Necromancer's Army pairs idle progression with narrative consequence as your clicks and soul harvesting gradually unlock a sinister story across five acts. You'll automate a minion army and manage supernatural resources while watching the ritual itself respond to your actions, leading toward one of three possible endings. Best suited for players drawn to dark fantasy who want meaningful narrative choices embedded within their incremental gameplay.
About this game
A dark narrative idle game where your clicks fuel a ritual that begins to answer back. Raise minions, harvest souls, and push deeper into a pact that shouldn't exist. Five acts, three endings, and an Endless Mode.
Players, last 30 days
Peak 0 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
The Necromancer's Army demo is rebuilt: a new cold open, a new workshop, and more ways to care for your growing army. Give your minions gathering jobs, then trace magical glyphs to earn lasting improvements. Tracing is forgiving. Stay near the glowing line and your stroke counts even when it wanders, and you can lift the mouse whenever you like and pick up again from the glowing end. A thread of light joins your cursor to the line while you trace, with sparks while you are on it. A finished glyph holds for a moment and lights your helpers, then sends a ring and embers across the workshop. Pet a minion, investigate the room, and watch the weather change as your army grows. New summoning, digging and soul-collecting effects, with updated sound throughout the workshop. A reworked ending, with clearer reactions from your minions and an option to skip ahead to the demo end screen. Playable in eight languages: English, French, German, Spanish, Portuguese (Brazil), Japanese, Russian and Simplified Chinese. Play through Act 1 in the demo and wishlist the full game from the demo end screen. {STEAM_CLAN_IMAGE}/46090978/32aea0c7f3dcaf22579fc7f1a2df5d369edaf5a8.png
A quick fix went out today. Souls no longer pile up on the main menu. Passive soul income was ticking while you sat on the main menu, which could let a run jump ahead before you had really started playing. Souls now only grow while you are actually in a run. Coming back to a run after time away still credits your offline earnings, exactly as before. Thank you to everyone leaving feedback in the demo. It comes straight to us, and it is how fixes like this one get found.
Your army does more than wander now. Minion offerings. Every couple of minutes, one of your minions digs something out of the ground and carries it to the altar for you. Click them to accept it for a burst of souls. Watch for the rare pale relics: those carry Dark Essence. Restless graves. The ground now stirs on its own. Click a trembling grave while it moves and you'll help the next minion rise much sooner. The ritual asks you questions. At two moments in the story, the game now waits for your answer. Each choice permanently changes how your ritual grows, and the game remembers what you chose. Petting matters. Hold a minion gently and it will warm your ritual: +15% soul income for a short while. A more alive army. Minions glance at the altar while you work, pause to watch the ritual, and react to your presence. Something else heard the ritual. Hollows now rise from the ground and go after your minions. Click one three times to destroy it, or drag your minion out of danger. Ignore it and the minion is taken. If you do lose one, the next minion rises for half the clicks, and raising minions is a little faster across the board now. Component Mastery. Own 10, 25, or 50 of a component and its output doubles at each step. Every component now shows your progress to the next tier, and mastered jars glow brighter and brighter on the altar grounds. See what the next one is worth. Every component's price now shows exactly how many souls per second the next purchase adds, and when the next buy will double a component's whole output, it shows that too, in gold. A faster start. Your first component and your first minion both arrive sooner, and the world starts moving earlier in a fresh ritual. The doll answers. Tap the effigy three times, quickly, and it pays you in Dark Essence. It needs a while to recover between communions, but it always answers. The pact is within reach. Progression landmarks now grant more Dark Essence, and each Dark Harvest sacrifice costs fewer souls. Th...
Posts come from Steam's official announcements feed.