- Bug Fix: 1 Monster Issue On Higher Difficulties - 26 December 2025
Quick patch to fix an issue where the game would sometimes fail to activate the 'Begin Battle' button if you chose a higher difficulty and only had 1 Monster left.
- Fixed primary monitor issue - 21 December 2025
Fixed bug where the game was launching on the wrong monitor for some players (ie not their primary monitor).
- Nomnomicon Difficulty Update! Just in time for Halloween! - 29 October 2025
Fellow Necromancers, We apologise for the delay! While the Citadel may be a big place, in truth QuietPenguinGaming is just one person (me), and life has been pretty full-on lately. Before I fully wrap up development for Necromancer For A Week, there were two things I really wanted to do: Add more enemiesIntroduce another game mode With life being so busy, finding an achievable and realistic way to do #2 was proving difficult. I really wanted it to be some sort of draft mode where you pick extra Moves and your team changed between Battles, but I just couldn't figure out a fun solution that I liked and that could be coded in a decent time-frame. Then while reading over the NFAW feedback form, I came across this submission: "Silly submission; Nomnomicon - Book with teeth. Starts with 2 or 3 random neutral tome moves (could be at start of fight, could be upon selection. But if upon selectio…
- Some Info about the next 'Additional Enemies' Update - 28 September 2025
Fellow Necromancers,We hope you are all enjoying your time at the Citadel!It's been relatively quiet from our side as we try to figure out exactly what new enemy abilities we'd like to add to the game, and what balancing should be done (for instance, we'd still like to change up the Irolo Battle to make it more difficult, plus minor changes to some of the Boss Battles). To that end, we've decided to forego this fortnight's update as we try to sketch out more of an idea of exactly how we want the new draft game mode to work. Once we're happy with the idea behind it, we can better tailor new enemy designs to both game modes to ensure that things are fair regardless of how people want to play, while still presenting a fun challenge. We want Enemy designs/teams to remain consistent across all game modes so that the barrier to entry isn't too high. While the game is relatively easy to learn,…
- Fixed 'Splatter' Move Bug - 21 September 2025
Fixed bug where 'Splatter' (one of Puggum's Move Tomes) wasn't working correctly.
- Difficulties Update! - 14 September 2025
Fellow Necromancers, Run difficulties have been implemented! There are now 3 different difficulties: Chill Difficulty No Modifiers This is the default Difficulty, and exactly the same as the game has been up till now. If you were already enjoying the game and don't want anything different, choose this. Standard Difficulty A Monster with at least 60% HP will be auto-selected each Battle (excluding Boss and Final Battles) Extreme Difficulty A Monster with at least 60% HP will be auto-selected each Battle (excluding Boss and Final Battles)0-Cost Moves cannot be duplicated with Duplication OrbsCannot see Enemy tooltips before Battle Philosophy behind the changes: In an ideal world, we would like players to be switching their teams around more than they do currently. Figuring out the optimal way to play a given configuration is fun, and many Monsters can pair well with a lot of others even i…
- Moving to Fortnightly Updates - 8 September 2025
Fellow Necromancers,Unfortunately the 'Additional Difficulties' update won't be out for another week, as we've encountered a couple of issues and want to make sure we get it right before sending it out. This has brought to our attention the difficulty of maintaining a weekly-update schedule, and have decided to switch to a fortnightly schedule from now on to ensure we have enough time to do things properly.We will of course continue to patch any bugs or issues that we become aware of ASAP (proud to say all fixes have been within 24h of us finding out so far!).Thank you for your understanding, and we look forward to getting the Difficulties update out next weekend!
- Fixed 'Momentum Shift' bug - 1 September 2025
Fixed bug where Momentum Shift would sometimes stop halfway through execution if an Enemy it hit died.
