The Necromancer's Tale on Steam - User reviews, Price & Information

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A story-rich gothic RPG. Master the rituals of an ancient spellbook. Raise an undead army to march against your enemies. Commune with the realm of the dead & struggle with your descent into madness. Progress through secrecy, diplomacy, blackmail, coercion & seduction until ready to reveal yourself.

The Necromancer's Tale is a atmospheric, tactical rpg and detective game developed and published by Psychic Software.
Released on July 17th 2025 is available in English on Windows and MacOS.

It has received 328 reviews of which 307 were positive and 21 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 23.99€ on Steam.


The Steam community has classified The Necromancer's Tale into these genres:

Media & Screenshots

Get an in-depth look at The Necromancer's Tale 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
  • OS: 7/8/10/11
  • Processor: Intel i5-7500 or AMD 1500 equivalent
  • Memory: 8 GB RAM
  • Graphics: Integrated Intel HD620 or equivalent
  • DirectX: Version 11
  • Storage: 5 GB available space
MacOS
  • OS: MacOS version 10.13.4 or 10.14.1 or 10.15.4 or newer
  • Processor: i3
  • Memory: 8 GB RAM
  • Graphics: A Metal supported GPU
  • Storage: 5 GB available space

User reviews & Ratings

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

July 2025
In brief: a unique narrative focused game, that takes you on the journey from errant youth returned, to necromancer in chief. Just how far you go, is up to you. This game knows what it sets out to do and it does it really, really well. I was really unsure about this game at first. Partly because it is set in our world during the early 18th Century and it contains undead, magic, a fictional kingdom and modern sensibilities. If you care about those things, it can be a hurdle to overcome. But if you do, you'll find a game that gives you an experience no other could. We play the titular Necromancer, a son (or daughter) returned home after the unexpected and suspicious death of your father. So begins a quest to uncover the truth of his death. It is this narrative and the people you meet along the way and the choices you make, that really shine in this title. Especially in terms of the journey from just another citizen of Marns to being a powerful necromantic sorcerer whose goals and ambitions you decide (within the constraints of the narrative, mind you.) Under the hood, the game is mechanically sound, though not particularly innovative. I find this doesn't detract from the positives on offer. The turn based combat system is serviceable. It won't change your world but it gets the job done. Combat can be challenging early on, but once you have a large enough group, you can cope with most situations. Character creation is fairly standard, where you set your starting stats. Some choices you make throughout the game, can change those stats (mostly downwards!) but there is an opportunity in mid game to redistribute some stats if you like. Character customisation is limited, with three "archetypes" if you will. A handful of portrait options (you can upload your own though) You can pick your name and that is about it. When it comes to equipment, this is quite basic too. You won't be deciding which piece of equipment to wear or what outfit boosts your stats. That isn't what this game is about. You might swap out some piece of jewellery that boosts your mana, but that is about it. The inventory is a thing. It's not too restrictive, though a little clunky and you can carry around most of the vital stuff the game needs of you through out the game. If you pick up everything that isn't nailed down, you'll run out of space but if you're judicious you won't have to worry much. In terms of crafting, well that is kind of a thing. Having to gather ingredients for rituals constitutes significant milestones in the games progress. You unlock rituals as the game progresses and how you get the ingredients you need might be as simple as picking some flowers in the fields beyond the city walls. Or it might require making a deal with a shady character or stealing it from the local church, or even harvesting it from the body of some poor unfortunate whose time came too soon. These rituals can range from raising undead minions to learning ways to heal said minions and are more often than not, useful in some fashion. They also contribute to the ethos and feeling of being a legit necromancer engaged in secret and dark arts. Many of these need to be performed in secret and if you are caught, well you better be ready to face the judge. Refreshingly, you don't have run out of the things you craft. I made a brew that allows me to heal zombies. I only ever needed to brew it once. After that, it stayed in my inventory. I really liked this. You don't really craft weapons or items beyond this, but the crafting system is unique in that is doesn't have you collecting ashtrays and doormats forever to keep crafting arrows for your troops or what have you. Crafting, whilst not a central feature, feels more meaningful for this. Crafting, if that is what we can call it, isn't a feature to tick a box, it is part of the narrative, the story of your necromancer. The UI is also serviceable. Camera movement is what you would expect of this kind of game, figuring out how to combine items in the inventory can be a challenge at first. It's possible at times to click out of active conversations and not be able to get back into the same conversation. Things like that. Small issues in an otherwise passable UI that gets the job done. Where this game shines is in taking you on a very visceral journey. You start off making small choices with minimal consequences. You make small sacrifices and at first they impact yourself more than anyone else. But then your choices start to have wider consequences. Your friends start to be drawn in. Relatives and co-workers. Suddenly you have to decide between getting that important information or accessing that ability or the lives of those around you. It's a gradual thing and really has a lot of impact. The shift in tone of your character is distinct. My own soldier Van Elstrik was quite warm and friendly, got a job at the docks and was "one of the guys" I would go drinking with my childhood friends, trading stories and encouraging Diedrik, childhood friend to pluck up the courage to court a girl we had both known as children. Over time and as a consequence of my choices, my Van Elstrik, had too little time and too much to do, to engage with these characters. When he did, he was removed, detached and distracted. This is largely conveyed via text, but it done really well. It's is believable and has impact. Towards the end game, my Van Elstrik no longer spared a thought for his lover, nor for his friends. He thought only of revenge and the power he would wield to achieve it and beyond. It was really well written and felt very organic. Criticisms of the narrative are that sometimes it could be easy to miss