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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. 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.

The Necromancer's Tale is a crpg, story rich and magic game developed and published by Psychic Software.
Released on July 17th 2025 is available in English on Windows and MacOS.

It has received 874 reviews of which 802 were positive and 72 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 15.59€ on Steam with a 35% discount.


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

Media & Screenshots

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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: 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 11.0 or newer
  • Processor: i3
  • Memory: 8 GB RAM
  • Graphics: A Metal supported GPU
  • Storage: 5 GB available space

Steam Price & Best Deals

User reviews & Ratings

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

40 hours played
Jan. 2026
I loved, loved, LOVED this game. How much, you say? Well, so much that I've been a Steam user for around 20 years and this is my first review ever. That much. The Necromancer´s Tale is a narrative CRPG in the vein of Disco Elysium. But while the latter had a detective-novel-meets-New-Weird storyline, this one's pure XVIII century Gothic horror with certain dashes of modern pulp. The game finds you, [X] Van Elstrik (you can choose your gender and detailed past in a wonderful interactive prologue), the scion of the noble family Van Elstrik, one of the leading families in the fictional Ruritanian monarchy of Rulsthen. Years before your birth, Rulsthen won a pyrrhic victory against the Republic of Venice using... more than unsavoury methods (spoiler, zombies, it was zombies), but that's of little concern to you; you've been away from home most of your life, and only the sudden and dare I say mightily suspicious death of your father forces you to return home. And that's when your adventure starts. This game does things I've never seen a game do. For starters, this is one of the best "descent into evil" narratives I've ever seen, a pitch-perfect tale of how good intentions and curiosity may bring ruin to the best of people. Obviously there's a general line to the story, but the game's systems give you a great deal of freedom and flexibility within it. You decide a great deal of what goes on in the game's world: the personality of your Van Elstrik, moral choices, the fate of dozens of carefully characterized NPCs, how your MC approaches their descent into depravity. And depravity it shall be: the game takes its main subject (necromancy) with the utmost seriousness. Here you won't find D&D-esque spells or tiresome fireballs: each spell is a detailed ritual that demands cunning, will and increasing moral flexibility to fit its quite rigid demands in both ingredients and reprobable actions. A lot of times you will find yourself questioning the path you've decided to follow, and trying to find alternative means to acquire some of the most unsavoury items (give it a thought, most quests can be completed in different ways), but this also means that each step in your dark studies feels like something legitimately earned. The world of the game is detailed and lived in, with tens of thousands of lines of high quality writing showing a very plausible early XVIII Europe where true historical figures such as Isaac Newton or Alexander Pope meet mythological creatures, where actual ancient magicks are competing for domination with the first baby steps of the Age of Reason and where the world doesn't necessarily have to run the same course as it did in real life. Is it a perfect game? Well, no. It's a hugely ambitious game developed by a small indie team, and that means there's a certain degree of jankiness you have to learn to tolerate. The combat, while most of the time perfectly skippable, is quite simple, and slightly cumbersome in late stages, when you have a veritable Army of Darkness at your command. And the final portion of the game is slightly rushed: while most of the early chapters require a several hour investment each, the climax, covering the last 4 chapters or so, can be completed in 1 hour and a half, tops (giving time for retries). But honestly, those are very minor flaws in my book. I have no qualms in admitting this is my favourite game of 2025 by far, and if you love reading, historical fiction, dark fantasy, or just a well put story, this is a must-buy. Believe me, you won't regret it.
87 hours played
Nov. 2025
An excellent, story-drive RPG and one of the best indie titles to come out in 2025. While I heartily recommend that its target audience play this game, you should assess whether it is the type of game for you as the story-focused and combat-light gameplay isn't for everyone. It is a game that focuses on the characters, their motivations and personalities, and how the player chooses to interact with the vibrant game world. It is not, however, a game that puts much emphasis on the gameplay itself. You will create your necromancer at the beginning of the game, distributing skill points among 9 possible attributes and selecting some basic background information. Outside of a few hidden events that can increase or decrease these stats, however, there is no leveling. While the basic story remains the same every playthrough, what opportunities you have and how you uncover mysteries and solve problems will be shaped by the type of character you built at the beginning. You will unlock more necromancy as the game progresses, but this is linked to plot progression rather than a traditional leveling system. Another important note about gameplay is the flawed combat system. Combat primarily centers around controlling your undead minions although you can also equip a weapon and there are a few combat spells that you can find scattered throughout caves and dungeons. Controlling said minions, however, can be quite janky and battles can thus prove to be both frustrating and slow. This is not a combat focused game, however; this is more of a detective story, where your necromancer dives ever deeper into the dark arts to uncover the truth behind their father's death and