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NECROPOLIS: BRUTAL EDITION

NECROPOLIS: BRUTAL EDITION

59 Positive / 2602 Ratings | Version: 1.0.0

Harebrained Schemes

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Download NECROPOLIS: BRUTAL EDITION on PC With GameLoop Emulator


NECROPOLIS: BRUTAL EDITION, is a popular steam game developed by NECROPOLIS: BRUTAL EDITION. You can download NECROPOLIS: BRUTAL EDITION and top steam games with GameLoop to play on PC. Click the 'Get' button then you could get the latest best deals at GameDeal.

Get NECROPOLIS: BRUTAL EDITION steam game

NECROPOLIS: BRUTAL EDITION, is a popular steam game developed by NECROPOLIS: BRUTAL EDITION. You can download NECROPOLIS: BRUTAL EDITION and top steam games with GameLoop to play on PC. Click the 'Get' button then you could get the latest best deals at GameDeal.

NECROPOLIS: BRUTAL EDITION Features

Notice

A controller is highly recommended to play Necropolis.

About the Game

NECROPOLIS: BRUTAL EDITION is a major update featuring a new playable adventurer (The Brute), a completely new outdoor environment (The Black Forest), and lots of new enemies, weapons, armor, traps, potions, scrolls, and other big improvements to the game.

The BRUTAL EDITION is the definitive NECROPOLIS experience. HERE’S WHAT’S NEW:

  • The Brute - a formidable new player character

  • The Black Forest - a completely new wintry outdoor biome to explore

  • Deadly new enemies and improved AI behaviors

  • Greatly expanded environmental variety, including new traps and gameplay

  • Clearer descriptions for all items in the game, including weapons, armor, recipes, potions, and magical codexes

  • Improved game balance and loot economy

  • New weapons, armor, potions, scrolls, and more!

NECROPOLIS combines third-person action with Rogue-lite dungeon-delving for a game that’s fast-paced and addictive, yet diabolically hardcore. Adventure alone, or with up to 3 friends in a magical deathtrap that reconstructs itself each time you play. Craft, equip, explore, and fight to stay alive as you delve deeper and face ever-greater threats in the twisting halls and endless chasms of the NECROPOLIS. Have no doubt, you’re going to die - often! - but you’ll improve your combat skills, available upgrades, and dungeon know-how with every playthrough, bringing you one step closer to the exit. (Warning: “Just one more time” mindset can be addicting.)

IN NECROPOLIS, DEATH IS...

  • ...PERMANENT. Game Over? Jump right back in with a new adventurer and try again!

  • ...DIFFERENT EVERY TIME. A new procedurally-generated dungeon with every death.

  • ...BETTER WITH FRIENDS. Drop-in / drop-out CO-OP multiplayer for up to 4 players!

  • ...MONSTROUS. Gemeaters, Changelings, Hoardmen, and more - they exist to kill you.

  • ...NOT WITHOUT PERKS. Each new dungeon is littered with powerful weapons, armor, and upgrades to wield against your foes. (And there’s crafting, too!)

  • ...UNAVOIDABLE. But don’t worry, this NEXT playthrough is totally the one. We’ve got a good feeling about it.
Show More

Download NECROPOLIS: BRUTAL EDITION on PC With GameLoop Emulator

Get NECROPOLIS: BRUTAL EDITION steam game

NECROPOLIS: BRUTAL EDITION, is a popular steam game developed by NECROPOLIS: BRUTAL EDITION. You can download NECROPOLIS: BRUTAL EDITION and top steam games with GameLoop to play on PC. Click the 'Get' button then you could get the latest best deals at GameDeal.

NECROPOLIS: BRUTAL EDITION Features

Notice

A controller is highly recommended to play Necropolis.

About the Game

NECROPOLIS: BRUTAL EDITION is a major update featuring a new playable adventurer (The Brute), a completely new outdoor environment (The Black Forest), and lots of new enemies, weapons, armor, traps, potions, scrolls, and other big improvements to the game.

