- Steam Bullet Fest Broadcast! - 8 June 2026
Hey gamers! As part of the Steam Bullet Fest, I've made a video about the game. It goes into some basic info, but also some new stuff to get hype for like previews of the finished game and other fun stuff like dev history, protips, and lore.Also in a dramatic turn of events, you get to see me... IN REAL LIFE??? ∑(; °Д°)The video is looping on a live feed on Steam. Check the video out and let me know your thoughts!I might add some more content to the loop later, but for now I'm gonna get some long-awaited sleep.All the best homies, love, VOIDPlease go here if you'd like to give us feedback with our feedback form====I'm working on making a few videos to run as a broadcast loop during the Steam Bullet Fest but I underestimated how long the editing would take 💀Bear with me for a little bit but we'll have it up soon. In the meantime, enjoy some vids of some bad gameplay from me. I'm gonna g…
- Necromancer feedback survey - 8 May 2026
Hey everyone! I have a favour to ask. I've made a quick lil survey for you gamers, the goal of which is to gather feedback and also help us out with some more top-level stuff like design decisions, pricing, funding, etc. It would massively help us out if you could complete it! Check it out here: https://forms.gle/gJJ3G5mUTnWp6g5J7 If you have any other friends who have played or might be interested in playing Necromancer, please share it with them as well. You'll be making a direct impact on development! Much love, VOID
- Demo V 3.4.3 - Tutorial update - 13 April 2026
Hello Necromancers,We’re well on our way to finishing off the last bit of content before rolling out the full release of the game.In the meantime I wanted to do a little update to address some long-time issues, especially the tutorial and the onboarding process. There’s also a couple also small features that made their way into this, such as summon orders! This is something I’ve wanted to add for a long while and finally got around to it.If any of you have played the game and thought that you liked the concept but perhaps struggled with understanding the core concepts of how to play the game, this update is for you. We received feedback that the introduction to basic gameplay mechanics was too vague or unkind, and in the interest of a more fun, more accessible game I agreed it was worth dedicating some time to fixing that.Please check out the changelog below for full details. As always…
- Patch 3.4.2.2 - 14 June 2025
Another small update but it's a feature I liked so much that I just had to include it in the demo. I built this crosshair UI that makes a lot of important information like dash stamina, grapple stamina, ammo, weapon heat and charging, summon availability and count and powerup duration all accessible through the crosshair.It'll probably take a bit of experimentation to see what signifies what, but I think the animations help to bring your attention to these things as you use them.I probably don't want to add too much more to this for now to prevent it getting more cluttered, but it's very nice for being able to play with a minimal UI setup that is still useful.I've enjoyed this immensely, I'm finding myself playing a lot more obsessively than I usually do because of how the balance of information and priorities is playing out now.Get hype for the release! I can't be specific about dates…
- Patch 3.4.2.1 - 7 June 2025
Fixed issues with the codex and abyss death images not working properly, plus a critical issue involving the unit script
- Patch 3.4.2 - 17 May 2025
Hello abyss-dwellers, Just dropping another wee patch in preparation for Bigger Things™ Things to check out: Improved tutorial / pregame for beginners that shows you basic mechanics and where to start Improvements to the Reaver to try match the utility of Judgement and Goregun (Better range and damage cone) Added a "ghost" effect that overlays over all other rendering to show newly spawned units. This is intended to help address issues (especially in early game) where newly spawned enemies are hard to find Removed a lot of Terror spawning in early game as it was a bit too punishing too soon Improvements on weapon animations and ragdolls Brought back the skull tendrils in the background from previous builds and some other improvements to the environment Fixed an issue of Necromancers not playing their summoning animations, making their summoning and the unit summoned rather disjointed En…
- Patch 3.4.1 - 5 April 2025
Hello there, Just dropping a wee patch to tidy up what was there in preparation for Bigger Things™ Things to check out: Updated middle startup crystal to match Main Menu crystal Added a display to the powerup in the middle to help plan for when the next powerups will be available Spawn points reworked to address kiting and positioning cheese issues Spawn points will kill you if touched, but can be used as a grappling point Spawn point visuals and animations updated and improved Slightly reworked the High Tier guns (Reaver, Goregun, Judgement) so as to be less spammable but with better charging info visuals. Marduk codex entry added Granite Tide codex entry conditions fixed, added some progress info for Granite Tide and Xenon Mole codex entries Fixed and improved the UI Modes displayed by pressing Tab Spawn points now follow the centrifuge / moving platforms below, and also have 3 more p…
- Demo version 3.4 - 24 March 2025
