
A turn-based horror RPG with retro 32-bit 3D graphics. Survive the horrors of the mansion that changes every time you enter.
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About
House of Necrosis is a turn-based horror RPG, inspired by the early 3D Survival Horror games of the 90s.
Experience turn-based dungeon-crawling as well as the tank-controlled hubworld, complete with pre-rendered backgrounds!
Level up your character and upgrade your weapons while making your way through a house of horror.
Wander through the endless halls of the mansion that change every time you enter.
Inspired by the 32-bit classics, House of Necrosis looks and feels like your favorite 90s games.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wow! What a game. This game is in my opinion the perfect modern representation of Shiren the Wanderer and mystery dungeon-likes. It's a great roguelike if you like these games. If you haven't played any of those and like roguelikes but have only played more modern examples, this game might be kind of rough and may have a steep learning curve for you. It's basically a 1:1 copy of Mystery Dungeon games with a few exceptions. It is a little bit easier in a few ways. I've played over 1000 hours for sure of those games, so this game came very naturally to me. There is a Starcraft-like level of strategy and thinking to playing these games, even if there's only one person to control, what you're controlling is the entire screen. You just do it in the guise of controlling one person. The vibes in this game are something else. I was a teen when Resident Evil first came out. This game really nails that nostalgia. When you see that door animation, you breathe a sigh of relief because you made it. It's very addictive. All the monsters are well-designed. I'm biased because I'm accustomed to approaching all new monsters I see with a lot of caution, because I don't know what they can do yet. This genre is very unforgiving in that way. Pain is the best teacher, and in this case, in this genre, it's pretty much the only teacher. That might be very difficult for some people to swallow. This genre is about steady perserverance. I'm old now. I could emulate Shiren the Wanderer or play some incarnation of it on Steam. Right now, I'm really happy with this game. I don't need that much depth, I just really like the core gameplay loop of Mystery Dungeon games. [b]And, it runs beautifully and natively on Linux.[/b]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Im not even a fan of Mystery Dungeon games, but this one completely hooked me.[/h1] I was originally drawn in by the store page for the demo. The character on the cover instantly reminded me of Jill Valentine from classic [i]Resident Evil / Biohazard[/i], and the monster next to her looked just like a Tyrant. When I watched the preview video and saw that iconic mansion lobby, the grand staircase, the flanking doors, and even that nostalgic door-opening animation, I was instantly sold. However, it's worth noting that the game has no actual connection to Resident Evil in terms of gameplay or controls. It is, at its core, a brutally punishing, traditional Roguelike. --- [b]Retro PS1 Aesthetics & An Unforgiving Learning Curve[/b] The game ditches flashy graphics for a wonderfully nostalgic, low-poly 3D art style straight out of the PS1 era. Controls are simple and direct. While the tutorial overlays basic controls on the screen, that is literally all the guidance you get. The game explains almost nothing else, leaving you to test and figure out every mechanic on your own. The difficulty curve is incredibly steep: * [b]An unfair race against the monsters:[/b] Early on, you'll spend a lot of time just trying to understand items, equipment, magic, and enemy behaviors. You have to grind for XP to level up your gear, yet enemies gain HP and attack power faster than you can keep up. * [b]Unique enemy leveling system:[/b] Not only do you level up by killing enemies, but [b]monsters also level up when they kill other monsters![/b] A leveled-up enemy's stats skyrocket, which is a rare and terrifying mechanic. Fortunately, once you secure high-tier gear or max out your equipment levels later on, this becomes much less of a threat. * [b]Heavy reliance on RNG:[/b] Because items and enemies are randomly generated, bad RNG (like poor gear drops or terrible enemy spawns) can easily trap you in Chapter 1 for hours. But once you break through to Chapter 2 and scavenge stronger gear, things finally start to smooth out. --- [b]The Brutal Penalty of Death[/b] The biggest hurdle in this game is that [b]dying means losing everything on your person[/b] (though there are methods to save equipment later in the game). During a standard run, you rarely have the spare resources to upgrade a backup set of gear. So, when you accidentally blunder and lose hours of progress, being forced to restart chapters you've already cleared feels absolutely soul-crushing and infuriating. But honestly, that's just how old-school, traditional games were designed. Once I accepted that, as long as my global storage box remained intact, I was able to find peace with the grind. The traps are equally diabolical, especially the [b]“Monster Houses”[/b]. You have to pixel-peep the map carefully to avoid triggering them. (Funnily enough, once your gear becomes overpowered later on, you'll actually find yourself intentionally triggering Monster Houses just to farm gold and loot.) There is also a special challenge mode called [b]"Crimson Destiny,"[/b] which forces you to enter completely stripped of gear. It is brutally difficult, but because you go in naked, dying carries zero consequences. You lose nothing, which makes it incredibly fun to repeatedly bash your head against. --- [b]Final Thoughts & A Message to the Developer[/b] The game also features some light puzzle elements, mostly tied to completion rates and achievements. Like everything else, there are no explicit clues, so you have to deduce how to trigger them yourself. (For instance, trying to beat the tutorial boss for the achievement is insanely hard and requires a massive amount of luck). Overall, the game is heavily balanced against the player in the early stages, to the point of feeling unfair when you're just trying to survive against the weakest mobs. Yet, it is precisely this uncompromising difficulty that makes every single breakthrough feel so incredibly rewarding. Even after [b]70 hours of playtime[/b], I still think this game is an absolute hidden gem. I highly recommend it to anyone who loves hardcore, old-school dungeon crawlers and retro vibes!
