Unless Frontier features supernatural girls shooting tons of bullets at you, I don't think that's going to be an accurate match at all.
Anyway: Darkest Dungeon + Dying Light =
Let's see... Dying Light, but wounds cannot be healed just by pressing H to use a medkit. Or, doing so only restores a small portion of health, almost on par with a few consumables (so about 20-35 health instead of 100).
There's a chance enemies will inflict MUCH more damage than they normally would (them performing a critical hit.)
The player will have one hitpoint left after recieving lethal damage, but must escape to heal themselves, as any further damage will be fatal. Recovering from this will still leave the player weakened, meaning they tire out more easily, climb and attack more slowly, and earn EXP at a slower rate.
Bandits (which would normally stand out in the open like lemons or would be found terrorizing survivors) now put up traps that you now have to deal with. If you trip one, not only will you be injured and immobilized, but a noise will be heard that draws virals and bandits to your location. This gets even worse at night, when Volatiles will be attracted to the noise. Disarming traps will let you loot their components (just normal crafting components like string, blades, batteries, etc.) and will get you some survivor points.
Dying not only costs you survival points, it causes you to lose everything in your backpack that isn't a crafting item, ammo, mod, or quest item. You also lose a portion of your money. This means you really do have to use things like the Quartermaster and Stash to secure your valuables. The game auto-saves when you die, so savescumming isn't an option.
It's not matching the themes of Darkest Dungeon so much as it matches some of the elements - healing is hard, foolishness or mere misfortune both have consequences, and said consequences are permenant.