to resolve the problems facing their family and city. In fact, combat is so unimportant to the game that the lowest difficulty setting disables combat altogether and will auto-resolve what few combat encounters exist. That being said, the developer is actively working on improving the combat system and making many QoL adjustments based on user feedback. Overall, this is a wonderful narrative experience with an intriguing setting that encourages the player to explore every nook and cranny of the city and its environs to learn more. It gives you remarkably little guidance, leaving it up to the player to unravel the many mysteries plaguing the town rather than just following the next quest objective. Reading books and speaking to NPCs may not update your journal, but it will point you toward solutions as long as you pay attention. The developer's faith that players can solve mysteries without their hands being held the entire way was a refreshing change in market full of games that feature giant, glowing quest markers. As long as you don't go into it expecting a combat focused game, I truly think any fan of RPGs or good narratives will appreciate this little indie gem.
25 hours played
Nov. 2025
Very nice game. 7.5/10 Negatives: -combat isn't good -poor graphics -limited choices -limited quest descriptions(can also be a positive) -limited map, area, things to do. -somehow I wish I felt smarter decrypting the spellbook, as in I wish I earned it instead of it being fed to me. Positives: -Great story, dialogue, writing in general. I was truly and utterly captivated. -Really delivers on what it says on the tin. A whole game dedicated to being a necromancer. Really puts the Role in the RPG. I hope they do vampire's tale next. -Not a long game(~24h), just the right amount to deliver the plot without any unnecessary filler. Ubisoft would've made it 60 hours by adding "collect all parts of X to unlock armor" or smth. -Dev is really active on steam forums, answers questions, fixes bugs. You don't see that so often. Please buy so the dev can make a bigger game with more stuff next time.
40 hours played
Aug. 2025
First off, as other commenters have said, this game is JANKY. It's one of the jankiest games I have played in the last decade. Sometimes the jank is cool. Mostly it's just annoying. If you can't get past that, then move along. But now that that's out of the way, if what you want is be a necromancer, then this is the game for you. Full stop. I have not been so immersed in a world since Disco Elysium. I'm not sure what I expected from this game, but now that I have played it, I don't know how I could have expected anything else. Spoilers ahead: Essentially, this game takes you down the path of a person who falls into the necromantic arts in a town in the 1700s that doesn't allow magic, with all that that entails, and it does it slowly and lovingly. You have to translate the pages of your grimoire. You have to gather exotic reagents. You have to find places of power. You must consult ancient spirits. You have to track down arcane texts and coerce people into helping you understand them. And you have to do this a lot, for all the various spells you will concoct. And EVERY TIME YOU DO IT FEELS AWESOME. Every spell you do feels earned, and every time you cast it you can feel yourself growing in power (and becoming more corrupt). There's a very compelling story, that makes you feel every step of the way like you are really doing all of this for a reason. Are you learning necromancy to try to ultimately help people? Or are you lying to yourself that you are and you're really just doing it for power? And does that answer change over the course of the game? That's up to you. Some games make you make generic moral choices like, do you execute a corrupt king or let him live? This game makes you make moral choices like, do you sacrifice your friends and allies for power? Do you infect a town with a literal plague so you can defeat its ruler? There were several times I actually put the game down so I could think through how I felt about a decision I was making. The consequences of your actions are also always logical, even if they aren't always what you expected. A few times I made a choice without thinking much about it because, well, video games, and the result was NOT what I expected, but in a really good way, and I began to think much harder about the effects my choices will have on my friends and the world. Ultimately this game is unique. There is truly nothing else like it. It very much feels like someone's life's work, a true labor of love. The kind of thing that immediately dies at committee when it's brought up, and then someone goes "WELL I'M GOING TO DO IT ANYWAY" and then goes and codes it in a cave for five years. If any of this sounds appealing to you, you will love this game.
79 hours played
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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Frequently Asked Questions

The Necromancer's Tale is currently priced at 15.59€ on Steam.

Yes, The Necromancer's Tale is currently available at a 35% discount. You can purchase it for 15.59€ on Steam.

Yes, The Necromancer's Tale received 802 positive votes out of a total of 874 achieving a rating of 8.63.
😎

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

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

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

No, The Necromancer's Tale is not playable on Linux.

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

No, The Necromancer's Tale does not currently offer any DLC.

No, The Necromancer's Tale does not support mods via Steam Workshop.

No, The Necromancer's Tale does not support Steam Remote Play.

Yes, 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

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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 22 July 2026 05:16 UTC
SteamSpy data 25 July 2026 02:42 UTC
Steam price 28 July 2026 18:36 UTC
Steam reviews 27 July 2026 01:52 UTC

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
802
72
Game modes
Features
Online players
19
Developer
Psychic Software
Publisher
Psychic Software
Release 17 Jul 2025
Platforms