- Disabling CRT Effects (the static/retro filter effects) - 31 August 2025
Fellow Necromancers,Recently we have had some feedback requesting we add settings to disable the CRT effects present in-game (ie the 'Static' and 'Rolling Noise' effects). This could already be done by dragging both the 'Static' and 'Rolling Noise' sliders all the way to the left, but now there's also a button to do it in a single click!Simply open the settings, then click on the 'Graphics' tab and you'll see it :) We hope this helps make the process a little smoother for those who prefer to play without the effects.
- Fixed Ghost Stories bug - 31 August 2025
Ghost Stories was showing an incorrect total when Monster was Dazed. Enemy Eaglins and Dolphedics would also ignore Taunt in specific circumstances (also fixed).
- Balance Update, 'Weekends Off' Poll Results, plus Roadmap! - 30 August 2025
Fellow Necromancers, Welcome to the latest balance update! See the end for the results of our recent 'Should Necromancers Get Weekends Off?' poll, and a basic roadmap for the future of NFAW. General Balance Changes: The chances of receiving a Monster with extra Moves in the Night 5 Tombstones has changed (decreased). For reference it is now: 25% chance to have 0 extra Moves40% chance to have 1 extra Move25% chance to have 2 extra Moves10% chance to have 3 extra Moves Still a good chance to get a Monster that knows at least 1 extra Move, but we wanted it to feel special when you manage to find a Monster with lots of extras. 500+ Poison and 500+ Bleed Achievement This achievement requires a Monster that's applied 500+ Poison AND Bleed. We've added some extra text to the achievement to make this clearer, as we've had a few comments about it. No single Monster in the game is capable of doin…
- Couple Bug Fixes Before Balance Update Tomorrow! - 29 August 2025
Fellow Necromancers,Just a quick update today to fix a couple of bugs! There will be a balance-patch sometime late tomorrow + the results of our recent poll! If you haven't already told us your opinion on whether the main game mode should be 5 nights or 7, please have your say!Bug Fixes: Succumb was counting total Cursed on all Enemies instead of target Enemy.Salvation was removing Cursed for Move purposes, but the Cursed was still triggering when the Enemy dealt Damage. Also added a total to show how much AP you'll gain when using it.Specific Move Tomes (those that can only be learned by a specific Monster) were acting a little strange, where the same Monster was repeatedly getting Move Tomes rather than it being totally random. The code handling this section has been rewritten and should be working properly now! A massive thank you to Ljtaw for submitting these bugs! Please consider c…
- Small Balance Update! - 23 August 2025
A couple bugs have been fixed in this small balance update, plus the power Animation has been shortened, mainly to make the Crochop Battle less frustrating! Specific Monster Changes: BamlinFurious Lunge now deals 18 Damage (was 20) Small adjustment as Bamlin now feels very strong after the last balance patch. GargonSage Aggression now costs 1 (was 0) and deals 10 Damage (was 8)Archaic Blessing now costs 1 (was 0) and gains 10 BlockNow knows Political Ambition by default (was a Move Tome)Has a new Move Tome: "Secret Technique (1) STR: Only useable after another Move. That Move costs 1 less this Battle. Forget." Gargon was both too good when paired with the right Monsters, and too weak when it wasn't. To help with that, we've lowered the ceiling a bit (by making the refresh Moves cost 1 by default), and then raised the floor a bit by giving it a Move that can teach Moves to trigger the re…
- Small Bug Fix + Our Philosophy On Saved Games - 22 August 2025
Fellow Necromancers,First off, thank you to BloodWolfBS who mentioned they were having some issues unlocking a particular achievement. Thanks to them, we realised that certain stats were not being saved correctly for achievements. Achievements worked perfectly if you completed the run in a single sitting, but now things like "Win a run without a Monster dying" and "Use at least 7 different team combinations in a single run" are being tracked correctly when you save your game."Use at least 7 different Monster team combinations in a single run." - This is now checked only after winning a Battle, though if a Monster dies it will still count as a unique team.Our Philosophy on Single-Player SavesRecently a player used our feedback form to point out that Battles could be reset by exiting to the menu and going back in, and this 'exploit' could also be used to reset what regular Move Tomes were…