The BRUTAL EDITION is the definitive NECROPOLIS experience. HERE’S WHAT’S NEW:

  • The Brute - a formidable new player character

  • The Black Forest - a completely new wintry outdoor biome to explore

  • Deadly new enemies and improved AI behaviors

  • Greatly expanded environmental variety, including new traps and gameplay

  • Clearer descriptions for all items in the game, including weapons, armor, recipes, potions, and magical codexes

  • Improved game balance and loot economy

  • New weapons, armor, potions, scrolls, and more!

NECROPOLIS combines third-person action with Rogue-lite dungeon-delving for a game that’s fast-paced and addictive, yet diabolically hardcore. Adventure alone, or with up to 3 friends in a magical deathtrap that reconstructs itself each time you play. Craft, equip, explore, and fight to stay alive as you delve deeper and face ever-greater threats in the twisting halls and endless chasms of the NECROPOLIS. Have no doubt, you’re going to die - often! - but you’ll improve your combat skills, available upgrades, and dungeon know-how with every playthrough, bringing you one step closer to the exit. (Warning: “Just one more time” mindset can be addicting.)

IN NECROPOLIS, DEATH IS...

  • ...PERMANENT. Game Over? Jump right back in with a new adventurer and try again!

  • ...DIFFERENT EVERY TIME. A new procedurally-generated dungeon with every death.

  • ...BETTER WITH FRIENDS. Drop-in / drop-out CO-OP multiplayer for up to 4 players!

  • ...MONSTROUS. Gemeaters, Changelings, Hoardmen, and more - they exist to kill you.

  • ...NOT WITHOUT PERKS. Each new dungeon is littered with powerful weapons, armor, and upgrades to wield against your foes. (And there’s crafting, too!)

  • ...UNAVOIDABLE. But don’t worry, this NEXT playthrough is totally the one. We’ve got a good feeling about it.
Show More

