
The ultimate power-fantasy monster-battler roguelike. Over 7 nights you'll reanimate Monsters, teach them busted Moves, and build the most overpowered 2-Monster team imaginable! Features a unique turn-based combat system that fuses card game mechanics with monster-tamer battling.
Modeled estimate, not a reported figure. How we estimate →
Media

About

The ultimate Monster taming game for players more interested in battling and trying interesting team line-ups than grinding levels!
Every run is an opportunity to try new Monsters and combos, with a run taking approximately an hour to complete. Completing a run also unlocks a random Monster as a Starter option.
Find the right teammate for your Monsters and you will decimate all those in your way!

This game is more about finding broken combos between Monsters than it is about a gruelling challenge. Higher difficulties restrict what Moves you can duplicate and auto-select a Monster for you each Battle - forcing you to figure out the perfect team combination to win.

Each run begins by choosing a Monster (every Monster can be unlocked as a potential Starter). From there you’ll encounter Tombstones with Monsters to reanimate and add to your roster, giving you more options to build your ideal 2-Monster team for battle.
Great care has been taken to ensure that every Monster has its own unique movepool and playstyle!

You start each turn with 3 Action Points (AP). Every Move has a cost, and you can use Moves from either Monster on your team – or both.
Chain together multiple Moves to unleash powerful combos and devastate enemies!

Each night’s main objective is to return to the Necromancer’s Citadel in the middle of the map. Along the way you’ll encounter more Monsters to reanimate, powerful Move Tomes and passives, and unique enemies to face.
Your Monsters won't heal until you return to the Citadel at the end of the night, so you'll need to constantly rotate your team and potentially make difficult sacrifices to make it back.

