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| Release Date | Gameplay & Story | Pre-Order & DLC | Review | DLC Review |
Darkest Dungeon 2’s Inhuman Bondage DLC is the latest addition to Red Hook Studio’s hardcore turn-based RPG experience. Read on to know what it did well, what it didn’t do well, and if it’s worth adding to the base game!
Darkest Dungeon 2: Inhuman Bondage Review Overview
What is Darkest Dungeon 2: Inhuman Bondage?
Darkest Dungeon 2: Inhuman Bondage is Darkest Dungeon 2's second-ever post-launch DLC title, following The Binding Blade, which introduced the Duelist and reintroduced the Crusader to the game's roster. Similarly, Inhuman Bondage reintroduces a fan-favorite character from the first Darkest Dungeon, The Abomination, alongside another returning game element from the first game, the Catacombs area.
Released concurrently with the free Kingdoms update for DD2, Inhuman Bondage tells the story of the alchemist-turned-monster called the Abomination, granting players a slick new backstory spread across shrines, a set of new subclasses and trinkets for the Abomination, and a whole new area to explore.
Darkest Dungeon 2: Inhuman Bondage features:
⚫︎ The Abomination mercenary, with unique trinkets, subclasses, and upgrades
⚫︎ The Catacombs area, with new enemies, status effects, and trinkets
⚫︎ New Kingdoms game mode
⚫︎ Campaign mode reimagined as Confessions
mode
For more gameplay details, read everything we know about Darkest Dungeon 2: Inhuman Bondage's gameplay and story.
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| Price | $9.99 | ||||||||
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| Price | Coming Soon | ||||||||
Darkest Dungeon 2: Inhuman Bondage Pros & Cons

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Darkest Dungeon 2: Inhuman Bondage Overall Score - 82/100
As the late Wayne June would grimly remind us, overconfidence is a slow and insidious killer. Had Red Hook stumbled, had they mishandled the return of one of the most revered wretches to ever haunt the Hamlet, the backlash would’ve buried them within a day. But no—they tread carefully, with reverence and precision. The Abomination returns, not as a hollow echo, but as a triumph of character, steeped in misery and magnificence.
And as if that weren’t enough, they gave us more. A new region to explore. A fresh game mode. All delivered freely, to thunderous acclaim.
The Catacombs, perhaps, could have clawed deeper. But the Abomination? Flawless in its torment. And if your only lament is the hunger for more... then what greater praise could there be?
Darkest Dungeon 2: Inhuman Bondage Story - 8/10
At the edge of reason, where the world rots and reality decays, Darkest Dungeon II finds its voice, its story—howling, broken, resolute. This DLC plunges deeper into that abyss, dragging forth a fan-favorite—a revenant of pain, their tale etched in blood and shadow for all to witness.
Could more horror and backstory have been unearthed? Perhaps. But what was given—raw, unflinching, unforgettable—gnaws at the mind like truth itself, adding unimpeachable value to the game’s story as a whole.
Darkest Dungeon 2: Inhuman Bondage Gameplay - 8/10
Though the Inhuman Bondage DLC arrives shrouded in promise, many of its fresh mechanics find their true roots in the Kingdoms update, which strode alongside it into the fray. Alone, it cannot claim sole authorship of innovation. Yet what it offers is far from meager. The Abomination — a dual soul, forever at war with itself — stands as two champions bound in one tortured frame. And the Catacombs... a new, fetid domain, eager to unveil its gallery of grotesqueries to those foolish enough to tread its broken halls. Both stand for the value of their gameplay.
Darkest Dungeon 2: Inhuman Bondage Visuals - 10/10
In Darkest Dungeon II, it is not mere design, but the bleak artistry of ruin that grips the soul. The dark, the detailed, the grotesquely gothic — these are the pillars upon which its grim appeal stands, overshadowing even its mechanical brilliance. From the haggard lines carved into each monstrous visage... to the brooding weight of our mercenaries, now given dreadful shape in three dimensions — the eye is offered no reprieve. Here, variety festers and style decays into splendor... and at every turn of the road, a banquet of horrors awaits the foolish and the brave alike.
Darkest Dungeon 2: Inhuman Bondage Audio - 9/10
Visceral. Vicious. Deeply disturbing. Such is the soundscape that has haunted our journey from the outset... and this new offering does not falter. The dread murmurings of Wayne June seep once more into the marrow of new lands... and the soul of a new champion. There is no reprieve — only deeper descent. And truly... what fool would not welcome it?
Darkest Dungeon 2: Inhuman Bondage Value for Money - 7/10
While I’d absolutely recommend picking up the Inhuman Bondage DLC for longtime Abomination fans from Darkest Dungeon 1, players who got their start with DD2 might not see the same value and could find $10 a bit steep for just a single playable character and a new area. And fair enough — ten bucks is ten bucks. Still, for many, even $10 (or $15, honestly) would be a small price to pay to bring the goodest boy in all of Darkest Dungeon back onto the roster.
Darkest Dungeon 2: Inhuman Bondage Review: Bound for Greatness, Bound for Glory

