
A story-rich gothic RPG. Master the rituals of an ancient spellbook. Commune with the realm of the dead and struggle with your descent into madness. Build the power to raise an undead army and march against your enemies. Progress through secrecy, diplomacy, blackmail, coercion and seduction.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 13 → 2.6/day in the week after.
About
The Necromancer's Tale is a story-rich top-down RPG where you play the role of a minor noble in the 18th Century, drawn into the Dark Necromantic Arts as you seek knowledge and revenge. Great power awaits... along with the weird, the morbid, and a gradual descent into madness.
This is best described as a Necromancer Origin Story: you start off as a regular person, and gradually get drawn into the Dark Arts. Your powers must be earned: you need to put in your time sneaking and studying as you gradually become a master of the undead. This is a tale about the acquisition of power, what you're willing to do for it, and what it does to you.
Before you lies a great spellbook, filled with powerful rites of death and reanimation. Can you decipher the pages and master its arcane rituals without losing your mind or being strung up by the townsfolk? Your progress will require great determination, cunning and secrecy.
The Necromancer's Tale is a story-rich game, with 400,000 words of hand-written narrative and lore, in which you converse with 180+ NPC characters, each with their own hand-drawn portrait art (we have not used any generative AI in the game). You will investigate, negotiate, coerce and flatter in order to progress your aims. The game's Trust system means that your choices - even in conversation - really matter. If the townsfolk's trust drops too low, you will find your choices are affected - if it drops further still, you will surely be tried in court and hanged, or lynched by a frenzied mob.
Your character is created in an interactive and fully voiced backstory, defining your gender, early life, skills and career (military, diplomatic, or academic). Narrative options during the main game are affected by these choices.

The game involves tactical turn-based combats between you, your allies and your undead minions - versus a range of enemies, natural and supernatural. Harness a range of weapons, rituals, and battle spells to defeat your foes.
The Necromancer's Tale is set in an alternative-history Kingdom near Venice and the Adriatic Sea, in 1733. This is a time at the cusp of rational thought and superstition; science and magic. The world is dark and dangerous; courtly intrigue collides with black magic even as chemistry emerges from alchemy.
A play-through will take between 25 and 50 hours, depending on how much side content and world exploration you engage with, and depending on whether you play the battles or use automatic combat resolution. There are multiple endings through which you see your choices play out into the future.
The Necromancer's Tale is only available officially in English. However, translations to several other languages have been made by the community. Please check the Steam forums for details.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.24−35% | 963reviews | 92% | — | $656.6K |
| $24.99 | 45ratings | 81% | — | not modelled | |
Engagement
Reviews
Themes across 139 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[list] [h1]Foreword[/h1] [*]Came straight from Hogwarts Legacy, looking for something complex, mature, and un-railroaded to wash its mainstream taste. Playing an Indie CRPG about a somewhat similar topic—like magic or in this case, necromancy—has a high chance to give just that. [*]For the love of the undeath, change the game's painterly effect to normal in the settings—not sure why this is not default. It's the intended graphical style IMO and makes the game looked prettier. [*]The game plays more like—as some of the reviews have already stated—a point-and-click adventure. While it does play that way, I would say it is still a CRPG at heart but with a unique take on the genre, one that is fresh and sorely needed. It is also not as puzzle-y as these point-and-click adventure games tend to be, the solution to the game's quests, problems, and puzzles felt plentiful, logical, and realistic. [*]Played on balanced (normal) difficulty. [h1]The Good[/h1] [*]It gave what I sought: a story that left you to your own devices on how to chart your own path, a believable mature world with equivalent cast, and a magic system and progression that are grounded. [*]The lore and setting are very evidently crafted with care. [*]Dares to tackle topics that are dark, controversial in nature, and intended for adult audiences. [*]Not woke and sterile—can't believe I need to point this out—people act like in the real world, with behaviors that are understandable and relatable. Beautiful women—including your female pc—are going to get wooed, desired, and there are plenty of choices to deceitfully, manipulatively, and seductively solve your problems—even carnally. [*]Sexy female pc model. [*]The multiple ways on how to solve problems and quests are interesting, it felt like a proper adventure game. [*]Zero need to look for solutions online. [*]The biggest selling point of the game—the path of necromancy—can use a bit more work but overall satisfying enough. [h1]The Bad[/h1] [*]No setting for camera zoom speed. [*]Can use better controls, the option to always toggle interactable for example. [*]Interactable icons for places to enter like doorways and caves can be missing sometimes. Worst case, a player can miss out on an entire building or dungeon to explore. [*]Character models can be placed or aligned improperly—a shame—during what would be otherwise immersive cutscenes. [*]Undead servants can get stuck and be lost when following if you toggle 'sprint faster during outdoors' in the settings. [*]A certain plothole in one of its later quests. [spoiler]The spell to achieve lichdom states that it requires the blood of an infant. But somehow in my playthrough it sufficed when I took Karla's blood, who was clearly not an