
Hands of Necromancy is a Dark Fantasy FPS metroidvania, inspired by classics such as Heretic and made with the GZDoom engine. Wield weapons, magic or transform into a fearsome monster to slay your foes, then raise them as undead servants and unleash even more carnage to become a master Necromancer!
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Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 346reviews | 87% | — | $33.7K |
| $0.99−80% | 63ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I can appreciate games when it feels like the developers have put love and passion and effort into a game, but this just immediately doesn't feel like that. Here's some examples of low effort you can notice in your first minute loading up the game. - Default GZDoom font on a letterboxed pre-menu screen. - "Hands of Necromancy" menu title is slightly smaller than the same title in the background video. - Terrible menu font. Menu is left-shifted but title is centered. Looks very roughshod. - The campaign/mission start is just called "Original Hubs". If you don't care enough to give your fantasy world/journey an actual name, then the player isn't going to care either. - Difficulty screen is generic GZDoom font and text yet again. - Choosing 'Master' gives you a warning popup that says "Are you sure? This skill isn't even remotely fair." That is exactly the same line you see when choosing Nightmare difficulty in the original Doom games. - The Yes/No selection for this warning is improperly centered with the rest of the text. - The opening fluff narrative is insultingly generic. I wish I could rip it to shreds here but it's too much to fit in a single dot point. - Level starts and you receive your first two weapons, "Magical Sword" and "Fireball Staff". Again, these names are just generic descriptions of their base item. What's the sword and fireball staff in Hexen called? Quietus and Phoenix Rod respectively. Those games came out over two decades prior and still had more flair. - The on-screen tutorial for the starter sword says M1 to Attack / M2 to Deflect, but the player does not start with any of the ammo required to use the swords Deflect function. You've already, within 2 seconds of the very first map starting, baited the player into trying to use a weapon function they don't actually have access to. - The bark the player character makes as the level starts is both at odds with the previously established narrative, and also isn't reinforced by what the player finds in the first few rooms. - Pressing 'use' on a wall makes the player do the usual grunt noise, but there is no limit to how quickly you can spam it. - The sword swing sprite looks straight out of Witchhaven. - The meaty chunks being thrown by the zombie instead make a clattering sound like someone throwing dice onto wood floor. This is all the basic observations from just booting up the game and exploring the first ROOM. Yeah I understand a lot of this might come across as pedantic, but when you hit someone with all of this within the space of ~100 seconds, can you blame them for immediately shutting it off? This is poop from a butt THAT COSTS MONEY compared to the dozens of free Doom .wads that have been out for over a decade.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil, Russian*languages with full audio support
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is one of those games where I wish Steam had a neutral review option First of all what I do like. The level design is really good, outside of a few minor hiccups, I thoroughly enjoyed exploring. The devs also did a great job of leaning into Doom's graphical aesthetic. Also the transformations a pretty neat gimmick. Now the big problem with HoN. The weapons are some of the most flaccid and impotent feeling of any game I've come across. Now I'm not saying they don't kill things, they do, they're just extremely unsatisfying to use. There is zero visceral feel to them, from the weakest to the strongest. Combat in general is like throwing cotton balls at enemies and they just kind of flop over. The starting pistols in Doom and Duke Nukem 3D feel like 30mm autocannons when compared to anything in HoN.
A fun retro shooter that really captures that classic Heretic vibe with its dark fantasy aesthetic and complex, vertical level design. While the actual necromancy mechanics feel a bit tacked on, juggling the various magical weapons and transforming your body to tear through hordes of monsters is deeply satisfying.
A considerable and valuable Hexen Clone, way enhanced for nowadays times and squeezing out a lot from the rather simple GZ engine. If you like Hexen or similar FPS RGP games, you will feel at home in here too. There are 3 episodes with each 1 main level and hubs, made for finding keys to open the final gate and encountering the boss. Make your early selection when you start the game- The Explorer version is the more Hexen related imitation, means you need to find more keys, while in the action mode, 1 key will do, sure thing that I do recommend the explorer selection! The gameplay is challenging but kept fair, the transforming modes to various species is done great, be small, be big, be heat resistant and fly around but to the closer end only. Sound and Atmosphere are doing their best to keep you entertained, graphics can be chosen from 4 modes, but more or less it is the same result, while ingame settings allow you a great variety. It really males fun to get lost and find your way further, the objective screen keeps you a but in riddles but sure there is a way out, just follow to grab the keys and recall where you have been before, without a key. I'd love to play my near 20 hrs in it, there are many mods for the GZ and similar enines, but this game deserves to be at steam and it is worth the bucks!
Извините, хотел лайк поставить, но она закончился в обойме. Могу дизлайк поставить, их у меня много. Хотел поиграть за мага, но мне намекают играть в ближнем бою. Ладно поиграю в ближнем бою, но нет блок тоже расходуемый прием, Что 6л9? Как вы хотите что бы я уворачивался от спелов? В игре есть узкие дороги, где нет возможности увернутся от огненных шаров. Шаг влево, шаг в право и ты упал с обрыва. Я так много раз умирал. Еще не удобный инвентарь.
I do like this game, although I agree with everyone else on the weapons and spells feeling mostly powerless. Cannot wait for Egyptian-themed retro FPS Profaned.
여러모로 헥센을 생각나게 만드는 게임 참 즐겁게 플레이 중입니다 다만 헥센보다는 퍼즐요소가 적은 편이지만 왔던 맵을 다시 되돌아갈 수도 있는 시스템 때문에 곤혹을 치르는 중 이거 때문에 오히려 어디로 가야할지 모르겠음
--> This game plays in Manjaro Linux without proton or wine! <-- A simple fact: If you loved Heretic and Hexen you'll love this. Look no further! A simple but straightforward feedback for anyone looking for a great FPS.
Nothing wrong with the game overall. I finished the first chapter boss and don't really want to continue. The game plays somwhat similar to Hexen. You progress towards a central HUB level, travel to different levels slowly unlocking new sections, before progressing linearly towards a boss. Exploring each level was fun and I never felt stuck at any point. Level designs and artwork are great. The weapons you get are lackluster. They're mostly spells that do little to no damage and have effects that hinder you more than help. They're not fun to use. Only the fireball staff primary fire feels somewhat useable, and the sword if you can get close enough to use it. Everything else is horrible to use. There are transformations you can use which give you more attack options. The first chapter transformations are not fun and don't help the weapon situation. Having to cycle to the transformation and activate it is just annoying if all you want is to use their attack. Enemies are also unfun. Some are tiny, some are huge and have lots of health, some have untelegraphed attacks. Combining this with the lack of fun weapons just makes you want to quit after you get through the first HUB world. Having to do it all again in chapter 2 with no immediate improvements - that was enough for me to call it quits.
Under normal circumstances, I'd write a negative review for a game that has no proper checkpoints, where I'm always lost no matter if it's my 3rd or 4th playthrough (believe it or not, I started nauseating and had to quit after running in circles for over an hour in a certain level and then for over half an hour the next level) and how it made me fall in love with a ring that gives you ice-based magic, since I despise ice-related attacks in games. I guess it's probably because it's kinda extremely fun and funky-looking.
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