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Information

  • Developer

    Harebrained Schemes

  • Latest Version

    1.0.0

  • Last Updated

    2016-07-01

  • Category

    Steam-game

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Reviews

  • gamedeal user

    Jul 13, 2016

    Brutal Edition Update: Brutal Edition is a step in the right direction, but only a step. There are a couple new enemy types that help spice things up a bit, as well a bunch of new items (some good, some bad.) They also added a bunch of environmental tiles, which honestly is my favorite part, because I've spent far less time wandering through unremarkable grey corridors over and over. The brute class... changes very little and is rather unfinished. They can only wear a handful of the armor types and that kinda super sucks. The brute seems to be a bit tankier than the regular character, hits a bit harder, and has a much larger swing radius, which are all pretty nice. Unfortunately I find the swing radius is more useful for killing my friends than enemies. The brute also rolls slowly, so don't expect to do a whole lot of dodging with him. Ultimately, the last couple updates help a lot, but the game still isn't to the point where I'd switch this review to positive. If they keep it up though? Yeah, I could see the game getting there... eventually. Original Review: Necropolis is a really fun concept. Gameplay's pretty good, and the aesthetic is pleasing in its minimalism. That said, it's not worth $30. Not even close, and it hurts to say. There are 9 levels, each is long and full of enemies. The same enemies. Over and over. There are variations, recolors, and slightly different movesets, but in total I can't say there are more than 20 archetypes? Most of which have similar attacks too, so get ready for everything to spin around a bunch. The levels also share a fair number of tiles, so things get rather muddy real fast. Which leads me to the next issue: there's no map. Does the game need a map? No, but since the levels feel so self-same and massive, it's hard to navigate after a while. You can craft chalk to mark where you've been, but the constant litter of enemy weapons works waaay better and doesn't cost you resources. Also, there are like 5 weapon types, tops. Fast, Medium, Heavy, Staff, and Crossbow. There are obviously differences, like a hammer vs a greatsword, but those differences are minimal and unless you're trying really hard to spot em you simply won't. Beyond the 5 types, they're split into tiers, 0 through 4, with scaling stats and slightly cooler special attacks as you progress through the game. Sad thing is that a tier 0 and tier 4 weapon largely behave the same, save for a special attack that probably looks cooler by tier 4. In regards to crossbows, by the way, we only found one in our entire playthrough, on level 8. They're raaare. Oh yeah, the special attacks suck. They eat up a ton of your stamina to the point where it won't regenerate until you eat again. Using too many specials leaves you vulnerable, and for the risk, it simply just isn't worth using them. There's also one boss in the game. He's a giant damage sponge with... 4 attacks? Hit, Flaming Stomp, Grenade, and Spin. They don't do too much damage and unless you've been soaking every hit in the game you should have enough materials for healing items to go straight back up to full as much as you want. The game touts its replayability, with unlockable colors and codexes. This is true, but the unlockable colors don't look that cool and the codexes might not even do anything. I honestly can't tell. I have an Ogre's Guide To Hittin Stuff (or some variation of that title), and it doesn't seem to improve or change anything. The description's no help either, it's just goofy flavor text. The writing's good. Very snarky, but if you ever need to understand anything you might as well wait for someone to put it on a wiki/guide somewhere. I've used several items and still don't know what they're supposed to do. Music's nice. Not super notable though, but maybe that's just me. Overall, Necropolis needs a lot more work before it's worth its fairly steep pricetag. It's got a great base, but with the utter lack of meaningful variety the game simply isn't worth playing for more than one 5 hour run. Edit: Just tried a second run with 4 people. It sucked. The netcode couldn't handle us running around, and we would often teleport all over the screen/hit eachother with no real warning. We died a lot more, which was almost refreshing, but if too much time passed players would revive automatically without any gear/money/blessings- which sucked. I understand punishing players for dying, but it just felt unfun instead of actually challenging. The levels did vary a bit from the first run, but all too quickly reverted back to being featureless generic dungeon corridors, which are waaay too common in the game. I think the enemies also started doing more damage/striking through my shield when I blocked. No idea if this is a bug or a design, but it wasn't pleasant. We'd expected a jovial romp through, and instead actually grew to dislike this game even more than the first run. That's a very bad thing.
  • gamedeal user

    Jul 13, 2016

    I'ma just keep it real for you guys. I was looking forward to this game for 2 years. I was one of the few to beat the 2015 demo at PAX, and also completed the multiplayer demo at 2016 PAX. Ironically, both demos were better than the release. Once you have experienced 1 minute of gameplay of the actual game, you have experienced the entire game. Everything in further levels is an arbitrary copy paste just with more health. Same with items, although you do occasionally get a sick enchant. The sleek aesthetic will eventually drive you to madness as everything literally looks the same all the time and you feel like you are stuck in an endless maze. The entire game is arbitrary and forces you to play a boring playstyle regardless of what you do. If you want to use actual good moves, then you are required to arbitrarily craft food for literally every enemy encounter. If you don't use good moves, it will take 5x as long to kill anything. Also, the AI is really dumb and none of the enemies present any challenge, the game relies on throwing hordes of them at you instead almost as if to hide the poor AI. But even in large numbers, you can just sit behind shield and let them all kill each other. This is not a game I even want to replay after beating it because I know the next playthrough will be exactly the same regardless of level layouts being different. I will find the exact same items and exact same armor, it's not like The Binding of Isaac where I know each run will provide different weapons and therefore a different experience. The game would have been really great if the entire thing was just squashed into a 45 minute replayable game, more focused on weapons and boss types than huge dungeons. Would not even play again even if the game was free. Really upset to be honest.
  • gamedeal user