- New Enemy Battles! - 21 August 2025
More enemy Battles have arrived at the Citadel! Here's what's new: 3 new Battles added! New Enemy teams have been added to the following encounters: Night 5, Encounter #7 (difficult Battle)Night 7, Encounter #1 (difficult Battle)Night 7, Encounter #2 (final Battle) Hopefully this adds a little extra variety to your runs! We're trying hard to add new Battles with interesting abilities to give you more things to test your broken builds against. Infection changed! Now reads 'Deal 7 Damage to this Monster. Forget. Will deal 3 Damage to this Monster at the end of its turn if unused.' With the game being released, we found that players were too-easily banking multiple Infections. More builds were able to handle this than we expected, and the 8/2 ratio (8 Damage for using, 2 for not) was too generous. Now, instead of being able to hold onto an Infection for 4 turns and breaking even, if you ho…
- Small Balance Update before extra Enemies tomorrow! - 19 August 2025
Additional player feedback has come in - and we've adapted to it as promised! Here's what's new:Bug Fixes:Fixed bug where an enemy Mawclaw dying to 'Cursed' could freeze the Battle.Massive thank you to the player who used our feedback form to submit this bug!Balance Changes:Impervious now reads 'Reduces ANY unblocked Damage or HP loss from Moves to 1'.We received feedback from multiple players that being able to use HP-loss Moves to defeat enemies with Impervious felt a little too-easy.This change still keeps Poison & Bleed as ways to get through Impervious, and introduces Cursed as an additional way. Any enemy with Impervious also has some Immunity (which prevents negative afflictions), so we feel that using these alternate methods still requires some effort (whereas HP-loss Moves felt cheesy).The Tombstones at the start of Night 5 can now contain Monsters that already know additional…
- First Big Balance Patch! - 17 August 2025
Fellow Necromancers, It's been a good weekend so far! Thank you to everyone who has supported the release and supplied feedback. At it's heart, Necromancer For A Week is meant to be about finding synergies and exploited broken builds. However, sometimes Monsters are simply stronger than others, or infinite combos exist that are far too easy to pull off (or simply require too much clicking/spamming). Our first round of balance changes has brought nerfs to a couple of the biggest offenders, while also giving small buffs to under-utilized Monsters. Here's the full list of changes:Ausaroo: Encouragement now reads 'Target Friendly Monster gains 2 Power, plus 1 for each 'Encouragement' used this Battle.' We've had multiple players state that while the old version of Encouragement was fun to use, it was simply too many clicks. We want combos and broken builds to be possible in the game, but we…
- Bug Fix - 'Another Ally' Moves - 16 August 2025
Moves that requires another Ally/Friendly Monster are now disabled if you have 1 Monster left in Battle.
- Quick Patch to Fix Momentum Shift + Switch Starters - 16 August 2025
Bug Fixes: Momentum Shift animations fixed Balance Changes: Pawmor now a default starter option instead of Nosgum (Pawmor auto-unlocked as a starter for those who already have the game)
- Small Bug Fixes & Balance Tweaks - 16 August 2025
Bug Fixes: Changed text of 'Healing Touch' to match effect ('Target Friendly Monster' instead of 'Target Monster') 'Riled Rage' wasn't blue when Monster was Dazed 'Noxious Fumes' was applying Dazed and Exposed to both Enemies, instead of target Enemy Etisara was not unlocking (was looking for Moves used rather than Moves known) Battles Changed: Night 1, Battle 1 (Mokkral + Mokkral): Both enemies now Attack and Gain Temper at the same time Night 2, Battle 4 (Gargon + Fangder): Gargon now deal 15 base Damage, gains 15 Block, and 1 Enraged (was 20, 20 and 2 respectively).