
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.
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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
Cool game
( full review with screenshots: https://www.gaming-parrot.com/post/necromancer-for-a-week-review-a-good-time-not-a-long-time ) Necromancer for a Week is best described as a Pokemon roguelite. You start out with two monsters and then battle through seven stages representing the days of the week. Each stage presents opportunities to learn new moves, recruit new monsters, and gain other powerups alongside mandatory battles. Complete all seven stages and you'll unlock the monsters you used as starting options for future runs. A lot of Pokemon-esque games stumble by changing the battle system in ways that make it less intuitive or engaging. Necromancer for a Week actually does pretty well on this front. It uses a system like a card battling game where you get 3 AP to spend across both monsters and their moves however you like. Stronger moves might cost 2, 3, or even more AP, while weaker moves can be free and support moves might restore AP or allow other moves to be used a second time in the same time. You can create some fun synergies between your two monsters where one uses moves that trigger passive abilities on the other to build up to a massive attack, and the opportunities for that are greatly expanded by the extra moves and upgrades you can find during your run. As great as that core battle system is, it's held back by the fact that the game just isn't that hard. I won my first run without ever really coming close to losing, and most battles can be won with little thought once you have a good combo going. There are two higher difficulty modes available to shake things up, but I don't personally find the way that either of them raises difficulty appealing. One makes one of your monsters be chosen randomly every battle and the other does that while also blocking refreshing 0 cost moves and making enemy intents invisible. I'd have preferred to see the standard roguelite ascensions that add increasingly powerful modifiers to the enemies. The existing settings increase difficulty by reducing the player's options, which just makes the game repetitive even more quickly. Lastly, the monsters are something of a mixed bag. They mostly have interesting abilities and moves that help each one feel unique, but their designs are bland. The low-res graphics style doesn't really help here, since each monster is often represented by a thumbnail that's just an indistinguishable mess of pixels. Even the battle sprites are pretty generic, though. Ultimately it's not critical that a game like this have memorable monster designs, but it would have helped, and needing to read the tooltips every single time to remember what an enemy does gets old.
Necromancer For A Week plays very much like an obscure little GBA title. In keeping with that, its uniqueness feels, well, unique-- if a little rough around the edges. Unlike a GBA game however, this game is still being developed as we speak. Ever evolving (unlike a certain yellow shock-rat). I am curiously and cautiously optimistic about its potential to grow from good, to great! Anyhow, I would reccomend the game as is. If it looks at all interesting to you, surely, will you find a thorough nostalgia itching for an hour or two and with a little luck, you'll be back for more. - Mind your hotkeys -
Solid little roguelike. Has those oldschool elements like Pokemon had but not quite the grind (nor am I getting wrecked my Miltank).
Fun creature collector deckbuilding roguelike with interesting strategies in place. Would appreciate controller/steam deck support as right now the UI is too tight knit for precise touch screen controls for me.
Thumbs up just because this poor unit sale, respect the game design especially interesting monsters. But I won't play it anymore. The stylistic graphic made me no will to read these skills, the rouge level is also kind of normal. I guess Pokemon Rouge is still free and more challenging?
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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.
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