    Jul 13, 2016

    SO HERE'S THE BIG DEAL Harebrained Schemes needs to WAKE UP and KILL THEIR DARLINGS Is Necropolis fun? Hell yeah it is. Will i continue to play Necropolis? Hell yeah I will Would I have bought Necropolis knowing the state it's in right now? Nope. Never. Should you buy Necropolis in it's current state? Nah. Should you play Necropolis if you've already bought it or have a chance to play it for free? Hell yeah you should. Here's some things I think HAVE TO change: -Get rid of enemies spawning behind you in rooms you've 'cleared' -Make individual enemies more difficult -Don't make the game's difficulty rely on there being a lot of enemies. -Add a little more color to the game -Increase 'biome' variety. -And I can't stress this enough. Get rid of the artificial difficulty where more enemies = more difficult. Make it new enemies = more difficult, smarter enemies = more difficult and stronger variations of enemies that attack faster = more difficult. Here's some things I think COULD change and would be great additions IN MY OPINION -Make Identifying scrolls work on weapons, armor, tomes and show us actual STATS. Perhaps even item rarity -Add bossrooms. Like actual bossrooms. With exciting visual events going on like a statue coming to life or a big monster's restraints breaking. -Two handing and dual wielding (dual wielding doesn't have to be useful. It just has to be there for the players that like doing it because they're edgy cunts) -Friendly towns? Think about it. The Necropolis is HUGE. Could be some adventurers got tired and simply settled down somewhere within the megastructure. -Randomised Minibosses ala dungeon delver? (EG Hotvarr the Terrifying; a bigger, healthier, harder hitting variant of a basic northern undead enemy that has some sort of fear spell to aid his strength) TL;DR: Necropolis isn't a roguelike. It's not a good roguelike atleast. It needs to realise this, and it needs to realise it'd be way more at home as a Dungeon Delver, and build on this to improve itself. Please Harebrained Studios. You can still very much save this game and make it the greatest thing in 2016.
  • gamedeal user

    Jul 14, 2016

    TL;DR This game needs a lot more content for the game to be worth the price tag. I have been waiting a long time to play this game, and I will definetly play the hell out of it, but if the devs don't start putting in work, this game will fail, and fast. The game is in dire need of more variety and more content for it to last, and I hope for the devs to listen to the reviews and act. I doubt they will make the game cheaper, because that would probably make things worse. Honestly besides the lack of content, if the devs just added a new game plus in the mean time, it would probably keep people playing this game while they create more content for the game.
  • gamedeal user

