
Slay, crush, burn and explode filthy humans for their souls to infuse your squad with new powers and advance for total annihilation. You are the Undead in a turn based tactical RPG controlling a squad.
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About
Collect human essence to summon more undead. Slay the greedy humans and challenge their leaders in Turn-based tactical fights. You are the final boss.
Nemire is a daunting union of humanity's mightiest defenders. A symphony of unparalleled skill and cooperation. And they are everything that is wrong with the living. You must raise Undead and destroy greed and power-driven Humans.

Turn-based tactical combat
Build your squad of ever-evolving undead
Random unit traits modify how abilities and standard attacks work
Meaningful unit progression
Meaningful unit progression
Combination of handcrafted and procedural environments
Gradually ramping difficulty
Impactful abilities
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 27 reviews with recorded playtime.
Reviews
Not impressed, but its a bargain I suppose for the price. Difficulty is insane. The enemy often spawns next to you and wipe your unit out with its 3 hits. THis is the WORST PART: THe enemy can also go through your men, which means theres no strategy, its just a fodder fest. An end of week big mission of kill all 30 men/enemy meant in 3 turns 25 men/enemy completly surrounded my men men who had no where to hide - tho i was hiding in a room - but it was just rammed full of the enemy. You level up really slowly too. You cant choose your units but are given to u randomly. And its a really bad UI where you MUST use mouse AND keyboard as the mouse doesnt respond to many of the commands on the UI. I can see why the game at some point changed to rogue lite to try and hide the fact theres no strategy and its so difficult. But it is cheap. Theres that.
The idea of the game is good, but it's poorly developed. After playing several turns and understanding the dynamics, I started a new game from scratch that was well developed, but there are certain mandatory levels that are statistically impossible to win: More than 15 enemies and a boss with over a thousand life points, which regenerates its health and shields its minions. It's impossible; this game is very poorly tested. The time it takes to level up your players doesn't match the difficulty of the mandatory level. In other words, there's no way to reach that level and be able to pass it. Moreover, several times it froze, causing me to lose the level. What's with losing the level when abandoning it? Let me choose it again.
It has the potential to be a fun game but as is there are far too many bugs that severely hindered the fun I could have had of the game. Within the first mission I had the game crash on me twice, both times when trying to select units. Selecting units also is extremely janky, with only certain modes allowing you select other units, you have to be in move mode not attack mode. I also got three of the same exact mission types after my first mission, played one of them and then realized I really was not enjoying the game. Let them cook and maybe this game will become something enjoyable but as is it is really hindered by a lack of polishing.
An indie gem! The gameplay is very addictive, reminds me of xcom and battle brothers. A lot of variety in both friendly and enemy units, not to mention the randomly generated feat system. The game doesn't pull any punches ether, the difficulty ramps up pretty quick after a few missions. Big fan of CRPGs and turn-based strategy games, so was happy to see that the combat is tactical without relying on RNG. The encounters and modifiers seem to be randomly generated, making each run I've had so far feel very different. Can definitely see myself getting a lot of mileage out of it. Have encountered some minor bugs - nothing game breaking though. Considering this is an indie game on launch day, game feels very polished. Highly recommend to anyone that enjoys turn-based strategy games and RPGs.
Nemire is a bit of pointless pixelcrap shovelware with added copyright infringement as the developer stole a bunch of licensed sound assets and used them in a way that directly breaches the copyright agreement covering those sounds. More on that later. This is a garbage mobile/flash tier turn based tactical strategy game where you control an undead squad and move them around a small grid to fight baddies in lightweight RPG-esque turn based combats. An okay premise that requires some degree of ethical and competent technical delivery, both of which are lacking here. Copyright infringement is never okay. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. This looks and feels like a mobile app, but I wasn't able to find it on the app stores. Maybe it was removed, maybe it was rejected by Apple and Google (they do have more rigorous quality standards than Valve does for Steam, after all). Regardless, for all intents and purposes Nemire might as well be a mobile app, it has the same limitations and dumbed down qualities. It's impossible to recommend such a game to PC gamers. We don't spend all this money building gaming rigs so we can pretend they're iPhones and play games that might as well be mobile apps. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was [b]only 6 players[/b]. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 130,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. The game contains stock/store assets/libraries/packages, but the "developer" here hasn't credited the people who actually did the work for the game (notably the copyright holder, "hanstimm" and some others). In some cases this breaches the license agreement the developer signed for the use of those assets. Worse, some of the assets are licensed under a [b]NON-COMMERCIAL AGREEMENT[/b], but the developer is violating those licenses [b]FOR PROFIT[/b]. This is not just a contractual/license breach, in many jurisdictions this is a breach of criminal law. Claiming credit for the work of others as well as breaching software licenses and breaking the law is highly unethical. So, should you buy this game? Is this one of the best of the 130,000+ games on Steam? Nemire has the almost scam-like price of around $7 USD, it's not worth it given the defects and shortcomings with the product, especially considering the unethical nature of the developer. Because this is the kind of game you can just play for free on mobile phones, it's impossible to recommend anyone should pay money for the same experience on Steam. For comparison, the $7 asking price for this game could get you games like "The Witcher 3: Wild Hunt", "The Elder Scrolls Online" or "Assassin's Creed: Odyssey". No pixelcrap is worth $7. If developers want to get paid the same kind of money as real game developers who know how to do graphics properly, they need to learn how to do graphics properly. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
Cute, simple, but also a hardcore turn-based game. I died and died and died. Love it!