important details by not speaking with a given character during this chapter or that. Sometimes events were taking place and I didn't really know why. Some of this I suspect is because there are three different jobs or "roles" you can fulfil in game and these determine the circles you move in and the chapter specific busy work you engage in. I suspect you need three playthroughs to see everything and for the entire narrative to make sense. Over all, the game is unique and full of character. The dev has clearly focused primarily on the games strength, the narrative. They have ensured that the mechanics that support that narrative are well polished and functional but those mechanics are there to service the plot, rather than the other way around and I think the dev has focused on the right things in taking this approach. Could the dev have done anything differently? Definitely, but the careful balance of the game might not have been realised and the whole experience would have fallen flat. Instead, this game knows what it sets out to do and it does it really, really well. Becoming a lich never felt so good or so convincing.
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July 2025
Honestly, it's the exact experience I was looking for. You FEEL like you're going on a journey to become a necromancer. The power itself corrupts you on a fundamental level, tarnishes your soul even, to the point where entering a church becomes a threat to your life. You are compelled to callousness, apathy consumes you, and the joys of life now ring hollow. However, that doesn't mean you have to be a dick. The bonus points to spend every chapter was an innovative idea. You get 5 points to add to your rolls throughout each chapter, meaning with a 5 you can max out a single roll to 10 (or instead add 1 to 5 other rolls,) allowing you to achieve any 10 roll in the game without completely min-maxing (I only saw 1) This allows you to have a somewhat balanced character and still spend points to hit some more niche scenarios. Honestly, I only have a few minor gripes. The combat could have removed it entirely and the game would have been more streamlined, but it's inclusion doesn't really take away anything. The lack of a fast-travel outside of the city is a bit of a kick in the nuts, but the map is small enough it's basically a 2 minute walk from one side to the other.
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July 2025
To be very clear this game is CRUSTY but also to be clear I'm a huge fan of CRUSTY. This is like a CRPG you'd find in the early 2000s that 5 people have heard of but could be your favorite game of all time. Being very blunt there's a lot here that isn't good. There's a huge amount of text that seems very unnecessary, the open world is fairly lifeless. There's very little in the way of a progression or inventory management system, and the combat is extremely barebones. All that being said I have a profound love of this game, it has an extremely palpable atmosphere and you truly do get immersed in the world that it offers. There are interesting mysteries, fascinating spells, and just a ton of things to discover as you play. The closest comparison I'd say exists for it is a mixture of neverwinter nights 2 in terms of feel and Age of Decadence in terms of gameplay and looks. The game is clearly very focused on roleplaying a character and proceeding however you feel is most fun, there's a ton of ways to complete different quests, and if you want to you can make brisk progress if you don't care about always making the correct choice. Overall just a very immersive and enjoyable experience, something I'm glad to have found. If you have any tolerance for crust or jank then I'd 100% recommend you pick it up.
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July 2025
As you can see, i have played the game... a little. I beat the game, and i can definitively say, it was a very fun experience. If you are looking for a book-like experience where you get to add your little twist of flavor to? then this will be up your ally. I would not recommend this if you are purely looking for large conquest or battling. The fights are nice, but the vast majority of the game is story based. I personally feel that the story, social interactions, and the depiction of black magic are definitely some of the games high points. The story can get annoying personally if you get tripped up in finding the right actions needed to progress the plot, which can occasionally have you feeling like you are running around waiting to hit the right "landmine". The social interactions are rewarding enough in the ways of being able to skip certain fetch quests if you do well in the interactions. Lastly, the largest high of this game is easily the rituals and magic. The rituals and magic will quickly immerse you in the layers you set up to be able to work freely. While I do enjoy the highs of this game, there are some prominent lows... The main one is the entire lack of a quest marker for visually hinting where to go. This lends well to the exploration and immersion... but can also have you chasing things completely wrong if you miss read a small detail, or otherwise are unable to find an NPC to tell you where to go. This can lead to seemingly very simple quests, turning into wild goose chases as you bounce around the usual NPC's looking for the chat option to ask them a question. If the game had an option to toggle quest markers, hints, and other accessibility tools, it would vastly improve the feel of the linear story line. The other main low that I can personally note, Is end game combat. I wont spoil anything about the story, worry not. But Individually commanding each singular undead is tedious at best, and not worth the effort at worst. Being able to toggle allies and minions to automatically move and attack once given actions would drastically improve the pace of combat. Otherwise, small scale fights are very enjoyable. Note to Devs - Allow the character to run while carrying skeletons... or even allow us to carry multiple or to put them in bags and put them in our inventory... They weigh 20 pounds... if my character can have 30 swords, 6 pots, and a whole kitchen sink in my inventory... he can bag some skeletons... skeletons are probably my least favorite ritual, purely for the unnecessary amount of real time it takes to carry the bodies, forbid multiple die? you risk the corpse despawning. Improve skeletons so I can use more of them. Zombies make skeletons completely pointless when compared to the sheer effort they take. otherwise 10/10 game. Maybe add a conquest mode to actually play out the epilogue, but that is just me wanting to actually feel the conquest that the story lead up to.
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July 2025
i have been anxiously waiting for this game since i first heard about it. i had to force myself to stop playing because i work tomorrow. the 6 hours i played felt like 30 minutes. I might be jumping the gun, but i think i love this game.
Expand the review