    Jul 15, 2016

    ill answer why you are here first. no, the game is not worth your 30$ bucks. 15 maybe, 20 tops. my advise is to wait for more content / mods and patches id say check in over ~6 months again. alright now into the game. --settings just your usual settings menu with a couple of bits and bobs missing. -missing *borderless window mode *control rebinds *it has anti-aliasing but doesnt mention what kind -would like to see *quick restart *disable text shown on screen (aka gaint pyramid his chattering) thats about it for the setting besides those things not too much missing there. -- game play the main bit of the game consisnt of 2 parts -combat -exploration combat is a bit clunky. i cant cancel my animations (they are long monstly) and my character sometimes just keeps swinging until the hit chain is completed. while i cant pulll up my shield to block an incoming projectile which is very important in this type of game. also the combat needs more weight and impact behind it. enemies just flash red and at most will tip over when hit with a 3 meter sword. instead of flying to the other side of the room being blown to bits. lighting blades dont have bolts on impact, neither do flame weapons, all they have is some particals behind the swing. i mean the game is going for jokes, and semi-cartoony style why not have the enemies skeleton show in cartoon style when hit by lighting or have bolts flying every were, or have them crystalize when hit by a frost sword and when hit again have those crystals shatter making you feel more powerfull when smashing a whole swarm of enemies. shields dont do enough. yes they block yes they bash. but ever shield does that ever f*cking one is the same. why not have some change the power attack of the shield for some higher tiers be changed to have an AOE earthquake attack shamshing everything in the room, or a flame burst having all enemies set a flame. lastly it scales poorly, enemies just get tougher (more hp and more damage) as you go on, thats NOT how you handle a game like this. have their AI improve as you continue right now if you are on a small cliff, they cant hit you no matter if its level 1 or level 9, they will walk into traps over and over again, they wont dodge hits they are the same all game. only they gain some movesets for the first 4 levels and after that you have seen them all. make them, as you progress increase in dodge chance, make them fake moves, make their pathing avoid traps. dont just scale the damage just scale them as actually tougher to beat. same goes for numbers, being swarmed by one shotting tanks, isnt fun dodge one hit but get caught in the next dead in one hit. few enemies or traps that i think needs changes are : screamer, spawn new enemies and sometimes get triggered for no reason or you cant stop them. i have been fightting on the same bridge for 30 minutes just because there was a screamer 2 islands away constantly spawning more and more with almost no way through them and no end to them it was a pain. you need a way to prevent them from doing this or change them so they aggro allies to you from a huge radius. grine shard traps and spider webs, these traps need to be changed to also affect enemies, the way they are now they are out of touch and unfair, you get stuck in them for ~3 seconds with 2-4 enemies whaling on you its certain death and it doesnt freeze them, they can pass without problems unlike any other trap in the game, i can understand if they dont freeze other grine creatures, and the webs can catch spiders because they are the same type but everthing else?, this just doesnt match with all other traps in the game. alright, that might have seen like alot of "bad" stuff, it just needs some fixing and its good to go. --exploration inshort this just screams "MORE CONTENT NEEDED", i know the dungeons by hand by now, every room, everytile set shortcut hidden chest etc... seen 99% of them. ive been loving the scenery but ive just hit so many disappointing spots, a room with NOTHING in it, not even a single gem, every chicken hidden in a chest selling the same 8 recipes, 50% of the items the guy hidden behind the bar sells are worse items then the pyramid spiders drop (the little yellow pyramids with the red lights on their head, drop better loot then the high tier mobs), roof tops 100% empty, no hidden jokes or voice lines up on reaching spot no one would go. i mean you can literally skip level 2-5 with no problem just outplay 1 AI that is just a dumb as they are on level 1 and you got good gear again. jump of the elevator onto the pillar and from the pillar onto the roof of the dungeon. and just walk to the exit just dont forget to gather ~1000 gems on level 1 so you can pay for it. and no hidden secrets to be found up there. ever. the game needs more tile sets, biomes, recipes, items etc.. mobs need loot tables. say skeletons spawn with this sword 50% of the time but it can have adjusted stats, (more movespeed, attack speed, damage, effect etc...) because right now i dont bother with 95% of the item drops on the first 2 levels were you will spend most of your time, because it were you start everytime you die. ive hit dead ends, at some cool staue but nothing to do there but take those 5 to 25 gems and leave again, why not pay 200 gems at the shrine of a certain god for a 5 minute buff, or something? or give me a bit of lore about certain gods, im playing as son of ".....", god knows who that is, fill me in on it. sometimes you repair a shrine and it heals you a bit or removes stamina block etc.. maybe give me permanently +2% hp, or +2% stamina or move speed depending on what god the shrine belongs to, i mean i encounter 3-4 of these at most in a single run so its not a broken buff its just a cool little find. maybe say hey, level 1 is always level 1 with difficulty 1, but it can have these 3 biomes, with these 9 attachsments, dyed in the color you are wearing etc... have it be more intresting. lastly, please... the AI cant handle the player jumping too high theyll just stop like you are not there instead of chasing trying to nail you when you land. the codex "i can make that jump, now you can too" is literally enough to just jump your way to level 9. alright so combat is a bit clunky, and exploration is missing content what else? alright these are somethings i picked up from other reviews / video's ive seen people are missing progression, nothing sustains, nothing to unlock, im not asking for buffs or anything, im asking for adding lore and info to the game, let me collect pages and add them to a library at the hub area's, like pages with lore on monsters, stats about them, were they spawn, what move set they have, most common weapon etc.. or pages to let me collect info on gods, lore, stories from other wanderers, give me something to complete other then collect x gems to get codex. boss rooms, give the dungeon a chance to spawn a boss room, large enemies, that have to be beaten by skill and preperation, instead of you just need x tier weapon. but, dont allow them to block the way to the exit. give players a choice in "i cant fight that boss now", ill just go on to the next floor. backstab mechanic, now ive thought about this and maybe do it with invis potions and make them cost lots of stamina so you can only use it like 2-3 times per potion,its not an insta-kill but a heavy-heavy attack giving you a fighting chance at stronger enemies, on the topic of potions, add recipes to make potions throw able, like paralize bombs, blind traps etc.. i know spells kinda do this, but throwing a cool looking potion exploding into particals freezing all enemies is cooler then reading a scroll dual wielding, now this is kinda there (crossbows, flame throwers, magic wands) but allow them on the main weapon as well, or actual 2 handed swords, maybe even long bows.
  • gamedeal user