infant[/spoiler]. [*]The game is rushed towards the end and the loose ends are not tied well. My biggest gripe of the game (such a loss of potential). If the developers could sustain the game's big scope with an appropriately paced-out later chapters, it might turn out to be something special. As it stands, I felt the closure and ending left me wanting and a lot hinges on the story's epoch, and these later chapters—deriving it from a complete and 'proper' experience. I also wish [spoiler]that there would be more adequate challenges to overcome once you've achieved lichdom, more lengthier final chapters will do nicely[/spoiler]. [h1]Verdict[/h1] [*]I think this game is a wasted potential because of the rushed final chapters and epilogue. The experience would be more complete if more time was given towards the end. However, the devs are a small and independent team, and what matters is that I had fun playing it. [h1]7.2/10.[/h1] [/list]
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Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 24 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $24.99 |
| 14ratings |
| 82% |
| — |
| not modelled |
| $24.99 | 11ratings | 80% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 139 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wanted to like this game, I really did but I hate it. Do you like endless small talk with forgettable NPCs? Do you like constant red herrings that lead no where? Do you like wandering aimlessly with no idea how to progress? Do you like being soft locked out of progress because you must pass a skill check and you can't? Do you like icons that are hard to see and easy to miss that are necessary to move forward? Do you like a game that tells you to do something, you do it, then you are insulted over and over for the choice it told you to make? If no, then skip this one. I made it to the half way point and gave up. Based on the achievements, only about 30% of players make it to the point I did. If nearly 70% of the people that bought the game can't progress father than half way, that's a sign the devs made a bad game. Save your money. I got this on sale and still regret it. Thats 14 hours of my life gone all in the hope the game might get fun at some point. It never did, it only became more frustrating the further I went.
Please add Russian and other languages! The game relies heavily on text and story, and we can't understand a thing that's written there! A lot of people would buy the game if it supported different languages! We live in the age of technology! Even AI can translate a game!
Super linear and extremely punishing if you pick a bad option in a conversation, achieving big opinion negatives because boredom makes you impatient playing this essentially game of clicking and hoping something will work and push story forward or give you some sort of clue to work towards. I literally cant achieve a single damn thing without following like a sheep along the linear ♥♥♥♥♥♥♥ story. and every time I find something cool to do its like "oh you need some buddies or you are dead so better turn back" and then you have to essentially figure out how to hire someone but the only mercenary i met so far i cant even hire. Like theres not even an option to hire the guy. Am I supposed to run around in circles engaging conversations randomly and hoping someone will clue me in to something completely randomly? I really wanted to like this game and I have given it a lot of chances and its building quite a decent story and it has a cool mystery but I am incapable of doing anything on my own. I have to be handled by the story in order to do anything, where this could have been a really cool sandbox game it's instead the most boring walking simulator only relieved by a fast travel button.
The game is exactly what it calls itself. A protagonist who is not a necromancer becoming one. The journey of steadily gaining more power is paced quite well. The story certainly held my interest which is not typical with modern day games for me.
Honestly, I loved it. If you like more ritualistic part of magic and also necromancy this game is perfect for that, but I also must say that you really have to like visual novels, as with the amount of dialog and the 1 hour prolog, it is basically part visual novel (wich for me is a plus). The only thing that bothers me is that it could have been even more. For example, some rituals call for resources and once you have them they are done always, this is cool, but some of these rituals loose their use quickly (like torpor or shadow walk) which is a shame. Or for example, there is no real reason to kill civil npcs or request corpses, as when the ritual that uses corpses is unlocked, you will quickly obtain soldiers and brigands 8if you didn't stockpile on those previously). I would have loved to see a ritual that required more corpses, but that is just due to how good the game has been, that I even expected something like that to appear! Also, the panick meter is not very useful, true I have done a neutral run, so the patrols weren't a problem, but again, there is no reason to attack npcs, as you will have too many corpses. On the other hand somethings that I really liked are for example how performing necromancy affects your character feelings, how your portrait changes to show those changes, how there seems to be at least two more paths (one more evil and one less evil I would say), to the neutral one I chose. Also I LOVE how powerful ascending to lichdom makes you, it is the end game and honestly, yeah, whatever, I just want to be a raid boss. Its great and I love it. To conclude, I loved the game, Im planning two more runs, but I have this gnaging feeling that it could have been even better, how to say, I would happily sink 30 more hours, but I feel that with this concept it could have been even more grand. If a dev is reading this, please keep the good work! I would love something like this in even more depth, it would be curious to see one with a demonic style? Anyways, I enjoyed the game a lot, and to me it was completly worth it.
