Never Mourn on Steam - User reviews, Price & Information

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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.

Never Mourn is a early access, combat and singleplayer game developed by Primal Seed and published by Light Up Games and The CoLab.
Released on May 13th 2024 is available only on Windows in 11 languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese, Indonesian, French, Italian, German, Spanish - Spain and Portuguese - Brazil.

It has received 305 reviews of which 255 were positive and 50 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 9.75€ on Steam, but you can find it for 3.38€ on Eneba.


The Steam community has classified Never Mourn into these genres:

Media & Screenshots

Get an in-depth look at Never Mourn through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • Processor: i5 6600k or equivalent
  • Memory: 16 GB RAM
  • Graphics: GTX 1050 or equivalent

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2025
very wierd working achievements but game play is surprisingly well after unlocking enough stuff from the skilltree.
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Nov. 2025
Fantastic core of the game and considering that it is made by a team of 4 people a really amazing job. The game makes you really feel like Necromancer, balancing life and death, summonning units, healing and killing enemies with spells. Definitelly good pick for any summoner or healers players from other games, that want to see what it would look like if their character was not a support but main character. Still, while I really enjoyed the game and give it a thumb up, in it's current state it is unpolished diamond. As I said in the first sentece - fantastic core. But frankly speaking nothing else is there. The dev team was developing fights and floor progression for quite a while, then at some update slapped a boss at the end... and called it ready. From their notes I take that apart from some balancing, they don't really envision much more for this game and this is a damn shame. Because this game has potential, but without story and some more meangful progression system implemented into the game, it gives me zero incentive to rerun it. At 8 hours mark, I leveled enough to start with few spells that are really good to use, and gave me enough tools to beat it. Then I played a bit more to unlock hard more and checked it... just to see it just upped HP and DMG of enemies (or maybe just HP?) and now rather than checking if my strategy works or not, I am 90% of the time dodging enemy archers that shot at me from the other side of the map while my minions are slowly grinding other enemies. Nothing really became harder, just longer and more annoying. Personally I think the game really deserves taking a step back and rethinking few elements and since this is still alpha run, maybe the devs could still look into it: - Events and story You start in menu, after playing you jump into map. We have small cutscene at beginnig of the game, and small one after the boss. These are fine. But... what is with the events? Two walls of the texts where good 3/4 or even more is the same... always? Few repetitions of same message since you are scared people did not read the previous one??? And even if you pay attention it boils down to few lines describing "fleeting feeling that you are on verge of rememering something but only few details of that"??? Maybe you have some grand vision for the story here but it is not really getting across and the events texts become annoying because of how much of that is basically made to be skipped... so you are making people skip the whole thing with this construction. Seriously, I am a bookoholic reading one novel / new tome each week and you made me skip the story here... any more Please, don't be afraid to take inspiration from more succesful title. Maybe create some camp with NPC your character can interact? Like a camp of your fallen comrades whose souls you are carrying to battle? Or ones you find while you do the runs? Make few of them have some functions, like accessing your skill tree or list of spells, while rest be purely story-focused. Then make the events on the map actually be about these stories and not your vague-memories-thingy etc. If you want to still implement them, it would work way better as a "glimpses of the past" you unlock by some of your actual actions or maybe just after each death give these few lines. - Progression between runs Leveling is fine. Buuut... unlocking everything by leveling is boring. And you also "give too much". People will always say that they want more and more stuff, so they are not noticing it, but your design is mixing too much stuff that you unlock on the run of the map and stuff you unlock between the runs. Set a clear boundary - some stuff is part of random things players will encounter, some are elements that their create their builds before they jump into the map. For example, Hades does it with weapons and boons. Weapons create players build, while boons are buffs they gather each run, that support that build. You could do the same with your spells. Right now you both get some spells at start, get some on the map, get some enchantmens on the map and get levels on the map. Everythign is on the map. Why? Set a clear line, for example make the spells something players decide before the run. This way they would be acting more consciously, more with intention. I would also rethink if all current enchantments should be found on the map. Few of them leans heavily into creation of very specific builds but also it's hard to work towards them since you don't know if you will get it or not. Things like "Arrogance" or "Protector Gambit" - if you have no great offensive spell and good levels into your Greater Minions Protector Gambit is great pick... but you