Fight the undead scorge. Upgrade your powers. Retrieve holy relics. Free the world. NECRODUNGEON is a procedural retro first-person dungeon crawler where you can combine countless powers to raise against the forces of evil.

Neither living nor truly dead, these tormented souls wander the world, bearing the cursed legacy of the fallen necromancer. From pitiful corpses to fallen champions, from grotesque abominations to witches of ancient ages, they shall stand as your greatest and most harrowing challenge within the depths of NECRODUNGEON.
From the blessing of the last priest, you carry the power to forge fallen souls into divine strength. In NECRODUNGEON, you will choose from a wide array of powers, each with unique upgrades, shaping a gameplay experience that is truly your own. A master of the blade? A weaver of ancient magic? A relentless hunter? Or perhaps a force that commands all paths at once? What powers will you unleash?
Scattered across the dying world, sacred relics hold the key to a ritual that could turn the tide against darkness. From the depths of the NECRODUNGEON to the stench of cursed swamps, through deadly labyrinths to burning wastelands. The path is treacherous, the reward is salvation. Will you rise and claim the relics before all is lost?
Good game. It's main idea is "items as skills", which is interesting concept, but feels underbaked. Primarily items deal damage, melee or range. And range items as "holy water" has a huge advantage at any distance and has no cons. Level up gives you a choose of a 3 items upgrades. Sadly it doesn't have interesting modifications, just stat raise. You can get additional slots to try some new items, but it's almost impossible to level them up in mid-late game. Also, there's no way to delete items from slots or sell them. Enemies can also be divided into range and melee category. They have interesting design, but doesn't create interesting combat situations. Melee monsters just slowly crawl into your direction, rangers shoot a single projectile. Both getting one/two-shotted by most weapons. Game is really easy when you don't play extremely greedy or rush. And actually it's more interesting to haste, because there's killing spree mechanic, more kills in row - more money you get from enemies. Money definitely should magnet to player, because you don't have time to pick them up, when you want to maintain combo, and backtracking is so slow. I kinda wish combos could affect items power, but it still funny. Money is mostly used for buying armor points. Armor is busted. You can levelup items my Librarian, but it's meaningless and too expensive. Librarian could be a good solution to quickly raise up item in mid game, if he had priority on low-level items. Dungeons is procedural generated and it doesn't have to, because there's no runs in this game, it's just a linear sequence of levels. Hand-made levels for a simple action game would work better and could create more interesting situations. Graphically it makes a good job to capture quake1/hexen2 era, but with a pixelation shader for some reason. Story is simple and I expected a twist with an evil church, but surprisingly there wasn't. Wish there was a sequel with a more thoughtful gamedesign. Definitely a good 2.5 hours for a price of a butter block.