    Jul 16, 2016

    This game is fun to play, make no mistake. I have no problems with the systems at work. The problem I have with the game is the amount of content available to the player. My friend and I were playing with each other and made it to a very large boss, we thought that this was the boss for this section of the dungeon and we would soon move on to levels 10-19. Instead after beating the boss and proceeding through the door we found that we had in fact beaten the game. Final run time: 1:34:49, and that is hours:minutes:seconds. The game says that it is very hard, well, it isn't. If the game is only a few levels deep it stands to reason that it should be incredibly hard to make it past the first 2-3 levels of the dungeon. My friend and I never had a problem finding health items, nor did we encounter much in the way of difficulty from the enemies. There wasn't much variety in the enemies either, we pretty much found the most common enemies to be these Draugr looking characters on every level. That isn't to say that we didn't see a few interesting enemies, but when you make the comparison to Dark Souls for combat you have to expect the same for enemy variety as well. How about the AI? In short, it's shit. Pretty much every enemy in the game will just follow you until it gets in range to hit you, and with the generous invincibility frames it isn't hard to avoid being hit. My friend and I could have one of us lead the enemies around while the other beat them from behind. The enemies don't really have a variety of attack that keep you thinking. I think the most interesting enemy we found was a gorrila type enemy who could catch you pretty easily and had several moves to hit multiple people. One of the most depressing things was the item variety. If you thought that this was going to be a longer game like I did, you might be forgiven for seeing only tier 4 weapons up to level 8-9. However, there only seem to be a few weapon types: sword, greatsword, scythe, greatscythe, axe, mace, staff, and greataxes. I only saw a couple of cool and interesting weapons, which we soon saw repeats of as we went along the dungeon. Nothing made me feel particularly powerful as none seemed to have any real impact. And now the elephant in the room, the price. This game is $30, which considering the amount of content available is an incredibly steep barrier to entry. In my opinion, it isn't worth the cost. It's incredibly short and actually surprised me that it was so short, and if it was short and I could feel the ending coming and felt I was ready for it and wanted more that's fine. However, this was unexpectadly short and left me and my friend unhappy that our characters were now wiped for the next run. The combat, while fun, is not enough without unique and interesting weapons to provide a bit of flavor to the combat. And of course the very simplistic AI, which are contented to simply chase your character around until you get close to them. All in all, the game is solid. I dind't find any major flaws with the fighting system, and really like the co-op multiplayer. However it is criminally short and not terribly difficult. I never felt challenged by the enemies. The AI is pretty shitty and there aren't enough enemy types to keep me guessing. Also it is far too expensive for the amount of content at your disposal. I do not recommend this game at the current price, or for the amount of content available.
  • gamedeal user

    Jul 16, 2016

    Put quite simply: it's style over substance. It just doesn't have enough content and replayability to be worth 30 dollars. Also the soundtrack is incredibly mediocre, but to be fair it's not the focus of this game. Just wait for it to go on sale, or wait for more content to be added. If not, buy a demons / dark souls game and play that instead.
  • gamedeal user