It’s hard to put into words the disappointment I felt when I realized that Darkest Dungeon 2 wouldn’t include the Crusader from the first game. But that was nothing compared to the deeper sadness that struck when I discovered the Abomination was also absent from the roster. Don’t get me wrong, the Runaway seemed like a fantastic addition, but losing one of the best mercenaries from the original Darkest Dungeon experience felt like a heavy trade-off. For a while, I begrudgingly accepted the idea of a game without the Abomination.
Then, when the Crusader was added through DLC, a spark of hope rekindled—it felt like only a matter of time before my favorite goat-faced, tortured soul would make his dramatic return in Darkest Dungeon 2.

As of January 27, 2025, that hope has been realized. The Abomination has officially joined the DD2 roster, arriving alongside a brand-new region and all the bells and whistles a new character could dream of. But the burning question remains: does this reimagined fan-favorite live up to its legacy, or is it just another DLC cash grab waiting to disappoint? Without spoiling the ending, I can confidently say that The Inhuman Bondage DLC is anything but a letdown. In fact, it brings a fan favorite back to the spotlight in style.
The Abominably Fun Experience of Unpacking Inhuman Bondage

Let’s set expectations straight about the Inhuman Bondage DLC, as it’s easy to overhype what it brings to the table—even if it’s still a lot. This DLC doesn’t introduce a game-changing new mechanic, nor does it radically overhaul the core systems of Darkest Dungeon II. Instead, it’s a content pack centered on a beloved character from the original Darkest Dungeon and a fresh spin on an old region from the first game that wasn’t included in DD2’s base game.
Inhuman Bondage presents itself as a tightly themed package with a unique twist, standing out even among DD2’s other DLCs, of which only The Binding Blade exists at the time of writing. While this new content is more compact and accessible, it sacrifices none of the impact. Its brilliance lies in how it unfolds The Abomination’s backstory as if it were playing out in real time.

This approach is a sharp departure from how other heroes evolve in DD2, and even more so compared to how the Crusader—the centerpiece of the other DLC—is unlocked. Instead of piecing together bits of the Abomination’s past and receiving arbitrary new skills that push them toward a specific build, you start with a hero who is almost entirely useless, equipped with only two basic abilities. As you progress through Hero Shrines and uncover more of their history, The Abomination gradually gains new, beastly powers. Eventually, you unlock the hero’s defining transformation—the skill that turns them from a frail, chain-wielding alchemist into a ferocious monster capable of shredding enemies in moments.
It’s this transformative journey—from a sickly figure to the raw, unrelenting force of The Abomination—that makes Inhuman Bondage such a satisfying addition, even within its focused scope. It’s like a side story unfolding alongside the main campaign’s high-stakes, world-saving adventure. Sure, all heroes in DD2 follow a gradual, piece-by-piece evolution that ultimately defines their identity, but The Abomination stands out as the smoothest and most compelling portrayal of this journey.