What an absolute gem. A slow-burning tale of horror about one person's descent into the maddening dark. Highly recommended if you enjoy single player CRPGs, necromantic trappings and gradual moral decay. Be warned, however, that the game is not for those looking for a quick thrill or an easy path to power; the pacing is slow and methodical, and all of your necromantic achievements will be earned with time and effort.
I really wanted to like this game. It was so so boring, poorly designed and executed. I really dont understand how it has as many positive reviews as it does. I should of gotten my refund but the first 3 hours were a boring slog and I kept waiting to get to raise the dead. I think this was done on purpose. By time I was able to raise the dead the game was still boring, clunky and buggy as can be. Its bad when a dev has to include a way to get your self unstuck instead of actually doing their job and making a good game. Trash
I have mixed feelings on the game. On the story side, it's pretty fleshed out. There is some decent intrigue and some subplots you can explore and complete if you understand where to look at. However, there are a lot of events that unfold in the same way with very minor variations, and a lot of characters/situations that either disappear or become completely irrelevant as the game goes on. The endings almost solely depend on a handful of choices you make five minutes from the end of the game and can all be reached from a single savefile. You can basically play the entire game on autopilot and never have to worry about any decision since it makes nearly no difference whether you cover up your operations perfectly or go around knocking at every door basically saying "Hello, I'm a pratictioner of the unholy arts, can you spare me a cup of sugar so I can summon Satan?", as the Trust score barely affects anything except a couple dialogue options. Most characters have a fixed fate you can barely alter or intervene in, so again most choices are ultimately pointless and just serve to make you progress. On the gameplay side, the game looks like it's trying to be a RPG, a visual novel and an immersive sim all at once and only manages to scrape something off of the three genres. As an RPG, the party system works fine. You are limited in how many minions you can activate each turn by your Mana, and it incentivizes you to look for rituals and artifacts to increase it. Combat doesn't have many options though: your main character does have some support spells and can learn a single offensive spell that doesn't do as much damage as a well placed gunshot, while all other characters just have their weapon attacks, including the special party members you can recruit (the wraith, golem, and demons). Likewise, enemies just move and attack, without really using abilities or tactics. It does feel good when you eventually can lead dozens of zombies into battle and instantly re-raise them after, but by that point you can win any battle by just hunkering down behind a wall of bodies and letting them pile onto the opponents. As a visual novel, as I said, the choices don't really change anything or put you on a path, and the relationships you forge with the other characters rarely if ever influence your experience. There are some instances where it looks like you're making enemies or burning bridges with certain characters, but in the next chapter they will just speak with you like nothing happened. The story as a whole is engaging but the devil is in the details, and in how little you can do to meaningfully interact with others. And as an immersive sim, seeing how many items and tools are at your disposal sure feels like you would have a lot of secret interactions and a lot of ways to go about your quests, but almost every single item is only used for a single task and never again. It's good that some of them have several different ways to acquire them, but this leads to just mindlessly dumping everything in your inventory without ever thinking you could find a creative use for them, which is really a shame. That and being teased with some abilities that end up only working once (An invisibility spell sounds great for sneaking around, but it's only usable exactly once in the entire game) I'd recommend the game just to play through the story if you like plots about infiltration, intrigue and persuasion but don't want to fret over getting options closed to you because of your choice. But gameplay-wise there's definitely better options out there.
The game is tedious in a good way. Much to figure out. Some hand holding but not much. It's fairly difficult and at the same time very laid back. You're not rushed to do anything and you're in control of the passing of time. NPC interaction is an absolute must and is done pretty well. Tons of dialogue. It's got a few problems but it's very entertaining and there are no game breakers so far. Try to avoid the internet for solutions. It feels good in this game when you finally figure something out. Inventory is kind of funky but once you use it a bit you adapt. The sorting is weird. Talk to any NPC that is available for conversation. This is important and how you get the info you need to move forward. It's a solid and refreshing take on the classic CRPG isometric game.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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