Some Monsters won’t appear in a run until you unlock them by completing certain challenges, such as:
Use 9+ Moves in a single turn
Apply 10+ Cursed to a single Enemy
Use the same Offensive Move 4+ times in a turn
Win a Battle without using any Strategic Moves
Win a Battle in 2 turns or less
Deal 99+ Damage in a single hit
And many more!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
After finishing my first run, I can say this game really surprised me as someone who has rarely dipped into the Pokemon series. I really enjoyed the main gameplay loop and I can already see the potential replay value and the diverse range of strategies it has to offer. I'm looking forward to seeing what other combos i can create on the next run.
Короткий и незамысловатый рогалик под старый телевизор
An sich ein gutes Spiel, aber sehr schwierig. Und RNG-lastig. Wer schwierige Spiele mag, der kann es mal spielen. Ich bin eigentlich kein Fan davon, wenn etwas RNG-lastig oder zu schwierig ist, aber irgendwie catcht mich das Spiel. Wer unsicher ist, auf Youtube gibt es garantiert Gameplay :D
Necromancer For A Week is a compact fusion of roguelike structure, monster collecting, and turn-based tactics that thrives on its tightly focused design philosophy. Developed and published by QuietPenguinGaming, the game wastes no time establishing its premise: you have seven nights to assemble, train, and refine the strongest two-monster team you can muster. The constraint of a single week gives the experience urgency while keeping runs brisk, making each decision feel meaningful. Rather than overwhelming players with sprawling systems, it emphasizes clarity and synergy—every monster has a role, every move has a purpose, and every turn is an opportunity to build toward explosive combinations. The result is an experience that feels deliberately small in scope but satisfying in execution. Combat is the heart of the game, and the AP-driven system gives it a sense of tactical elasticity that many larger monster battlers lack. Each monster on your team has access to its own set of moves, each with AP costs and unique effects, and the shared pool of three AP per turn forces careful planning. You can invest heavily in one monster’s high-cost skill to set up a powerful hit, or you can weave together a string of low-cost attacks and buffs to trigger passives across both creatures. Many of the most enjoyable builds stem from pairing monsters whose abilities feed into one another, allowing one creature’s move to activate dormant traits on the other. This emphasis on synergy encourages experimentation and creates a satisfying rhythm of planning and payoff. Even with the small roster, the variety in movepools and passive effects helps give each team composition a distinct personality. The presentation is modest but functional. The pixel-art monsters, environments, and UI are clean enough to convey essential information quickly, though the visual style sacrifices detail for readability, and some creatures may feel a bit generic or indistinct in appearance. Still, the simplicity works in the game’s favor, reinforcing a design approach that values efficiency and quick engagement over spectacle. Runs typically last under an hour, which gives the game an ideal “just one more attempt” flow. It’s the kind of roguelike you can pick up for a short session without feeling lost or overwhelmed, and the clear feedback during combat ensures every action is easy to follow. Despite its simple visuals, the interface does a commendable job of keeping your attention on strategic decision-making rather than deciphering effects. The main progression loop revolves around unlocking new monsters and expanding your starter options through achievements earned across multiple runs. Completing challenges—such as dealing massive damage in a single turn or using a certain number of moves—rewards new creatures that broaden the roster. These gradual additions provide a sense of long-term growth, even if the foundational systems remain unchanged. However, the game’s compact scope also means it reaches its ceiling relatively quickly. Experienced players may clear their first run without much resistance, and the harder difficulty modes primarily increase challenge by restricting player choices rather than fundamentally altering gameplay dynamics. For some, these limitations will make the game feel like a short-lived experience once the initial novelty wears off. Where Necromancer For A Week truly shines is in its immediacy. It respects the player’s time, offers meaningful tactical choices, and avoids bloating its mechanics. But this same strength can also be seen as a drawback for those who prefer deeper progression layers, more complex monster interactions, or longer roguelike cycles. The focus on two-monster teams is refreshing but reduces long-term variability; the limited roster means synergies can be discovered quickly; and the visual minimalism, while functional, may not capture the imagination as vividly as more stylistically ambitious titles. Still, within its chosen boundaries, the game delivers exactly what it aims to provide: a sharp, fast-paced strategy loop built around thoughtful turn planning and satisfying monster pairings. In the end, Necromancer For A Week is a well-crafted, small-scale strategy roguelike that rewards creativity and experimentation without demanding a significant time investment. It’s perfect for players who enjoy short, replayable sessions centered on team-building and combo creation. While it may not offer the depth or replay longevity of larger genre heavyweights, it succeeds as a focused, polished experience whose strengths lie in tactical clarity and concise design. For those seeking an inventive and compact monster battler with a clever AP system and bite-sized runs, it’s a charming and worthwhile addition to the roguelike landscape. Rating: 7/10
This game is a very fun rogue-like which allows you to do some insane strategies once you get the right synergies. I'm excited that the devs seem like they will be adding new content periodically because as of now it seems pretty easy to win the run once you have your synergies complete. There is a lot of variety and completing the challenges to unlock more monsters was definitely fun.
The game is fun to play and the developers are really doing a good job.
I played the demo a ton and waited for the full release. So far, it does not disappoint! It's still got the same cool art and sound, but with a lot more polish, and thanks to the additional monsters and balancing, the gameplay I fell in love with is even better. Fair difficulty and a simple interface makes it easy to combine monsters with synergies that are a bit deeper than they might initially seem. It's got a bit of monster collecting and sweet necromancer meets Pokemon theme that makes this cozy spooky and very enjoyable. I hope this hidden gem doesn't stay hidden for long. It's a solid, enjoyable game at a very fair price. Fun, short runs with simple battles that reward good planning and tactics.
Buenardo es como pokemon pero con animales muertos. GOTY
fun game
https://youtu.be/fO6LQfMRKC4 Drawn out battles with limited creature progression options quickly devolves every fight into the same basic routine.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Factorio | $206.6M | 189.7K | 98% | $35.00 |
| RimWorld | $176.7M | 243.3K | 98% | $34.99 |
| Squad | $167.2M | 178.2K | 83% | $39.99 |
| Don't Starve Together | $164.7M | 539.5K | 95% | $14.99 |
Related
| Benny Bash | $8.5K | 56 | 80% | $7.99 |
| Infinite Jump | $8.5K | 360 | 78% | $1.99 |
| Happy toys | $8.5K | 141 | 67% | $1.99 |
| Chocolate makes you happy 3 | $8.5K | 141 | 75% | $1.99 |
| Furry Femboys | $8.5K | 325 | 79% | $1.99 |
| NO.8 High School | $8.5K | 53 | 77% | $4.99 |