
Hands of Necromancy II is a dark fantasy FPS sequel, inspired by classics such as Heretic and Doom. Choose from two characters, wield new weapons and learn even more powerful spells and transformations to prove once and for all that you are the supreme Necromancer, master of death itself!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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 | $2.99−50% | 127reviews | 86% | — | $14K |
| $2.99−50% | 17ratings | 88% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
В целом игра окунает вас в действия темного фэнтези где вы должны за Ахерона или Фаэдру спасти мир, в целом игра осталось на том же уровне и появились новые противники с которыми геймплей стал намного интереснее, однако игра утеряла одну из своих выделяющих черт а именно часть metroidvania. В первой части каждая глава была хабами с выходами на уровни а тут игра идёт как обычный шутер что поубавило моих лавор этой игре, также игра использует приём из hexen а именно несколько персонажей для игры,хоть и Фаэдра имеет другой интересный набор вооружения но при этом уровни остаются всё те же что меня не очень радует, пока я игру прошёл только за Ахерона возможно я изменю своё мнение как только пройду игру за Фаэдру а пока директива моя такова, игра всё такая же захватывающее приключение однако она ощущается скорее как продолжение к дум. У оригинального doom было продолжение doom 2 что просто добавило новых врагов и уровни, hands of necromancy 2 повторяет такую же стратегию но при этом добавив одну интересную деталь из hexen, а именно то что некоторые предметы и мебель окружение могут взаимодействовать с игроком, например вазы в которых могут быть и полезные вещи так и маленькие враги. Окончательное мнение о Фаэдре я ещё не сказал но пока моя оценка 7/10!
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Brazil, Russian, Spanish - Latin America*languages with full audio support
| $5.99 |
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| not modelled |
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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hands of Necromancy II is a confident continuation of an old-school design philosophy that embraces the DNA of classic 1990s fantasy shooters while expanding its systems enough to feel like more than a nostalgic exercise. Developed by HON Team and published by Fulqrum Publishing, the game doubles down on its identity as a spell-centric first-person action adventure, blending fast movement, projectile-heavy combat, and labyrinthine exploration with a strong necromantic theme. It is unapologetically retro in structure and tone, yet thoughtfully refined in ways that reward curiosity, experimentation, and mastery. From the outset, the game distinguishes itself through meaningful character choice. Players can select between two distinct protagonists, each with their own weapons, spell sets, and transformation abilities. This choice has a tangible impact on how the game plays, not just cosmetically but mechanically. One character leans toward aggressive, close-range dominance with brutal magical tools, while the other emphasizes precision, mobility, and control through a different spell arsenal. This dual-character structure significantly enhances replayability, as levels and encounters feel subtly different depending on who you control, encouraging multiple playthroughs to fully appreciate the game’s systems. Combat is built around a satisfying blend of traditional shooter fundamentals and magical versatility. Instead of firearms, players rely on spells, enchanted weapons, and supernatural abilities, all of which feel distinct and impactful. Enemy design reinforces this variety, throwing a steady stream of monsters at you that demand movement, positioning, and quick decision-making rather than passive shooting. Encounters often become chaotic, with projectiles filling the screen and enemies attacking from multiple angles, evoking the frantic energy of classic fantasy FPS titles while maintaining modern responsiveness. One of the game’s defining features is its transformation system, which allows players to temporarily become different creatures with unique abilities. These transformations are not gimmicks; they are deeply integrated into both combat and exploration. Some forms excel at navigating tight spaces, others at breaking obstacles or overwhelming enemies, and knowing when and where to use each form becomes a key part of progression. This mechanic adds a puzzle-like layer to level design, turning environments into spaces that must be read and revisited with newly unlocked capabilities in mind. Necromancy itself is more than a thematic flourish. The ability to resurrect fallen enemies as temporary allies reinforces the game’s identity and introduces tactical considerations during larger encounters. While not every situation demands the use of undead minions, the option to turn the battlefield in your favor through resurrection adds flexibility and reinforces the feeling of being a true practitioner of dark magic. It also encourages experimentation, as players learn when summoning allies is more effective than relying solely on raw spell damage. Level design is one of Hands of Necromancy II’s strongest aspects. Stages are sprawling, interconnected, and filled with secrets, keys, and alternate paths that reward exploration. Environments range from grim fortresses and cursed ruins to hostile wastelands, each with its own visual identity and traversal challenges. Progression often requires backtracking after unlocking new transformations or abilities, which reinforces the sense of a cohesive world rather than a linear sequence of combat arenas. This approach may feel demanding to players accustomed to modern waypoint-driven shooters, but it will feel immediately familiar and satisfying to fans of classic FPS exploration. Visually, the game strikes a careful balance between nostalgia and clarity. Its art direction evokes the gritty charm of retro fantasy shooters without sacrificing readability or modern comfort. Enemy silhouettes are clear, spell effects are bold, and environments are detailed enough to feel atmospheric without overwhelming the player. The sound design complements this well, with impactful spell effects, ominous ambient audio, and a soundtrack that underscores the dark fantasy tone without dominating the experience. The pacing of Hands of Necromancy II is deliberate and demanding. Difficulty can spike unexpectedly, especially during dense enemy encounters or boss fights, and success often depends on understanding enemy behavior and managing resources effectively. Movement has a slightly floaty feel characteristic of its inspirations, which may take adjustment for players used to heavier modern shooters, but once mastered it contributes to the game’s fast, aggressive rhythm. While the game does little to accommodate players seeking streamlined navigation or extensive hand-holding, this is clearly an intentional design choice. There is a strong sense that Hands of Necromancy II is built for players who enjoy learning systems through experimentation and who find satisfaction in uncovering secrets rather than being guided toward them. Its retro sensibilities may not appeal to everyone, but for its target audience, these choices feel cohesive rather than dated. Ultimately, Hands of Necromancy II succeeds by fully committing to its vision. It expands on its predecessor with deeper mechanics, more varied environments, and greater player agency while remaining faithful to the genre it celebrates. It doesn’t attempt to modernize itself beyond recognition, instead trusting that tight combat, clever level design, and a strong thematic core are enough to carry the experience. For fans of dark fantasy shooters, classic FPS exploration, and spell-driven combat systems, it offers a rich and rewarding journey that respects its roots while confidently standing on its own. Rating: 6/10
Its good
This game is even better than the first one, which is really something :)
通关了,感觉不如1代,就算是常规的毁灭战士异教徒这样的通关机制很多关卡设计还是简单到有凑数之嫌,用的女巫通关,大概第一大章前后就能获取全武器全变身角色成长太快了,蝙蝠变化不能带出关卡就很2,综上所属玩是可以玩的但总有种食之无味弃之可惜的感觉
Muito nostálgico e divertido, apesar de muito desafiador e frustante em muitos momentos. Gostei demais! Devo jogar mais em breve para poder comentar melhor sobre determinados aspectos e, enquanto isso não acontece, eu indico jogar para descobrir por conta própria!
This improves enough over the first game to actually be worth playing, but it is incredibly average in every way: the music, the gameplay, the level design, the art style, all of it is passable. The weapons, however, have painfully slow projectiles and lack any real impact.
More linear but still just as good
Fun game. Challenging as it needs to be.
I have played both HON 1&2 and the concept is cool but the execution just isn't that fun to be honest. Changes I would recommend would be: Adopt a movement and weapon system similar to the quake 1 template - the combat feels tedious and slow The form changing is interesting but does feel powerful in a meaningful way The hitboxes are too small and doesn't lend itself to a fun run and gun playstyle The levels are too mazelike, I personally don't like guessing where to go, something similar to the quake 1/2 format would be better I think
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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