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The original was posted on /r/games by /u/samredfern on 2024-11-24 11:13:50+00:00.
Hi there, I have been leading a small team developing The Necromancer’s Tale for the last 4 years. We’re getting close to completion now (we’re aiming for NextFest in June 2025 and for the game launch shortly after that). Meanwhile there is a ~3 hour demo available here.
Trailer:https://youtu.be/wjO-Bx1pDFs
It’s a story-rich game, focused on social intrigue, secrecy and blackmail more than on combat. This is reflected in the 9 attributes that your character has in the game: three physical, three intellectual, and three social.
There’s 180+ NPCs, each with unique portraits and sub-plots. During most of the game, you will need to keep your illegal activities secret from the townsfolk, even as you blackmail and manipulate them to achieve your goals. The game’s Trust system reflects how the various factions in the city view you, and your conversational/gameplay options are affected by it. (i.e., choices matter). Trust is affected by what you say as well as what activities you are witnessed performing (and by whom).
We’re close to completing the narrative content, which will come in at around 400,000 words in total. This has been written by a team of 8 part-time writers, led by me and Dave (writer of The Darkside Detective).
Here’s the overworld map, from concept to (almost) completion:
Here's some combat footage (it's turn based):
Combat will be optional as there is a ‘narrative mode’ you can pick, whereby combats are automatically resolved by calculating the ‘combat ratings’ of the opposing forces. This ensures that researching back magic and building your undead horde is still central to progressing in the game, even without combat.
Discussion and timeline for final development, testing, and release.
Steam page: The Necromancer's Tale.