Never Mourn
Never Mourn

Never Mourn

0
in-game
Data taken from Steam
This game is in Early Access, which means it's still in development and will be missing features.
Steam
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Cinematic Trailer
Never Mourn
Never Mourn
Never Mourn
Never Mourn
Never Mourn
Never Mourn
Explore the world of Never Mourn in this rogue-lite action adventure. Death is never the end, merely the beginning of your next adventure. Use ancient necromantic magics to raise an army of undead daemons and do battle to close the rifts of Never Mourn.
Developed by:
Published by:
Light Up Games
Release Date:

Steam
Latest Patch:

Steam
Categories
The categories have been assigned by the developers on Steam


Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
83%
168 reviews
140
28
7.9 hours played
Written 24 days ago

Recommended based on fun to sale price ratio. Generally the gameplay loop is fun, the skills/tree is enough, and the game is engaging. But it gets old fast and you realize you've seen everything in the game after a few runs. Upgrades are somewhat too few and far between. Sometimes you get an upgrade and it doesn't apply to what you're focusing that run. Sometimes a whole shop is wasted on options that don't fit into your build. Maybe you want to do a lesser minions build and you get one level up for them in 20 floors. That said...the game is still early access, so I will hope to see more skills, more focus on making a 'build' and not just random specific upgrades, and something to make the reaper/necro swap more fluid. Some suggestions that will make the game more fun: -Shop always have a general +1 all monsters or +1 all skills upgrade available for a commensurate price to the power. That way you never 'have' to leave a shop empty handed. -Remove the money reward path and just let us take full money for turning down any individual other reward. -Make shops a path option and not just a fixed choke point, so we can visit when we have money and not have to wait 10 floors between shops.
2.7 hours played
Written 1 month and 4 days ago

Can't recommend yet. Build and encounter variety, as well as player skill expression, are lacking compared to other good roguelites. There also isn't a compelling enough reason to keep doing more runs. The game teases a bit of a narrative element with the intro cutscene and mirror self encounters, but doesn't do much with it. The meta progression doesn't feel interesting or impactful enough.
17.0 hours played
Written 18 days ago

Combat is quite fun. Quick, responsive, good PC controls. Very reminiscent of being an MMO healer/support in a chaotic dungeon run. Couple different types of builds you could go for, although I've only had success so far with pure healer and rolling with tank monsters. Damage perk tree could use a little love. It's not going to hold your attention for hundreds of hours, unless you're dedicated to beating it on max difficulty - which from what I can telll ~15 hours in, is realllllly hard.
4.8 hours played
Written 7 days ago

Right now this feels like an interesting demo, and not worth the full price. Maybe worth the couple of dollars I payed when discounted by 75%, but it needs a lot of work before it will be worth buying at full price.
7.0 hours played
Written 1 month and 4 days ago

It is one of the most fun Rogue Likes I have played recently. I love the theme of Necromancy...not enough titles where the main character is a necromancer IMO. It also seems to have a deep story and I'm excited to find out the depths of despair that await and haunt the main character. There are also a myriad of well put together systems and upgrades so no two runs feel the same. I'm only level 6 but I already seem myself putting a lot of hours into this title.
6.7 hours played
Written 25 days ago

A very good idea with pretty weak execution. It's super addictive for a couple runs, then the very real flaws become hard to overlook, the most glaring being that it's really, really hard to keep track of what's happening at any given moment. Basically you're doing fine and all of a sudden you realise their guys are not dying, but 2 of your greater monsters and all your lesser minions are dead, you're below half health and you have NO IDEA what happened or how it could have happened so fast. There's not nearly enough visual feedback for anything. There's an attempt at build variety, but since it's so hard to tell what effect anything has, you're basically just trying something completely blind and seeing how far it takes you. Beastiary is decently varied but again, it's really hard to tell which monster is doing what and how effective they are. If you're really into the necromancy theme you will probably overlook these issues for some time and have a bit of fun like I did. I'll keep an eye on future patches but can't recommend it as is.
7.9 hours played
Written 27 days ago

yes