Now, compare that to the Crusader’s convoluted unlock process in The Binding Blade. The hoops you have to jump through and the guesswork involved make the difference between the two feel like night and day. When Inhuman Bondage was first announced, I braced myself for more of the same, but for once, I was glad to be wrong.
If they had repeated the Crusader’s approach, no amount of nostalgia for The Abomination could have shielded this DLC from sharing the same criticisms as The Binding Blade. Instead, this streamlined progression allows the DLC to shine, honoring the character’s legacy while staying true to DD2’s strengths.
The Abomination is Back to Kick More Cultist Butt

With the concept and setup of the DLC out of the way, how did Red Hook Studios handle Inhuman Bondage’s poster child? Well, once you’ve unlocked all of its abilities, The Abomination proves to be an absolute powerhouse, boasting some genuinely fun, unique, and engaging mechanics. It primarily operates as a front-to-mid-rank hero, staying true to its roots in Darkest Dungeon by offering strong crowd-control and damage-over-time options in its base form.
What truly sets it apart, however, is its signature transformation—unlocked after completing four of its Hero Shrine story scenarios. This transformation completely overhauls its kit temporarily, granting devastating area damage abilities that come with one massive trade-off: your team’s sanity. Just like in its original incarnation, The Abomination’s beastly form wreaks havoc on enemies and allies alike, forcing you to manage extreme stress levels among your party with every attack.

This push-and-pull dynamic is what makes The Abomination so unique. In exchange for a near-unstoppable hero, you’ll need to carefully balance the psychological toll it takes on the rest of your team—a challenge that feels both thematic and rewarding but could also be completely impossible if you didn’t bring a unit capable of healing stress like the Jester or the Man-at-Arms.
Of course, if The Abomination’s transformation was the only thing they brought to the table, this DLC would feel pretty underwhelming. Thankfully, Red Hook Studios didn’t settle for the basics. The Abomination comes with a set of signature trinkets that synergize beautifully with their abilities, along with multiple paths and unique stat upgrades in the meta-progression menu, just like every other hero.

One of these paths even dials back the power of their transformation in favor of exceptional crowd-control options in their base form, offering a flexible playstyle for those who want to focus on strategy over raw destruction.
Bottom line, Red Hook Studios absolutely knocked it out of the hamlet with The Abomination’s return, as they should have, because, let’s be honest, no one would’ve forgiven them if they botched the long-awaited comeback of this fan-favorite hero.
I Wish They Gave Us More of the Catacombs, But This Will Do

Accompanying the Abomination in this DLC is a new region called The Catacombs, which players may randomly encounter during their runs. Unlike the Foetor, Sprawl, Tangle, or Shroud, the Catacombs isn’t a fully fleshed-out region with sprawling paths or a lair boss. Instead, it’s more akin to The Sluice—a compact area with a maximum of two paths, primarily featuring combat or relic scenarios. It’s designed to serve as a lighter interlude between two major regions rather than a full region in its own right.
Now, I have a lot to say about The Catacombs, both positive and negative, but let’s start with the bad because it’s my biggest critique of this part of the DLC: why isn’t it a full region? Maybe this is the greed talking, but I can’t help but feel this was a missed opportunity. Inhuman Bondage already includes one fewer hero than the previous DLC, and introducing a fully realized region, with a lair boss and more frequent encounters with the new Slime enemies, could’ve given it the extra heft it needed to balance things out.

To be clear, I’m not saying this DLC is worse than The Binding Blade. I just find it puzzling that Red Hook Studios didn’t go all the way with The Catacombs, especially considering their history of adding entirely new regions in DLCs like The Crimson Court and The Color of Madness for the original Darkest Dungeon. It feels like a missed chance to elevate this package to the next level.
That said, what little of The Catacombs we did get was actually quite nice. It had its own set of unique trinkets that synergize with one another, granting access to the new “Slimed” status effect and health regen bonuses. The region itself is also incredibly creative in concept, evoking a grim, yet fantastically alien combination of crypt rot and neon-slime colors that I haven’t encountered since the Color of Madness DLC for DD1. This just makes me wish it were a fully-fledged region even more, but if wanting more of a thing is the worst criticism you could give, then that should be an indication of its quality more than anything else.
Releasing this DLC with the Kingdoms Update was a Genius Move