Hello friends. We're now up to version 3.4 of the playable demo of Necromancer. We're on the last stretch of development before the game can be fully released! More news on that soon, but in the meantime here's a general description of the changelog (many more changes than what's listed here, but it'll give you a good idea). Changelog - • Improved level design, lighting, general aesthetic • Added a console for debugging and testing • Added a session log file to track logs, located in game save folder • Improved overall balance, physics, movement, etc. • Added health bars for summons • Added blood and gore particle effects and ragdolls for unit deaths • Added options for control of post-processing effects • Improved main menu visuals and added a character design for the player character, LXXIV IRON EATER • Improved music with better composition and mixing for all tracks (Main Menu, Arena…
- 3.2.1 Patch - 22 March 2023
• Made dash ready sound a bit louder • Changed some scene elements, notably the middle altar to have a less raised platform, terrain simplification • Fixed an issue with Dreadnought balls getting rendered incorrectly when killed • Modified powerup timing to be a bit better (also first resurrection comes in sooner) • Some slight timing changes to spawnset • Some improvements to grappling hook collision • Improvements and bug fixes to particle effects to show an upgrade is available • Added a slight dropshadow to some UI elements • Improvements to visibility for Dreadnought and Juggernaut lob projectiles • Fixed issue with "Killed By" text being replaced by PB debugging text in GameLog text • Fixed an issue with casts (summoning) getting interrupted when the cast doesn't have player consistently looking at it during the cast process • Fixed an issue with the Resurrectible Soul not beinghi…
- Version 3.2 - The Big Arena - 10 March 2023
I originally planned for this to come out around christmas 2022 (lmao). I've been working on it like a maniac but I kept finding things that needed improvement. In any case, here it is! Demo version 3.2 features a whole bunch of changes, most notably an expanded arena, a brand new grappling hook to help with mobility and improve the movement feel, a far more simplified upgrade system and an overall massive boost in gameplay speed. There's a lot more to it, so have a look below for a more detailed changelog. If you have comments or feedback, please head on over to https://discord.gg/BQUrRZX where there's a channel dedicated to feedback. And also just memes, dankness and general sh*tposting. Major changes Removed health system and replaced it with resurrection system (extra life, get a temporary buff when you die) If you don't have a resurrection token you die in one hit. Resurrection tok…
- Version 3.1.1 - 24 April 2022
I completely spaced so the date itself already passed something like a week ago, but it still warrants celebration. Better late than never! V 3.1.1 Changelog + Banshee and Longinus charging time reduced Added "Killed By" text in the bottom-left corner Game Log for learning cause of death Goregun projectiles more accurate, faster Friendly Juggernaut cost decreased to 4000 Lowered Elite necro count in some sections around 300-400s in Fixed incorrect tutorial start instructions Increased soul gains for Elite Revenants as they have more health and spawn in fewer number Bonebag tooth damage increased from 40 to 50 Improvements to Skybox shader Lots of visual material changes to try reduce colour saturation levels, balance out palette more Improvements on finding operations in pre-game loading Made banking not possible when all weapons or upgrades from an altar have been attained Changed the…
- V 3.1.0 - 16 February 2022
Hey folks! V 3.1.0 is here. Give it a try and shout out if you notice any problems! Changelog - - Fixed an issue of the timer still running when falling off a cliff - Revenants now use boid logic (flocking behaviour) - Collision walls on altars improved - Targeting has an element of randomisation added so that aggro can't be completely negated by positioning and summoning - Summoning buffed, slightly more units are now summoned at once. Summons also have a chance to pick a random target rather than the nearest unit. - "Coyote time" added for jumping (short delay of being considered not grounded after walking off ledges etc) - Slightly faster walk speed - Elite revenants are tougher, both revenants faster and more aggressive. - Revenant orb speed faster. - Revenants now attempt to flank and skirt around the player at close range, while lobbing melee explosives. - Snubnose shots faster an…
- Version 3 is here! - 25 December 2021
TL:DR; New update, new leaderboard, new trailer, unit animations, total rebuild, improvements to visual clarity and performance. Launchpads removed to make way for a teleport mechanic. Well it's been a total clusterf*** of a year, rife with a bunch of craziness. After realising that an update to the newest version of Unity ended up decreasing performance significantly (absolute garbage FPS), along with realising how many things were just messy and not how I wanted the game to be looking and functioning, it turned out the best solution to it was just rebuilding the Unity project from the ground up. It wasn't a complete do-over; at least I had all the old scripts, models, and audio assets, but the project scenes needed to be completely built again. I also went through the models for all the environment and units, doing cleanup operations to dramatically reduce the vertex counts (the avera…
- Release Date moved to TBD - 22 June 2021
