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Necrosurvivor321

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A member registered Mar 13, 2026 · View creator page →

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Recent community posts

I've finished reworking the trees and it looks like this, what do you think?

Adding passives to alchemists, such as acid pools, ricochet, and multiple projectile.

Optimizing and testing the herb so that it can be used on a massive scale without loss of performance.

Working on the visual remake of the necromancer

Hi, thanks for the comment! Sound design is something I'm going to find quite challenging. Currently, I've only tried a couple of isolated sounds like swords and other similar effects. Unfortunately, I don't have the budget to pay anyone, so I guess I'll have to learn to compose simple melodies.

I've finished the new design for the alchemist class, and added a moving attack animation to improve gameplay and avoid losing damage per second.

(2 edits)

Hi everyone! 

I'm excited to share the first technical demo of my new project: Necrosurvivors. It’s a survivor-type game where you don't fight alone; you play as a powerful Necromancer raising a horde of skeletons to do your bidding.

I've been working hard on the pixel art and the core mechanics in Godot, and I'd love to get some early feedback on the game's feel and the unit designs.

Check out some of the units: 

Gameplay screenshot

What's in the demo?

  •  Face a big wave of wild beasts, in the first map of the game. Will update the game in a few weeks, when i finish the shop IU, so you'll be able to play wave and shop cycles.

Play it here: https://necrosurvivor321.itch.io/soul-harvester-technical-demo

Weekly progress summaries in Spanish: 


I’m currently in Week 4 of development and I plan to post weekly updates (Devlogs) with new summons, like the upcoming Mountain Turtle. But actualy im working on shop UI. Shop UI (provisional)