Now, let’s shift to something technically not part of the DLC but undeniably crucial to its overall reception: the free Kingdoms update, which launched alongside the Inhuman Bondage DLC.
Kingdoms introduces a brand-new game mode to Darkest Dungeon II, sitting alongside the original campaign mode—now dubbed “Confessions.” This mode reimagines your world-saving journey as a grand, tactical game of assault and defense spanning multiple inns and camps. While the core combat and travel mechanics of the base game remain, Kingdoms layers on a wealth of new features, including inn upgrades, a massive top-down map for strategic planning, siege defenses, hero swaps, night ambushes, and scenario-specific enemies.

Essentially, Kingdoms is an experimental twist on DD2’s formula, almost like a board game version of the experience. Without delving too deeply into critiques, since this article is focused on Inhuman Bondage, it’s worth noting that Kingdoms provides a fresh way to engage with DD2’s mechanics, including all the new DLC content.
Yes, both The Abomination and the Crusader are fully playable in this mode, which massively enhances their impact and replayability without bogging the game down with excessive content. Instead of overshadowing the DLC, Kingdoms amplifies its appeal by offering a new context in which to enjoy its additions.

It’s a brilliant move on Red Hook Studios’ part, ensuring the DLC feels even more integrated and rewarding within the broader game; one I can get behind should they continue to add more characters and DLCs in the future. My fingers are crossed for the Shieldbreaker somewhere along the line.
If You Had to Choose Between DD2’s DLCs, Get This One

And that wraps up everything I have to say about Darkest Dungeon II’s Inhuman Bondage DLC. It’s a compelling experience, one where its lows are shaped and overshadowed by its highs—a fitting return for a beloved hero who’s been absent for far too long.
Sure, Red Hook Studios may have missed a few opportunities to push this DLC into truly unmissable territory, but if the worst critique I can offer is that it didn’t quite max out its potential, that’s a pretty good sign. For just $10 at most, it’s well worth diving in and experiencing it for yourself, and with a fun, free new update to the base game to match, too!
As for me? I’m just thrilled to see The Abomination back in action. It’s been far too long since I last caved in a cultist’s skull with those claws.
Is Darkest Dungeon 2: Inhuman Bondage Worth It?
Neither Too Bad Nor Too Expensive For A Great DLC

Some newer fans of Darkest Dungeon 2 might disagree, and so would some older fans if we’re talking about the Catacombs’ lesser role in this installment, but $10 is a perfectly fair price for Inhuman Bondage, especially considering it brings back two of the most important missing pieces from DD1. Sure, maybe they should've been there from the start — but the base game is hardly unplayable or unenjoyable without them. This is, without question, a luxury buy, and $10 isn’t much to ask for something that adds this much more style and substance to a game that already had buckets of it to start.
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Xbox |
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| Price | $9.99 | ||||||||
eShop |
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| Price | Coming Soon | ||||||||
Darkest Dungeon 2: Inhuman Bondage FAQ
How Do I Unlock The Abomination in Darkest Dungeon 2: Inhuman Bondage?
The Abomination is available to add to your party from the beginning of the Inhuman Bondage DLC, available exclusively in Confessions game mode.
Is The Inhuman Bondage DLC Required For The Darkest Dungeon 2 Kingdoms Game Modes?
No. The Kingdoms Game Mode is a free game mode available to all Darkest Dungeon 2 players that released concurrently with the Inhuman Bondage DLC.
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Darkest Dungeon 2: Inhuman Bondage Product Information
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| Title | DARKEST DUNGEON II: INHUMAN BONDAGE |
|---|---|
| Release Date | January 27, 2025 |
| Developer | Red Hook Studios |
| Publisher | Red Hook Studios |
| Supported Platforms | PC (Steam, Epic Games, GOG) PlayStation 5 PlayStation 4 Xbox Series X|S Xbox One Nintendo Switch (Coming Soon) |
| Genre | RPG, Strategy, Roguelite |
| Number of Players | 1 |
| ESRB Rating | Teen |
| Official Website | Darkest Dungeon 2: Inhuman Bondage Website |






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