will never pick it without any spells for healing army or resurecting minions, since that would just cripple half of your abilities. Or "Purity of Flesh" with any Barrier spells and so on. Maybe reworking them as items you collect during runs then in next ones you can equip them would be better? Because having them at start would make you more aware toward what you should build with your runs. On the note of intention, think also what makes people want to repeat the runs in other games. We are by design "Gatherers", "Collectors","Hunters". Think about this while design the game. You want your players to have some incentive to rerun it and looking for "ingredients" you lack is perfect way of doing it. Maybe spells are only unlocked if you gather enough "runes" or "incantations fragments" of certain type? Maybe having more minions require gathering materials to strenghen power of your staff? Don't give people too much stuff automatically, rather have them intentionally unlock what they want - this way you not only make them want to rerun map for stuff they want, you also create reason to clearly experiment with new finds on next runs, not just go in randomly and maybe randomly get to build. Randomness is good for not having the runs be stale and similar, but a bit of intentional pre-planning is also really powerful tool for making the players care about their playstyle. Overall, polish your diamond devs. If you need more hands for the project, you already have community of people here - don't be afraid to ask.
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Oct. 2025
As an avid summoner fan I am very excited for this game's journey. At the moment it lacks some polish, but it's very fun regardless. The greater/lesser summon system is unique, the abilities all have good core concepts, and even the dual mode gameplay grew on me (it was a little awkward at first swapping). Overall, I really recommend this title if you're a summoner fan.
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July 2025
This isn't entirely a thumbs up for the game. In its current state it's poorly balanced, lacks content and replay ability. Where the game really shines is the concept is sick, being able to pick minions, and adapt your army to whatever upgrades you get feels great, and has tons of potential. The game would benefit by just upping the scale a little, fights need to be bigger, more friends, more foes, I want to be able to put together more diverse comps instead of just opting for the most optimal 4 or 5 Greater Minions. I wanna be incentivized to hold on to certain members of my army, like If a guy survived 10 rounds with me I want to feel that time together through bonus stats, abilities or even cosmetic changes. the unit diversity is disappointing, theres 5 types with 3 variants but all the variants lack anything to make them stand out, the game could also benefit from rare spawns like mini bosses. Some abilities are just way better than others, I often find myself just running the same 6 abilities and forgetting about the rest. TL:DR - Game needs more content and tweaks but good idea.
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June 2025
Recommended based on fun to sale price ratio. Generally the gameplay loop is fun, the skills/tree is enough, and the game is engaging. But it gets old fast and you realize you've seen everything in the game after a few runs. Upgrades are somewhat too few and far between. Sometimes you get an upgrade and it doesn't apply to what you're focusing that run. Sometimes a whole shop is wasted on options that don't fit into your build. Maybe you want to do a lesser minions build and you get one level up for them in 20 floors. That said...the game is still early access, so I will hope to see more skills, more focus on making a 'build' and not just random specific upgrades, and something to make the reaper/necro swap more fluid. Some suggestions that will make the game more fun: -Shop always have a general +1 all monsters or +1 all skills upgrade available for a commensurate price to the power. That way you never 'have' to leave a shop empty handed. -Remove the money reward path and just let us take full money for turning down any individual other reward. -Make shops a path option and not just a fixed choke point, so we can visit when we have money and not have to wait 10 floors between shops.
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Frequently Asked Questions

Never Mourn is currently priced at 9.75€ on Steam.

Never Mourn is currently not on sale. You can purchase it for 9.75€ on Steam.

Never Mourn received 255 positive votes out of a total of 305 achieving a rating of 7.76.
😊

Never Mourn was developed by Primal Seed and published by Light Up Games and The CoLab.

Never Mourn is playable and fully supported on Windows.

Never Mourn is not playable on MacOS.

Never Mourn is not playable on Linux.

Never Mourn is a single-player game.

There are 2 DLCs available for Never Mourn. Explore additional content available for Never Mourn on Steam.

Never Mourn does not support mods via Steam Workshop.

Never Mourn does not support Steam Remote Play.

Never Mourn is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Never Mourn.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 28 April 2026 02:08
SteamSpy data 22 April 2026 15:04
Steam price 29 April 2026 12:49
Steam reviews 29 April 2026 12:01

If you'd like to dive deeper into the details about Never Mourn, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Never Mourn
  • SteamCharts - Analysis of Never Mourn concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Never Mourn compatibility
Never Mourn
Rating
7.8
255
50
Game modes
Features
Online players
1
Developer
Primal Seed
Publisher
Light Up Games, The CoLab
Release 13 May 2024
Platforms
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