
Explore the world of Never Mourn in this rogue-lite action adventure. Death is never the end, merely the beginning of your next adventure. Use ancient necromantic magics to raise an army of undead daemons and do battle to close the rifts of Never Mourn.
Modeled estimate, not a reported figure. How we estimate →
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About




Features
Fast-paced Action RPG meets rogue-lite mechanics for an explosive mix.
Attack and Support! Switch between the two skillsets and find creative ways to use these in tactical battles.
Resurrect and reanimate your legions and customise their capabilities as you see fit.
Unlock spells, abilities and new minions to fight alongside you. Try them. Every run will feel different.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Korean, Simplified Chinese, Traditional Chinese, Indonesian, French, Italian, German, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The game hasn't had any changes in for ever and eventually you run into a critical mass of enemies where they simply outdamage your minions so hard that you end up with nothing left. It has a meta level progression with unlocks but that progression is ass, some levels do not even give anything. Also has a rather boring talent tree.
Great game with great potential. Buy it if you love to play as a Necromancer!
—— 记录:cdkey - 6.00元,26/02/20入。 —— 等等,为嘛呢,刚买的激活码激活的游戏,还没下载,已经完成了2个成就...怎么...传说中的二手游戏么...26/02/20 —— 可以复活怪物尸驾驭小弟的肉鸽游戏,是死灵法师耶! 生和死的力量需要切换才能使用稍微有点麻烦的说,毕竟有的技能需要‘生’启动,然后‘死’生效。 有治疗但是受伤会有‘疲劳’也就是扣除生命值上限。 复活的小弟和怪物是一模一样的,除了浅绿色描边外和敌人没有区别,稍微有点不好区分。26/03/03
- Classical "jump away from red circles" trash - nothing more - Oh, actually there is something more: in order to cast a spell you need to push right click + toolbar button + left click, so 3 buttons instead of 1 to cast a fireball. Whoever designed that should probably stop making games.
Прикольная идея, классные арты, не замысловатая механика, однако это все.... Обновлений нет, разработчики говорят, что все будет, а в итоге ничего нет, достижения стима не регистрирует, режим игры одни, прокачка скучная, оптимизация не самая приятна (типичная и мемная для проекта на юнити), звук лагает, анимации слегка топорные, визуальные эффекты оставляют желать лучшего, и даже не смотря на это в игре есть какой то потенциал, однако изучив сообщество и иторию обновлений, раскрывать этот потенциал уже никто не собирается(
Never Mourn, developed by Primal Seed and published by The CoLab and Light Up Games, is a dark fantasy roguelite that builds its identity around a striking and immediately appealing concept: instead of simply defeating enemies, you resurrect them and turn them into your army. Set in a bleak world shaped by death and obsession, the game places players in the role of a necromancer navigating hostile environments while steadily expanding their influence through the corpses left behind. It is a premise that gives the game a clear personality from the outset, distinguishing it from more conventional entries in the genre. The core gameplay follows a familiar roguelite structure, with players progressing through a series of combat-focused encounters, collecting upgrades, and gradually improving their capabilities over multiple runs. What sets Never Mourn apart is how it reframes combat through its necromancy system. Each defeated enemy becomes a resource, and the battlefield evolves into a shifting balance between direct action and indirect control. Players are not just fighting; they are building and managing a small army in real time, deciding when to engage directly and when to rely on their summoned forces. This dual-layered approach to combat introduces a level of tactical decision-making that gives the game its strongest moments. Managing a growing group of revived enemies while positioning the player character effectively creates a sense of controlled chaos, where success depends on awareness and adaptability. There is a satisfying rhythm in expanding your army mid-fight and watching it turn the tide of battle. However, this complexity is not always supported by equally refined mechanics. Combat can feel uneven, with moments where responsiveness or clarity fall short, making certain encounters less fluid than they should be. The game’s progression system offers a steady sense of growth, allowing players to unlock new abilities, enhance their powers, and experiment with different builds. While this provides motivation to continue playing, many of the upgrades feel incremental rather than transformative. Instead of introducing entirely new ways to approach combat, they often reinforce existing strategies, which can make the overall experience feel somewhat repetitive over time. The core loop remains engaging, but it does not evolve as dramatically as its premise might suggest. Level design is functional but limited in scope. Environments are structured as a series of arenas that serve primarily as stages for combat, with little emphasis on exploration or environmental storytelling. While this keeps the focus on the game’s central mechanics, it also contributes to a sense of sameness, as visual and structural variety is relatively minimal. Over extended play sessions, this lack of diversity can affect pacing, making runs feel more routine than dynamic. Visually, Never Mourn embraces a dark fantasy aesthetic that complements its themes of death and resurrection. Character designs and enemy concepts are interesting, and the overall tone is consistent, reinforcing the game’s identity. However, the presentation is uneven, with environments that can feel sparse and visual effects that do not always convey the full impact of combat. The camera system, which offers more flexibility than is typical for the genre, can be both a strength and a distraction, depending on how it is used. The audio design supports the experience without becoming a standout feature. Sound effects and music help establish the atmosphere, but they rarely leave a strong impression. The focus remains on gameplay, and while the audio complements it adequately, it does not significantly enhance the overall experience. As a game still in development, Never Mourn shows clear signs of potential alongside areas that need refinement. Its central mechanic is strong enough to carry the experience, offering a fresh take on the roguelite formula that encourages experimentation and strategic thinking. At the same time, the game’s current state reveals limitations in variety, balance, and polish that prevent it from fully realizing its ideas. In the end, Never Mourn is a promising and distinctive entry in the roguelite genre, one that succeeds in carving out its own identity through its necromancy-focused gameplay. It delivers moments of genuine engagement and creativity, particularly when its systems align, but it also struggles with repetition and uneven execution. For players drawn to its concept, it offers a compelling experience with room to grow, even if it has not yet reached its full potential. Rating: 8/10
Was a lot more fun earlier in release. Different upgrades felt more impactful. Hopefully they revert to an earlier build
vale a pena! roguelite bom de mais divertido!!!!
영 별로 같은데 패치도 늦는거 같고, 출시 하고도 꽤 지났는데도 아직도 앞서 해보기라 좋게 평가하기가 어렵네요
Petit jeux très sympas
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Trends
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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