Tools

Expedition Into Darkness Party Planner

Assign clear co-op roles before you enter the ruins together.

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Party Planner

Co-op is the headline fantasy of Expedition Into Darkness: form a party with up to four allies, or dare the ruins alone. Five warm bodies without roles is still a wipe waiting to happen. This planner gives you role cards for 2–5 players, plus solo notes, so someone always owns navigation, frontline pressure, utility, loot discipline, and the extract call. Use it with the Loadout Planner and Extraction Checklist, then reinforce habits through Guides and route awareness on the Map hub.

Remember the stakes: permanent character death deletes the character and carried loot; camp stash stays safe. The game remains upcoming with a planned Q4 2026 Steam release and periodic playtests—roles below are process frameworks, not locked class names. For tone and feature overview, see the Game Overview. For test weekends, read the Playtest Guide.

Core responsibilities (every squad)

ResponsibilityJob in one lineFailure mode
Leader / extract callerSets objective and when to leaveEndless greed, no abort
Scout / navigatorFinds paths, marks hazards, tracks exitsParty lost in loops
FrontlineHolds chokes, draws melee attentionBackline swarmed
Support / utilityTools, light, heals, door solutionsSoft wipes from attrition
Loot leadEnforces bag priority and stash planFull bags, missed keys

In small groups, players stack multiple rows. That is fine—just say the stack out loud.

Solo (1 player)

You wear every hat. Compensate with stricter rules:

  1. Choose a conservative run type (material farm or scout).
  2. Pack a melee-capable kit even if you love bows.
  3. Set an earlier extract threshold than a full squad would.
  4. Never enter a new wing at low stamina or low heals.
  5. After each death lesson, update your Loadout Planner notes—not your ego.

Solo is viable for learning layouts tied to Map observations, but co-op is where the design breathes.

Duo (2 players)

RolePlayer APlayer B
Default splitLeader + FrontlineScout + Support + Loot lead
Alternate splitLeader + ScoutFrontline + Support
Comms ruleCall every room enter/exitConfirm bag % every two rooms

Duo tips: Stay within one room. One player never silent-loots while the other fights. If a revive looks dirty, abort early—two-person recoveries spiral fast.

Trio (3 players)

SeatPrimarySecondary
1Leader / FrontlineLoot discipline
2Scout / NavigatorRanged poke
3Support / UtilityRear watch on extract

Trios are the sweet spot for teaching new players: Seat 3 can overpack consumables while Seat 2 explains layouts referencing Guides habits.

Quad (4 players)

SeatRoleLoadout bias
1Leader / extract callerReliable mid weapon, clear voice
2FrontlineMelee pressure, denser armor
3ScoutLight kit, tools, mapping focus
4SupportHeals, light, trap solutions

Loot lead can sit on Seat 1 or 4. Avoid four DPS clones. Use Builds later to diversify without inventing fake meta tiers.

Full squad (5 players)

SeatRoleFocus
1LeaderObjective + extract law
2Frontline APrimary choke
3Frontline B / flexFlank cover or second melee
4ScoutRoutes, hazards, exit memory
5SupportConsumables, revive enablement, rear guard

Five players create traffic jams. March order matters: Scout slightly ahead, frontline at the throat of doorways, support in the middle, leader where they can see both fight and bag state. On extract, Seat 5 watches the rear while Seat 4 confirms the path.

Role cards (copy/paste)

Leader: “Objective is ___. Extract when ___. I call aborts.”

Scout: “I mark traps, gas, unstable ground, and exits. If I say hold, hold.”

Frontline: “I take space. Tell me if something flanks. I do not chase into fog.”

Support: “I track heals and tools. Ping me before you force a door or revive.”

Loot lead: “Rares and keys first. Commons only with free slots. Camp stash after extract.”

Comms script (60 seconds at camp)

  1. Party size and voice check.
  2. Run type from the Loadout Planner table.
  3. Role seats assigned.
  4. Extract rule locked.
  5. One backup plan if Scout goes down.
  6. Reminder: playtest builds may change combat timing—call what you see, not what last week’s clip showed.

Then run Phase A of the Extraction Checklist.

Conflict resolution

ArgumentResolve by
”One more room” vs. extractPre-written extract rule wins
Two players want the same relicLoot lead decides; trade at camp
Scout and leader disagree on routeLeader owns objective; Scout owns hazard veto
Someone goes silentPause at next doorway; fix voice before advancing

Teaching a new ally

  1. Send them Getting Started and System Requirements.
  2. Give them Support or secondary Frontline—not first-time Scout on a deep push.
  3. Use a teaching run type with extra consumables.
  4. Afterward, walk the debrief lines on the checklist page.
  5. Point them at Playtest Guide if you are on a limited alpha window.

Tie-ins across the wiki

Clear roles make expeditions feel like a crew, not a traffic accident. Assign seats, pack kits that match those seats, and let the extract call be boringly consistent. That is how camp upgrades accumulate instead of graveyards.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What is the maximum party size?

You can play solo or with up to four allies for a five-person expedition squad.

Can one player hold multiple roles?

Yes—required in duos and trios. Announce the stack so nobody assumes a missing job is covered.

Who should call extract?

The Leader seat. Debate happens at camp when you set the rule, not while a pack is spawning.

What role is best for brand-new players?

Support or secondary frontline on a teaching run, with veterans owning scout and extract calls.

Do roles replace loadout planning?

No. Assign roles first, then build kits on the Loadout Planner so gear matches the job.

Should solo players still use this page?

Yes. Use the solo section and stricter extract thresholds; co-op role cards still teach good habits.