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Frequently Asked Questions

The Necromancer's Tale is currently priced at 23.99€ on Steam.

The Necromancer's Tale is currently not on sale. You can purchase it for 23.99€ on Steam.

The Necromancer's Tale received 307 positive votes out of a total of 328 achieving a rating of 8.60.
😎

The Necromancer's Tale was developed and published by Psychic Software.

The Necromancer's Tale is playable and fully supported on Windows.

The Necromancer's Tale is playable and fully supported on MacOS.

The Necromancer's Tale is not playable on Linux.

The Necromancer's Tale is a single-player game.

The Necromancer's Tale does not currently offer any DLC.

The Necromancer's Tale does not support mods via Steam Workshop.

The Necromancer's Tale does not support Steam Remote Play.

The Necromancer's Tale 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 The Necromancer's Tale.

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 10 August 2025 15:11
SteamSpy data 10 August 2025 18:26
Steam price 11 August 2025 04:37
Steam reviews 09 August 2025 21:51

If you'd like to dive deeper into the details about The Necromancer's Tale, 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 The Necromancer's Tale
  • SteamCharts - Analysis of The Necromancer's Tale concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck The Necromancer's Tale compatibility
The Necromancer's Tale
Rating
8.6
307
21
Game modes
Features
Online players
78
Developer
Psychic Software
Publisher
Psychic Software
Release 17 Jul 2025
Platforms
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