the premise. «DarkSwitch» is not a laid-back building game, but takes scarcity and uncertainty seriously. The introduction explains the basics clearly, but leaves me to deal with the consequences of my planning on my own early on.

Alongside construction and resource management, defence also plays a role: creatures threaten the reconstruction of Elaran.
Alongside construction and resource management, defence also plays a role: creatures threaten the reconstruction of Elaran.

Beautiful because it is unsettling

Visually, «DarkSwitch» thrives on contrasts: wood, metal, light, shadow, mist. It is not a friendly game. It does not aim to look cosy, but tense. Its beauty arises from uncertainty. An illuminated platform doesn’t feel like a pretty detail, but like a small victory over the darkness.

This can be incredibly atmospheric. At the same time, such a gloomy style places high demands on visual clarity. When everything is dim, cramped and vertically nested, every important element must still remain recognisable. In city-building games, beauty is never just a matter of art. It determines whether I can make sense of my city. This is precisely where «DarkSwitch» does not always meet its own standards: the many light sources, markers and effects contribute greatly to the atmosphere, but sometimes make it difficult to get a quick overview.

The world outside the settlement seems vast, dark and unsafe – this is precisely where «DarkSwitch» draws a large part of its atmosphere from.

The sound also contributes to this tension. The music remains pleasantly restrained during long exploration phases, yet still conveys a sense of menace that never quite disappears. It is particularly noteworthy that the soundtrack is by Akira Yamaoka, who, through his work on «Silent Hill», epitomises eerie, distorted soundscapes like no other. Together with the ambient sounds, this creates a quiet tension that I don’t notice immediately, but which keeps me immersed in this world for a long time.

Technically, «DarkSwitch» makes a decent impression. I didn’t experience any major crashes or bugs. The friction lies less in stability than in usability. The denser the tree is built up, the more important it becomes to have an interface that explains problems quickly rather than just reporting them.

This is precisely where the game occasionally remains too indirect. When platforms, worker routes and production issues all come together, I sometimes have to search for too long to find exactly where the problem lies. Important information is hidden behind menus or mouse-over details. As a result, I don’t always immediately recognise why a production chain is stalling, a building is operating inefficiently, or a bottleneck is occurring. Most of the time, the system works anyway, but not as effortlessly as the game’s pace would require.

The dense presentation is atmospheric, but as the settlement grows, it sometimes makes it difficult to get a quick overview.
The dense presentation is atmospheric, but as the settlement grows, it sometimes makes it difficult to get a quick overview.

«DarkSwitch» was provided to me by CyberTemple. The game has been available for PC since 9 April.

In a nutshell

Between light and fog

«DarkSwitch» is an interesting building game with a strong basic idea. The settlement at the giant tree gives the genre its own image and ensures that planning feels tighter, more uncertain and more spatially conscious than in many classic city builders. The fog, the lighting mechanics and the vertical urban structure intertwine well atmospherically. Particularly noteworthy is the soundtrack by Akira Yamaoka, which makes the threat almost physically palpable. Especially in the best moments, this creates a survival builder that does not tell of growth, but of the preservation of a fragile order.

However, "DarkSwitch" cannot always fully redeem this potential. Exploration remains functional in places, residents seem more like workers than real characters in everyday play, and in larger settlements, overview and readability reach their limits. The strong audiovisual staging also occasionally works against usability: light, fog and darkness create a mood, but do not always make it easy to quickly grasp buildings, paths and bottlenecks.

The bottom line is that it is an independent, atmospheric survival city builder with a clear signature, but also noticeable friction. If you like dark building games and get involved in a more guided campaign, you will get a game with a striking idea and a successful basic feeling. "DarkSwitch" is not perfectly round. In some places, he lacks the clarity of the game and emotional depth. But it has enough character to stand out from many genre representatives.

Pro

  • Strong basic concept with vertical urban design on a giant tree
  • dense, gloomy atmosphere between survival, folk horror and apocalyptic mood
  • Guided campaign with clear dramaturgy instead of arbitrary sandbox
  • excellent soundtrack by Akira Yamaoka and strong background noise

Contra

  • Emotional attachment to individual residents remains expandable
  • limited gameplay depth of some systems
  • some information is too hidden in menus
  • less free than classic city builders
  • the ease of use lacks fine-tuning in places
Header image: Kim Muntinga

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