Nemire is a dark, methodical, and thoughtfully designed indie strategy RPG that distinguishes itself by placing the player firmly in the role of the antagonist. Developed and published by Egidijus Adomaitis, the game embraces a grim fantasy premise in which you command an undead force bent on exterminating the living. Rather than framing this as a gimmick, Nemire fully integrates its villainous perspective into both narrative tone and mechanical design, creating an experience that feels cohesive, deliberate, and refreshingly different within the tactical RPG space. At its core, Nemire is built around turn-based, squad-focused tactical combat. Battles unfold on grid-based maps where positioning, ability timing, and unit synergy matter far more than raw numbers. Each encounter encourages careful planning, as reckless advances are often punished by coordinated enemy responses. The undead units under your command are not static pawns; they possess traits, abilities, and growth paths that evolve over time, making long-term squad composition a key strategic consideration. Losing a unit can sting not just because of the immediate setback, but because of the investment made into its development. One of the game’s most compelling systems is its approach to progression. Rather than traditional experience points alone, growth is tied to harvesting the essence of fallen enemies, reinforcing the theme of consuming the living to fuel the undead war effort. Units can gain randomized traits that meaningfully alter their role on the battlefield, ensuring that no two armies develop in exactly the same way. This layer of unpredictability adds replay value and forces players to adapt their strategies based on the strengths and weaknesses that emerge organically during a campaign. The structure of Nemire blends handcrafted encounters with procedurally influenced elements, striking a balance between deliberate challenge design and replay-friendly variability. Some missions feel carefully tuned to test specific tactical concepts, while others introduce shifting layouts or enemy compositions that prevent complacency. Difficulty scales steadily, pushing players to refine their tactics and make better use of terrain, abilities, and unit placement. The game rewards patience and foresight rather than brute-force approaches, making victories feel earned and satisfying. Visually, Nemire adopts a restrained pixel-art style that prioritizes clarity over spectacle. The top-down perspective and clean visual language ensure that units, abilities, and terrain features remain readable even during complex engagements. While the presentation is modest, it fits the game’s tone well, reinforcing its bleak atmosphere without distracting from gameplay. Animations and effects are functional rather than flashy, keeping the focus squarely on tactical decision-making. Narratively, Nemire is understated but effective. It does not rely on lengthy exposition or cinematic storytelling, instead conveying its world and themes through context, objectives, and the player’s actions. The act of systematically wiping out human forces and growing stronger through their defeat creates a subtle but persistent narrative of domination and decay. This minimalistic storytelling approach complements the game’s strategic focus, allowing players to project their own sense of purpose onto the campaign without excessive narrative interruption. Like many indie strategy titles, Nemire shows occasional rough edges. Balance can fluctuate depending on unit traits and enemy combinations, and some pacing issues may emerge during longer play sessions. However, these imperfections are offset by ongoing post-launch support and meaningful updates that refine mechanics, add content, and improve overall flow. The developer’s continued engagement with the game underscores a clear commitment to iteration and improvement rather than a static release. Ultimately, Nemire succeeds by fully committing to its concept and respecting the intelligence of its audience. It does not attempt to simplify tactical depth or soften its grim tone for broader appeal. Instead, it offers a challenging, systems-driven experience that rewards careful planning, adaptability, and long-term thinking. For players who enjoy turn-based strategy, squad management, and dark fantasy themes—especially those interested in playing from an unconventional perspective—Nemire delivers a compelling and replayable tactical RPG that stands confidently within the indie strategy landscape. Rating: 6/10
The game could be good but it needs changes, I'm constantly getting game breaking bugs that force me to restart levels, each battle is a level and sometimes the game will cease responding, which forces me to close the game and lose my progress. It's not terrible because levels take at most 10 minutes, but it's still annoying, also the balance of the game is off, the game has RNG enemies, RNG terrain and the typical RNG stats (damage in a range, crit chance, dodge, etc.) This is ok in certain contexts, it's not ok in this case because if you play on the highest difficulty your characters have permadeath, which means that if you are unlucky your character that took you 3 hours to get to max level will die. RNG is ok in games where you can reload your save if the probability screwed you over and you had the equivalent of rolling six dice and getting a bunch of ones and twos, RNG is not ok for games with permadeath. The game is also very difficult, I started the game on the highest difficutly, and it's difficult to the point that I think the last boss is impossible to beat unless I use some cheese strategy, the final boss has 700 hit poits, it has four other bosses with special abilities with 600 hit points each, then he has around 15 minions with 150 to 220 hit points, and you have...4 units that do a tiny bit more damage than their units, and the hitpoits are the same or lower, how am I suppoused to win? The game also has no re-spec mechanic, which is frustrating because some abilities are just useless, but once you made that bad decision you have to stick with it forever or spend hours levelign up another character, I had some fun with it but the constant bugs that make me restart levels, or that won't allow me to selection missions, are annoying, and near the end of the gmae it's very frustrating to be stuck with trash characters due to re-spec not existing. I don't recommend it.
Really cool premise, short tactical fights and nice art. Unit progression is pretty satisfying with random abilities, traits and upgrades you can select. It's pretty hard, there's perma-death but loosing a run doesn't feel bad. The developer so far released a patch every day fixing bugs and is also active in the discord. Having said that, there are bugs and some UI clunkyness. Overall fun and cheap game
As of this writing the game still needs a good polishing, but I love the artstyle, gameplay and music. In a few weeks I`m sure it will be worth an easy an 8/10 but for the moment it`s a 6,5/10 pending some fixes. The developer is pretty active on the discord and fixes bugs neigh immediately upon discovery. I can`t wait to play this game on stream again next week ^^
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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