I probably should have done this back when I changed the release date earlier, but I feel like this needs to be done in order to be as transparent as possible about it. It's honestly been an nightmare trying to gauge how much time is required to have this project finished. Every time I get some work done, the workload remaining seems to be as big as it was before. Not to mention I'm trying to do this by myself while working as well. I think in the end it'll just have to take as long as it needs to; but rest assured, I'm dedicating to getting this out as soon as I can; I don't want this to drag on forever, but at the same time I'm not gonna settle for a halfass game that I'm not satisfied with; and neither should you. I have big plans for this game; I just need the time to make them happen. I'll try do some neat updates for the demo as much as I can while I'm looking at getting the full…
- Demo Version 8 - 16 May 2021
Hey guys, time for a new update. We've got 8 new weapons now, built into a "variant" system that means that each run your main 5 weapons each have a chance of rolling one of three weapons that serve similar functions. (however the standard weapons have a higher chance in the demo.) We've also got partial controller support now! This has involved migrating the entire input system to Unity's new Input System package, so there is likely to be some bugs and miscellaneous shenanigans, but hopefully this doesn't affect gameplay too much (but please let me know if it does). I also realise I forgot to post an update for Version 7 - the main feature in this was a tutorial and a fair reworking of how the mechanics work with banking for upgrades. In short - you kill enemies to receive souls. Souls can be spent on healing you, summoning allies, or it can be banked in to one of two altars to receive…
- Release date delayed - 30 March 2021
Welp, I guess this was inevitable. As much as I'd like to release this game next month, the more that I get closer to the end and the more that I get people playtesting it and giving me feedback, the more things that I realise need to be fixed, reworked, added, changed, removed, tweaked or just made better in general. I really, really, really wanted to avoid delaying this, since it's such a meme to have game releases delayed and I thought it'd be real neato to not do that, but ultimately being a one-man development project, crunch time and that final stretch just stretches out to be something neverending in all aspects. More than anything, I would like this game to not be s**t. That's pretty much the main goal. And in order for that to be achieved... well, I guess I need to allow the game to take as much time as it needs to. The playable demo will still be up, and for anyone giving it a…
- Demo version 6 - 24 March 2021
Hey friends, We're now up to version 6 of the demo. We're getting close to the planned release time. I'm still not 100% sure about the exact release date, so hold tight while I finalise that. In the meantime, this version of the demo will change up the mechanics slightly, for the purposes of the mechanics being more clear for newer players as well as allowing for a bit more build control and flexibility. The main change is, spells can now be cast whenever they can be afforded, rather than needing other prerequisites. Spells used to be cast in the priority of > Heal if under max health, summon if under max summons, bank if at max summons and max health, and were all handled by one keybind. Now, Heals and summons each have their own keybind, and banking souls is split between two keys, allowing you to bank at either the Spirit altar or the Weapon altar. This makes for more control, but ac…
- Demo version 5 - 10 March 2021
Hey everyone. We're up to version 5 of the playable demo. The demo is being built alongside the full version, as a taste of the full eldritch horror to come. In preparation for the release next month (which seems to be proceeding to schedule, fingers crossed) we've got a new spawnset that should be something a little different for ya'll to get your teeth into. Also several other improvements, including: Important enemies now don't have helixes as this caused too much visual clutter, and instead have feet-auras more UI for getting an idea of what the soul spending system is doing Lacerators (green 🅱️ois) now do not spawn by themselves (so less shrieky shenanigans) and only spawn from Obsidian Demon summoners. Lacerators now use boid behaviour, rather than chasing straight ahead. Boid behaviour has been improved for Lacerators and Terrors. Annihilation powerup is now more slightly more p…
- Leaderboard time! - 26 February 2021
Hey friends, We now have a (mostly functional) leaderboard! Compete against your friends and others to see who can score the highest in the demo. The leaderboard still has some things to be tested and built properly, but it needs people on it to be tested, so go nuts! Also some changes to try and make for better visibility, and some UI elements to make it easier for people just getting into the game to start to understand the mechanics. Much love, V0ID
- Playable demo version 2 is now online! - 1 February 2021
Changelog Menu improvements Fixed issues with UI enabled toggle in menu meaning toggle in-game is unavailable Improved volume sliders Various model, texture, material, and general visual changes Added dash Added new summon (Juggernaut), and key binding to switch between summons Added helixes to various enemies for better visibility Reworked juggernaut motion. Juggernauts no longer charge at you (this is now done by smaller "Terror" enemies that swarm you) but instead lob damaging explosive barrages. Removed and redid tutorial system for tips, including lore system that gives more information over time. Tutorials, tips and lore now show in pre-game "loading" screen. Added several "UI towers" to help see more in-game information, including powerup duration, and inventory Moved placement of some of the spawn points to be easier to see enemies coming out of Changed shoot rate for weapons su…