The Necromancer's Tale cover
The Necromancer's Tale screenshot
Genre: Adventure, Indie

The Necromancer's Tale

Patch Notes 1.223 - 1.225

[p]Patch Notes 1.223  [/p]
  • [p]Improved some wording in the chapter 4 (SPOILER) lore book[/p]
  • [p]Reduced the damage slightly from the spells (SPOILER)[/p]
  • [p]Added some extra comments of concern in chapter 5 about Diedrik after (SPOILER)[/p]
  • [p]Changed the chapter 7 Tavernier (SPOILER) so it stays around until chapter 9 rather than 8.[/p]
[p]Patch Notes 1.224 [/p]
  • [p]Made it more clear what the effects of your words are in the chapter 15 (SPOILER) meeting with Annie or Connor[/p]
  • [p]Fixed an issue in the prologue that had text occasionally not appearing if a trust adjustment message coincided with a page turn[/p]
  • [p]Fixed an issue that could get you stuck under the basement stairs at home [/p]
[p]Patch Notes 1.225[/p]
  • [p]Some minor dialogue changes[/p]
  • [p]Added a map indicator for the windmill during chapter 11[/p]
  • [p]Fixed a problem at the final battle if (SPOILER)[/p]
  • [p]Added a fix for non-QWERTY keyboard layout rebinding[/p]
[p][/p][p]Note that spoiler tags don't work in Steam Announcements. Please see the patch notes posts in the Steam forums for SPOILER details.[/p]

Patch Notes 1.220 - 1.222

[p]Patch Notes 1.220  [/p]
  • [p]XBox controller compatibility update[/p]
  • [p]Changed the ‘disoriented when near/in a church’ visual effect so it wears off quickly when you forward time[/p]
  • [p]Made it so that Svit will meet you again to bring you to the (SPOILER) if he brought you there before but you did not take the tree bark.[/p]
  • [p]Added a little personal content for Rosario[/p]
[p][/p][p]Patch Notes 1.221  [/p]
  • [p]Improved a situation which could break the chapter 12 docker plot if you did things in the wrong sequence[/p]
  • [p]Added a wearable metal breastplate (it takes a bit of work to get)[/p]
  • [p]Added 2 more dresses (female MC only)[/p]
  • [p]Added the ability to get your hair changed (with some new options beyond the original three; 7 in total now, female MC only)[/p]
  • [p]Added some more comments from friends around chapter 10 if (SPOILER) went missing on the picnic[/p]
[p][/p][p]Patch Notes 1.222   [/p]
  • [p]Added camera shakes during thunderclaps and certain rituals[/p]
  • [p]Added more details to the (SPOILER) room in the big dungeon[/p]
  • [p]Added a couple of things you can ask Rosario to help with in chapter 15 if you meet her then[/p]
  • [p]Added more commentary/reaction from Annie, Connor, Sofia and others following the (SPOILERS) in chapters 10 and 13
    [/p][p][/p]
[p]** Note: Spoiler tags don't work in Announcements, so please see the community forums (Patch Notes section) for details[/p]

Nominate us for the Steam Awards 2025!

Nominations are now open for the Steam Awards 2025.

With your help, The Necromancer's Tale can get listed in the Outstanding Story-Rich Games of 2025 Category!

[p][/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38407613/d177047136d3ea2319ae53fafdea399943978b5e.gif"][/p]