    Jul 17, 2016

    Good game, good concept, at least for a $15 game. But considering it is $30, it is supremely overpriced. My friend and I finished the game in 5.6 hours, and that was after we restarted a playthrough (yes we restarted, we chose to die to try and get a new experience). We also explored every floor thuroughly and found nearly ever armor piece and weapon in that time. A $30 game should not leave you bored and waiting for the game to end after only 5.6 hours. If you want more details, look for "Wanderbot"'s review in the negative review section. It is marked as 1,127 of 1,281 people (88%) found this review helpful. But according to steam a review that is ~4 days old is already too outdated to put at the top of the review list. P.S. I do not know him, but he wrote the best review for this game and I am just agitated it got indirectly hidden by a supposedly improved system. Instead you see reviews that like 5 out of 7 people marked as helpful that say the game is lacking content, and overpriced, but the review still gives a thumbs up for some reason. EDIT/UPDATE: Hairbrained Schemes has officially and publically admitted that they fell short. They have released a list of changes they intend to make in order to help the community feel like they got what they paid for. These changes are FREE and will be released over the next 8 weeks, with the better updates coming later because the better updates will be bigger. I will change this review to positive once I replay the game, and that will happen after I see enough patched that I think I will actually have fun. If you want or wanted this game, then wait a few weeks and check back. It should be good, it should be what we originally expected. I simply say to hold off because as of yet there have only been minor patches, and I want some more proof that the devs will make good on their word (I believe they will, but my wallet is not happy with my purchase yet.)
  • gamedeal user

    Jul 18, 2016

    I've completed the game. Here's what's what. - 9 Levels (And not that big) - Nice art (Althought some objects do feel unfinished/unpolished) - Not challenging enough (It's no Dark Souls. Hell, it's no Rogue Legacy!) - Not enough items (Gems, gems and more gems) - Not enough content (Story? What story? The same enemy has about 4 different skins. Only 1 boss, the final boss.) - The price tag is an ABSOLUTE ROBBERY! (I was robbed once at knife point and it didn't feel this bad) It's fun for a bit, boredom will start getting to you pretty quick though. I really wanted this game and waited for it enthusiastically, but it was a massive let down. Can't recommend this one.
  • gamedeal user

