Praise Dead is a roguelike auto-battler where you create zombies from the parts of dead villagers and monsters. Use your zombies to defeat waves of demons, and to harvest resources to improve and upgrade your village.
Players, last 30 days
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Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended10 hrs
Praise Dead, I'm not entirely sure what to make of this game, other than I enjoy it. You take the role of a Necromancer defending a town using 5 - 8 zombies depending on your class and relics. The gameplay loop is as follows: -You start at the town screen where you can buy organs and equipment for your zombies, and relics that provide powerful modifiers for every aspect of the game. -You use said organs and equipment to build and enhance your zombies, min/maxing your way to awesomeness. -You click the little button in the bottom right when done in town to put your zombies to work in the fields, mines and whatnot to gather resources based on zombie stats and kidnap(?) villagers to stay with you so you can tax them. Each time you enter this stage there are modifiers based on the order in which you place what zombie, requiring more min maxing too. -Now with that set, it's time to click next and go to battle! Look at the screenshots for what it looks like. You are presented with your zombies before the battle and the ability to arrange them, which there is a strategy to this, even though it's not immediately apparent (believe me). You have 4 spells you can cast, 2 buffs and 2 debuffs, all cost energy and use spell points (I forget what their called) to cast, and can be used before or during the battle. -After the battle, if you won or survived, you end up back at the town screen with your new found resources to do it all again, against harder enemies.
I know I don't do it justice, but it's actually a lot of fun! I'm going to easily get my money's worth out of it here in the next couple days, and if the roadmap the developer posted is any indication, I'm going to easily get 70-120 hours (I'm projecting) out of it over the game's life time.
So, I highly recommend this game. I think it's great!
Theres just no content. You can collect all the relics in a single run very easily, there's only about 20 of em, that's it. There' also only about 5?? Weapons, including a "legendary sword" I got from an event. And only 3 armour types. It's a very, very small game. Not worth £13 at all.
Layered systems provided an idea of the designer intent but the unfortunate shallow depth to any specific feature leaves the whole experience unable to stack up.
This patch is almost entirely bug fixes, driven directly by your reports and reviews. Thank you to everyone who posted repro steps in the discussions — several of these were found because of them. Highlights Beating the game finally counts when you enter Endless Mode. Accepting the Endless offer now banks your victory first: the win is recorded, the next ritual level unlocks, new necromancers unlock, and the achievement fires. Previously all of that was silently skipped — if you beat ritual 0 and nothing unlocked, this was why. The equipment duplication bug is fixed, along with the broken state it left behind where items and body parts could no longer be moved or discarded for the rest of the run. Roster-wiping events no longer appear in normal runs. The demon lord punishment events (including the one that destroys every zombie you own) were escaping their Endless Mode gating and could hit brand-new runs on any difficulty. They are now correctly locked to the demon lord you actually defied. Gold updates immediately when you buy organs at the Church. The counter no longer sticks at an old value until something else refreshes it. Items and inventory Fixed the duplication bug when equipping weapons and armor in the workshop. One click could silently equip, swap, and re-equip several items in a row, leaving duplicates and a monster holding gear you never chose. Fixed the stuck state that followed the duplication bug: dragging a weapon onto an armor icon broke every right-click action in the workshop until you left the scene. This was the "menus permanently glitched" bug. Breaking down a zombie no longer leaves its weapon displayed on the card while also returning it to your inventory. Items can no longer be lost by releasing a drag over the wrong pixel: failed drops now always return the item to a safe slot instead of overwriting whatever was there. Fixed a timing issue where reorganising items quickly could make one vanish until the next day, or leave a slot showing an...
Endless Revamp Patch (v1.3.3)The title was not a typo. The latest patch focuses on completely reworking and overhauling endless mode. Not only is endless mode harder, it’s also been transformed from a mindless infinity grind to a fully featured addition containing 50 new events! Some of which will be quite surprising… Additionally both the Chinese (zh-Hanz) and Chinese (zh-TW) have been re-translated. Hopefully they’re nicer to read now. Full Change LogChinese (zh-Hanz) has been re-translatedChinese (zh-TW) has been re-translatedAdded 50 new eventsAn Unspoken ReturnThe Earl of RuinShadow of the CrowHarvest's EndCorrosion's CawThe Silent FlockStolen LusterThe Mad FeastInfernal InvitationPrice of KnowingLesson in EmptinessPrince's EdictRevelation of RustWorthless TruthCacophony of ThoughtCacophonous DukeComposer's SilenceUndead DirgeThe Duke's Mad DanceShattering AriaHymn to RotAnthem of UnmakingCaptain of ManslaughterThe Unwritten CensusPresident's TitheSpirit SiphonThe Author's RebukeSilent ProcessionThe Making Of Pig IronDuke of Dust and GoldThe Gilded CurseDead Man's TitheCommand of DustEloquent ChorusThe Duke's DismissalA Toll on Body and SoulThe Maker's WrathThe Architect's MarkUnstable FoundationsA Sudden BurialA Murder of CrowsThe Hollow BlueprintFlesh and IronChoking of the LandSalt the EarthSilence of PrayersThe Encroachment of VoidShack Left BareParting WaysVanished!Added 6 new relicsMark of StolasMark of AmdusiasMark of RaumMark of Glasya LabolasMark of BuneMark of MalphasTweaksBuffed endless modeInternal refactoringEvents from 1.3 onwards now count towards the "Killed Villagers" statEvent "Passing Wizard" is now exclusive to week 3Updated ritual level graphicsThe font of the text popups in combat now matches the rest of the gameBug FixesFixed a crash that occurs when spell casting demons try targeting zombies that don't existFixed a crash that occurs when zombies trigger an ‘OnDodge’ relic after there are no more enemies to dodgeEvents from 1.3 onwards no...
Today’s patch focuses on all things organ rarities, starting with a nice visual bar to display how likely each rarity is. As you upgrade your shop and unlock more rare organs this bar will update to reflect the likelihoods.In addition to this the rarity scaling has been completely reworked. It should still feel very familiar, but now scales all the way until epic is a 100% chance (yes, this is now technically possible!) At the risk of overwhelming here is a complete breakdown of the differences between the old and new chances. Note that most changes are within a few percentage points so generally you shouldn’t notice much. But what of the new scaling? It’s right here:After your rarity passes the old maximum, every rarity will now slowly taper off until only epic organs will spawn. This new chart can be reached both through existing events and relics (the shovel is now good again) and several new events being added to this patch that should help you race towards the bottom. Full ChangelogReworked church organ raritiesAdded 8 new eventsSaintly MiracleInquisitor's TitheCrypt CleaningPlague VictimsUnemployed TroubleGabelle RevoltCursed FieldThe Peaceful GoblinAdded a bar to the church screen that displays a breakdown of the current rarity chancesAdded promotional art for Buggos 2 (out soon!)TweaksThe first event will now always be the bear arrivalChanged the rarities to match the rest of the games colour palletTweaked the church UITweaked the workshop UITweaked the UI of sorting buttonsBug FixesFixed a bug where having a demon part would cause the demonologist to repeatedly arriveReimplemented Grave Shovel's usefulnessFixed a bug where the blacksmith would insist nothing happened upon arrivalFixed a bug where weapons and armor could be duplicated in the workshop screenFixed a bug where events for later weeks were readded to the event poolFixed a bug where endless mode events were never removed (there are none... yet)Fixed a bug where repeated events would not re-evaluat...
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