Cryptomancer
I'll try to explain without spoiling the game, but I can say that, by their own admission, the game designers chose to make Cryptomancer like that.
The party, during the game, accumulates Risk with bad choices and, in some instances, bad rolls. There is no way to decrease Risk and, as the game proceeds, it makes things more difficult until it escalates in an "all hope is lost" situation for the characters.
I can tell you that it makes perfect sense with the setting, and, even though a little nihilistic, gives the game the right mood.
If I've been to vague PM me and I'll explain it better.