If you like a good challenge with the perfect atmosphere and great puzzle gameplay - this is a must! Also - 1000+ respect for building the game for linux!
I'm only halfway through the game and I can easily tell this game is one of the most loyal to the genre roots as far as Fushigi no/Mystery Dungeon genre goes. Meaning, it is a lot more similar to Torneko than it is to anything like Shiren. It doesn't have Shiren's convoluted, overbloated systems. The mechanics and systems are at the perfect simple but useful and sensible level like Torneko or Pokemon Mystery Dungeon. And the horror theme is a big plus if you're into it. Access to stash after every boss fight makes this a little easier to play, to not die, to return to hub and just grind out to power creep levels. Meaning it's much more grindy than Torneko is, but also less reliant on moment to moment RNG because with enough farming you can have the items you want one way or another. This game is to Mystery Dungeon what Dredmor is to roguelikes. No needless gimmicks, no reinventing of any wheel that already works. Just a fresh look and a different theme.
A satisfying dungeon crawler that while tough, always feels fair. Even after beating it, it still has me wanting to play more runs. Great for Steam deck!
This is essentially Mystery Dungeon (Shiren, etc.) mixed with PS1 Resident Evil, excellently executed. This style of gameplay works when the difficulty is high enough to keep you tense, and the system deep enough that you can find all kinds of ways to survive deadly situations and become more powerful, and this game does exactly that, even if the occasional defeat can be extremely bitter. It has the barest of stories, but the dungeon crawling is so solid that it doesn't matter. Hope to see more from Warkus.
I am not a fan of any type of rougelike gameplay but I still found myself enjoying this enough to beat it. Take of that what you will.
This game is really fun! It's also very intuitive and easy to pick up unlike some roguelikes. I love the atmosphere and it's addicting to find new items. So far I've beaten the 2nd boss which took about 1.5 hours in total.
Cinema!
Really loving the Low Poly look but I can't recommend even as a Mystery dungeon enjoyer. Beat the game, Got to the credits but It was 100% forced and out of Pure spite and right afterwords tried the extra stuff and on the third floor, BAM... Pretty much instakilled. Would it have absolutly killed Ya'll in this singleplayer game to add a easy option for players to keep your Armor, Gun and Melee Weapon when you die? Keep the enemy damage and stuff the same but just let me keep my stuff. I get losing everything else but nothing, and I mean NOTHING &^%$ing Sucks more then having a good weapon, gun and armor that you finally got after HOURS upon HOURS of trying to get only to have some pure RNG ♥♥♥♥♥♥♥♥ get someone killed (I know I did!!) and you now have to go through the whole game, room to room, Rooms you've now seen so many times you might just start naming the walls and treat them like family now as you attempt to get something good again. Why not try the shop I hear you say? well I may have had some money in the chest but not enough to get something from the shop worth a damn and wasin't spending HOURS reseting to get anything close to what I had, and if I wanted to try making money again that was going to be a sloooog cause it gets really pricy endgame and with my main stuff gone making real money is now off the table and the sheer morale killer of losing it all kills any want to even think of touching the game again. A certified quit moment If I ever had one. WIll change my review the Moment such a thing would be added. Life is precious and I'm not wasting it going though the same floor rooms before endgame literally over 40+ times EACH just so something else can screw me like taxs
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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