Patches 1.172 - 1,176

[p]It's great to be adding new features now, rather than just fixing bugs. Thanks to everyone for the nice comments - it's amazing to hear how many of you are enjoying the game! Thanks also for the bug reports - these are really important so we appreciate you taking the time to send them.[/p][p][/p][p]This is a summary of the last 5 patches, since we last did an announcement.[/p][p][/p][p]Patch notes, 1.172[/p]
  • [p]Load a game without exiting to main menu[/p]
  • [p]F8 now saves into a dedicated quicksave slot rather than over-writing the current ‘main’ save file[/p]
  • [p]You can now save over another save slot rather than having to save as new slot then delete old slot[/p]
  • [p]Added a label to draw attention to player-notes feature in journal[/p]
  • [p]You can now milk goats even if your character doesn’t specifically need goats milk right now[/p]
  • [p]Labelled the keyboard remapping controls more clearly[/p]
  • [p]Fixed the issue with the hole into the fever ward being gone in subsequent playthroughs
    [/p]
[p]Patch notes, 1.173[/p]
  • [p]Fixed a bug that had dead Robyn taking part in the hide-and-seek game[/p]
  • [p]Added a door so that the guard at the east (slums) gate can let you through when the gate is locked (from chapter 3)[/p]
  • [p]Fixed bug that was causing various objects to be absent from the world on subsequent playthroughs (note: if you are currently playing a game with this problem already saved in its file, this won’t fix it- the bug was when a new game was started after exiting to menu from a previous game). If anyone is in a playthru and needs their save file fixing, please contact me in our Discord.[/p]
[p][/p][p]Patch Notes, 1.174[/p]
  • [p]Added a wilderness map[/p]
  • [p]Separated Load from Save in the escape menu[/p]
  • [p]Fixed Ramón in the “Breached!” docker plot
    [/p]
[p]Patch Notes, 1.175[/p]
  • [p]Fixed a potential softlock in the grand ball[/p]
  • [p]Fixed a problem that was stopping minions from following you out of the small north-east cave after chapter 14[/p]
  • [p]Added new narrative content for Barbara and Janez- an opportunity to find out more about Zelig, if you’re willing to kiss and tell a little.
    [/p]
[p]Patch Notes, 1.176[/p]
  • [p]Added a better sequence around the player getting \exiled\ in chapter 13[/p]
  • [p]Made another small improvement to how Sofia tracks you down in chapter 8 \ to arrange the night out in the North Gate tavern\[/p]
  • [p]Fixed a bug that was making dead bodies sometimes disappear from where you had stashed them, when you re-loaded a save file [/p]
  • [p]You can now reload from the current save slot as well as other slots, while in-game[/p]
  • [p]Added space for more save slots in the load/save window[/p]
  • [p]Added F9 to quickload from the (F8) quicksave slot [/p]
  • [p]Put in a safeguard to stop you taking an item multiple times by spam-clicking it[/p]
  • [p]Put in a safeguard to make sure all combat mugshots are cleared out after a combat[/p]
  • [p]Fixed an occasional bug with the Rejuvenate and Repair rituals which would leave the player unable to move[/p]
  • [p]Fixed an error with Ilona’s audio[/p]

More Week 1 Patches

[p]Here's a round-up of the tweaks and fixes from the 2nd half of the week since we launched. Was it just a week ago? Oh my.[/p][p][/p]
  • [p]Fixed two glitches with protection rituals (Grave Myst, Dominion of Phobos) at the cemetery - they weren’t stopping the Animate ritual paraphernalia from being discovered when you forward time, nor were they protecting any minions you had left standing around the cemetery.[/p]
  • [p]Improved the explanation and logic around the two core combats of chapter 13, to better justify plot progression.[/p]
  • [p]Added trust ratings in your character sheet.[/p]
  • [p]Fixed a few little bugs including one where the spacebar (to end turn in combat) would stop you reloading.[/p]
  • [p]Improved flow and wording around Clarence Pew prior to chapter 6[/p]
  • [p]Fixed a bug in the final chapter that was blocking you from completing the final ritual in some cases[/p]
  • [p]Improved the wording of grave myst to make it more benign – rather than an unreasonably-early detour into serious black magic, it should now seem more reasonable[/p]
  • [p]Fixed the wording in a few places in some sidequests, generally to improve their clarity and avoid confusion[/p]
  • [p]And of course a few small bug fixes.[/p]
[p][/p][p]Thanks again everyone for your awesome messages and bug reports. It's amazing to hear players' opinions and analysis of the gothic story trajectory, and to see how people really get what we were trying to achieve with it.[/p][p]I haven't managed to deal with all the bugs yet but have been ranking them by priority as they arrive. [/p][p][/p][p][/p]

Post-Launch Patches (-1.166)

[p]Firstly, thank you so much to all the players! We've been overwhelmed by the response to the game, and have been trying to stay as active as possible in the forums here and on our Discord - mostly offering hints and taking note of bugs etc.