    Aug 15, 2016

    Since my last, long review got a bunch of dislikes I'll keep this one short. It ended up not being short though. Oh well. [strike]Since the 1.1 update came out it got even longer.[/strike] Necropolis looks awesome, sounds awesome, plays average, has no content... unless you stick with it past the first few samey runs, and unlock a ton more more content. The more you play the more shit you unlock for the procedural generator to throw at you, the more secrets get added to the areas you explore, and the deeper into the Necropolis you go the more each subsequent level goes from linear to downright labyrinthian. Then you figure out that everything in the game is traversible, even those floating rocks, ruined walls and seemingly unreachable ceilings, and an entirely new style of playing becomes apparent. And it's fun af to hop along pillars and scale walls to bypass entire levels. And the game knows you'll do it too. There's ways back into seemingly closed areas and other cool stuff you'll only see by sequence breaking. Later on in the game you might even stumble across multiple elevators to the previous level on the same floor, linking to different areas entirely. "Beware the crooked path." Then you'll learn how weapon elements work and suddenly all that boring slow combat becomes amazing as you find something that fits a weakness and suddenly cut swathe through entire hordes of enemies, blowing them off their feet with heavy strings, AoE charge attacks and aerial dives. Until you get exhausted and find that you're almost out of stamina. Then you either run to catch your breath and find a safe place to pot up (and you can go practically anywhere; yay for every environmental asset being traversible), or chance doing it then and there - and get torn in half when something big lunges at you. Yay for roguelikes. Then you get a friend to join in, and what was once just another dungeon run becomes a clusterfuck of mobbed enemies and swinging swords and trolling with elevators and dashing to get the silver chests and cool drops before they do. This game has friendly fire. You will accidentally kill your friends in the middle of combat. You will have to defend their paralysed body from enemies when they inevitably swig that unknown potion and freeze up like an anime fan on prom night. You will knock them from high places and laugh as they get swarmed, then realise you have to go down there and res them at some point or else they'll be gimped for the rest of the game unless you give them loaner gear or play Necropolis: Escort Mission until they find some. It's hilarious. Try the multiplayer. There are definitely criticisms though. Crafting is slow and you can't craft in batches, some weapons and armours are clearly better than others, some of the codexes are useless, the early game prior to unlocking new, more varied content at levels 3 to 5 and beyond is very mundane, once you've actually beaten the game and escaped the Necropolis there's no real incentive for doing it again aside from collecting achievements / outfit colours / codexes or experiencing a new dungeon, the enemies are too easy (except for the red nagual fuck that thing) and compensate for their individual weakness by being thrown at you in large mobs, and enemies get caught in rough terrain occasionally. Enemies in multiplayer are also a tad singleminded in who they aggro, and allow you to exploit their stubbornness by training them around with your partner while you hack away at their backsides. None of these really detract from the game as a whole, though it does break immersion when you see an enemy charge at you only to get stuck in a corner or behind an ever so slightly raised section of the floor and just sprint in place, grunting menacingly as you poke it to death from safety, but it'd be unfair to blindly praise the game without highlighting its faults. The devs have been extremely responsive to cristicism of Necropolis thus far so I hope that eventually even these small issues will be patched out. Overall, get it. Try it for a few runs. If it's not for you even after giving it a real try and letting the game open up then refund it. It's definitely not a game for everyone and requires a certain level of dedication to get over that initial hump of monotony and into the more expansive latter 3/4 of the dungeon where more content is unlocked and variety experienced, and despite many reviewers' comparisons to the Souls series the two games have very little in common and don't have many overlapping systems or concepts, so they don't share a playerbase by any means. If Necropolis is your thing though then you'll absolutely adore it, with more to do the more you play, and even more content on the horizon (apparently for free!) so the love affair will continue for a while yet! [h1]Quick Update[/h1] With 1.1 a whole host of things have been changed for the better. There's a bunch of new dungeon blocks (some with traps!) mixed into the generator which injects some welcome variety into the early-game transitioning into the more visually diverse and multifaceted stuff around level 5, an entirely new forest-themed biome which is extremely cool and makes for some very nice screenies with its [url=http://steamcommunity.com/sharedfiles/filedetails/?id=760354311]precarious cliffs[/url] and [url=http://steamcommunity.com/sharedfiles/filedetails/?id=761778452]little ruined buildings[/url], more enemies to beat you into sweet oblivion and steal your loot like the skeletal gemeaters, fire djinns, screaming naguals and that cloaked rat, an entirely new playable class which is an amazing tank, aggro generator and damage dealer with its crazy AoEs and widely sweeping slashes - yet those powerful traits are offset by a lumbering movement speed and high stamina consumption ... the list really does go on and on. A whole bunch of neat weapons and armours with unique effects were added too, like a shortsword that blows enemies away! They also balanced one of the more useless codexes (the stamina cap regen one) making it quite viable, and buffed shields so they're not just dead weight until you get a crossbow anymore, though they've become a bit less reliable for turtling due to blowback mechanics being adjusted. Furthermore, aggro in multiplayer has been tweaked to be slightly more balanced along with generally tighter AI behaviour. Pretty good stuff overall. They also addressed the issue of being locked into animations when performing passive actions like opening chests, creating and consuming items, et cetera by making them roll cancellable. Fucking lifesaver guys nice job 👍 However, all this content seems to have made the game a tad less stable. I've experienced at least two crashes related to geo assets bugging out, both occuring post-patch in 1.03 and 1.1, fixed by removing and reinstalling the game from scratch, and the new loot thief enemy is janky af - it often forces the camera down when you kill it, and occasionally omits its death animation altogether and blips out of existence! Necro 1.1 is a very positive experience, with a truckload of fresh content that makes new dungeon runs infinitely more varied and enjoyable to experience compared to the vanilla product - and even then compared to the more recent interim updates, it's very feature-rich, but that crashing issue grinds the hype train to a total halt. I wish I could omit pointing it out and make the review more positive and gushy like I *really* want to (and with 50+ hours invested into this thing, you know I damn well do), but having a promising run end because a random dungeon asset crashes you to desktop whenever you go near it, regardless of how rare the issue is, detracts from the game immensely and needs addressing. You're liable to lose entire saves over it because you can't reload without crashing again or backtracking, and you shouldn't have to reinstall the whole game post-patch just to get around it.
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