Cthulhu Dark is a tabletop roleplaying game of cosmic horror, in the style of H.P. Lovecraft.
It's about the things we fear, amplified until they are unbearable. It's about stories that genuinely creep you out, not well-worn tropes and creatures you've seen hundreds of times before.
And it's about bleak horror, in which humans are powerless when confronted by hyperintelligent alien horrors. You can't beat them. You can't fight them. You can only watch, run, hide and fear.
If you love Cthulhu games already, then this is Lovecraftian horror at its most intense. If you're new to them, then Cthulhu Dark is a great place to start. You'll enter a world of stories that are both terrifying and terribly human.
The rules are incredibly short: they're tightly focussed on horror and they drive the game.
What people say:
"I love Cthulhu Dark - it combines economy, thoughtful design, and a rare respect for the source material that really gets at the core of what's fun about the combination of impersonal, unknowable horror and a ragged, unstoppable descent into madness. It's the best Lovecraftian game I've ever played, and I have played them all."
Jason Morningstar, designer, Fiasco
"Cthulhu Dark is Lovecraftian gaming in its purest form. By cutting away everything except investigation, revelation and consequence, it provides a simple, cruel mechanism for driving protagonists to madness and destruction."
Scott Dorward, writer, Call of Cthulhu 7th edition
"Cthulhu Dark gets to the heart of what I love most about Lovecraft's work. It is a clean, simple system which has a laser focus on investigation and the increasing stress on your mind and soul from the horrors you see. Graham has a deep and rare understanding not only of the Mythos but also of the pacing and structure of the stories themselves. Nothing will feel closer to Lovecraft's awful truth than a game of Cthulhu Dark."
Becky Annison, writer, Lovecraftesque
"Cthulhu Dark packs more than its fair share of evocative wallop into less than its fair share of pages. It's designed to work hard, but unobtrusively, with an easy faith in both its players and its genre."
Vincent Baker, designer, Apocalypse World