Despite us doing a full 6-months of playtesting before launch, it was inevitable that new issues would appear once 350+ simultaneous players were playing. Thank you for your patience and good nature as we worked through these!

A few notes on what the patches have been about, over the last 4 days:
- fixed a few softlock situations related to skillchecks or unusual play styles (the mid-game in particular is quite complex with quite a few plots which can overlap and run in different sequences- so some new issues that we hadn't seen before became apparent)
- we also added a facility so that you can attach your save-game file to a report which you send in-game, which can sometimes be really useful in diagnosing issues as it lets us see precisely what state all of your quest variables are in, etc.
- some issues fixed in dialogues and cutscenes
- some additional thoughts/comments from the player character or NPCs in places where some players find things unclear
- some additional conversation from NPC in various places
- some combat balancing

Finally, thank you so much to everyone who has reviewed the game. This is so important to us and we appreciate it!

[/p]

Full Release July 17th!

[p]The Necromancer’s Tale will officially launch on July 17th. To mark the occasion, we have released a brand-new release date trailer and an in-depth, narrated 7-minute overview covering the core mechanics, combat, and other systems in the game:[/p][p][/p][p]

[/p]

New Dungeon Crawl Demo

[p]To celebrate our participation in Steam Next Fest, we have added to the demo a dungeon-crawl from mid-game. Try out some exploration, combat and battle magic with skeletons and zombies to protect you! The ~3 hours of content from the start of the game remains in the demo too.[/p][p]See you in July for our full release![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38407613/2b0e88e0e2d3f9256df9dad9567a683c1f270fe8.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/38407613/f4a7fa6950de981ce4ccaeec89db39a5e9a84af3.png"][/p]

Rising Blur Live Stream

Rising Blur is a friendly streamer who specialises in necromancer games. So who better to play our demo?

Build Your Party (and Raise Them Right)

A Necromancer Origin Story

In The Necromancer’s Tale, you play as a minor noble in the 1700s, initially carefree and privileged, but gradually dragged into black magic and necromancy. It’s a necromancer origin story structured around an arcane spellbook that comes into your possession.

The acquisition, deciphering, and implementation of rituals and spells is a big focus in the game: the process itself and the effect it has on your sanity is central to the plot.



As the game progresses, revelations about the past and the politics of the present provide the motivation to draw you forwards through the spellbook. By about one-third of the way through, you will be raising your first skeletons, then using them as protection as you delve into caves, catacombs and forests to find the ritual items you need.



The ritual which awakens zombies is a big break-through by the mid-game. As well as equipping them, you’ll find yourself acquiring rituals of repair to keep your undead party in fighting shape. You need to build a mini-army of 10-15 minions to get you through the mid-game combats, and you’ll need to keep them hidden from the townsfolk who (largely) suspect little, so far....





The open-world offers lots of side content, some of which will allow you to acquire battle magic spells separate from the rituals of your spellbook, and to summon and enslave some daemons and a wraith.You may also get involved in the chemical-reanimation of a patchwork body, and add a more sentient party member.





Combat-Mode and Story-Mode

Although building your “party” is central to the game, it is more narrative-driven than combat-driven overall (400k words of narrative/lore, and 180+ unique NPCs). You can play in “Story Mode” if you wish, which allows you to skip the turn-based combats themselves and have them auto-resolved based on the calculated combat-rating of the two opposing forces.