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Nemire — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
My New Game - Catnip Cosmos2026-03-03Necromancers,Commanders,I'm making a new game - Catnip Cosmos, it's an incremental shoot 'em up where you command cat-piloted spaceships. Mine asteroids, upgrade your ship arsenal, and fight back against invading robot vacuum cleaners devouring everything in their path.Demo available on Itch.io: https://shatteringpie.itch.io/catnip-cosmosWishlist Now!/Egi
Small Update 1.2.2.22025-12-23Necromancers,Small patch to the game where it affects Easy difficulty runs for melee units where it doesn't allow to apply upgrades.Thanks for reporting and providing everything needed to stunlord.Happy Holidays,Egis
Rivers of Blood DLC now released!2025-11-09Necromancers,Bathe in human blood as they paint the ground in blood. Injuring and killing humans cause blood particles and leaves permanent blood splatters on the ground.This free DLC enables blood splatter and decals. Can be toggled on an off in the settings.
Thank you, Necromancers2025-11-02Necromancers,We have collectively summoned 4020 undead and killed 23327 humans. Thank you for doing your part.Honestly, Deathbringer update went better than expected, a lot of new necromancers have joined our mission and I hope for many more to come. Steam Scream Fest is coming to an end in about 24 hours, which means that this is the best time to grab the game before the sale ends.As always, I'm open to feedback and thank you!/Egi
50% OFF Scream Fest Deal2025-10-27Necromancers,The Scream Fest is upon us! Grab the game and embrace you inner desire to extract human essence.
Deathbringer: Expansion2025-10-25Necromancers,This update brings a free content expansion and addresses friction points. I took Steam's reviews, condensed it to a checklist and made it my mission to address the issues (list at the bottom). Huge thank you to those active in the community providing feedback!NEWNew playable unit - Deathbringer. A unit that excels at melee combat and draining human life.Blood. Ground gets covered in blood. Off by default, enabled in settings.GameplayNEW: Enemy units now block walking pathsEnemy units now act more reasonably when they can't reach any of the player units.NEW: TAB key now cycles the units MissionsNEW: Destroy target. A single objec
Beta branch is up2025-10-09Necromancers,As preparation to the launch of the free expansion at the this month I've made a beta branch available, it is feature complete but might contain some small issues. To switch to the beta branch right click on the game in library and select Properties, then choose the beta:The game will briefly update and the new version will be available. Old saves are compatible, but I recommend starting a new game - you will be able to continue playing once it fully launches too.Cheers, Egi
Anniversary Week-long Deal2025-02-21Necromancers, We celebrate one year anniversary with a 43% OFF week-long deal! Update is coming along nicely, can't wait to show more! Peace, Shattering Pie
Update 1.1.0: New enemies and Balance changes2024-09-30Necromancers, I'm pleased to announce the fruits of your feedback in Update 1.1.0. Most common two items of feedback was the mission difficulty, especially for the event missions, and the game freezing on enemy turn. The game now should feel substantially more fair than before as certain enemy and boss unit's stats were adjusted. NEW ADDITTIONS Human Militia Unit Shielded early game unit meant to soak up damage and distract you from the squishy ranged units. This unit has a Shield Throw ability where he damages your units and shields himself from damage. Human Rogue Unit Fragile but nimble assassin that goes for your weakest link. This unit w
Where we are2024-05-15Necromancers, A 20% OFF sale is going on until 20 May, get it now if you haven't already! With an influx of new players we have now slain 10869 humans and summoned 2596 undead. Which is completely insane - you guys are destroying them! What's up Right now I'm working on a bigger game update than we had before. Content, QoL and balance changes are the main themes. I will be adding more types of enemies, especially in the early game for more diversity. One is already fully complete. All of them will have an active ability and will specialize in a certain role. Mission types is something that I think lacks the most. Ideally I would want each env
Update 1.0.92024-04-05Necromancers, I'm happy to bring the regular update during the Turn Based Thursday Fest! NEW Human stats are now displayed in Book of the Living New sprites for crates in Defend and Destroy missions Damage tooltip now has a proper sprite Fixes Typo fixes in tooltips You guys really good at finding typoes Adjustments Event missions Are now easier by about 10 human strength due to a way too big of a spike in difficulty, especially very early. End mission screen Now has more bling to it and has tooltips for newly acquired traits
Bug fixes and QoL. Update 1.0.82024-03-16Necromancers, Two most reported and hardest to squish bugs have now been resolved. Units will no longer stand on other units and the game should not hang on round starts. Fixes Enemy units standing on other units On specific conditions enemy used to ignore other units standing on a tile. Now it will properly evaluate possible target locations and choose an appropriate path. Game hanging on round start Game used to hang on round start due to Damage numbers and some UI elements and how the animation was being handled. I've reworked damage numbers completely, it now used more efficient way of animating. Problematic UI animations are now streamli
Update 1.0.7: Improvements2024-03-10Necromancers, We have summoned 1817 undead and slain 3615 humans so far. This patch aims to solve some of the most common feedback - difficulty and fairness. New features Teleportation area Human reinforcement teleportation area is now visually represented by a portal and a marker. All reinforcements will teleport to that area. No more teleports right next to your units. Instant feedback Provide feedback without leaving the game! Class select Select undead unit class while summoning from 3/2/1 units based on difficulty (easy/normal/hard) Adjustments Missions now grant slightly more essence Healing unit injury now costs 1/2/3 essence per week
We summoned 1100 undead. Update 1.0.62024-02-25Necromancers, You were hard at work collecting human essence and summoning undead. Collectively we have summoned 1100 undead to fight for us. Some necromancers have already beat the legendary Nemire. With that note, I bring you more updates and fixes. Go harvest some souls. Patch 1.0.6 Fixes: A few tooltip typo fixes Game should not hang on round start when there are a lot of DoTs Adjustments: Adjusted enemy variety for all environments so that every new level brings in something new Healing (from injury) units is now cheaper on Easy Mage's Firewall now additionally deals damage instantly First event mission (Week 5) is now slightly easier Ad
Hotfix Feb242024-02-24Hi, A quick hotfix for beginning of round soft lock (where damage numbers stay visible), mostly happened when there was a lot of fire and after priest boss chain heal.
Update 1.0.4 Notes Feb 232024-02-23Greetings Necromancers, The game launch was absolutely amazing, thank you everyone for the kind words and feedback. This is day 5 after release and patch number 4 has landed. This updates fixes the rest of the game breaking bugs and ads some QoL features. Patch notes 1.0.4 Fixes: Triple Shot no longer hangs the UI Ambient volume setting now saves properly Undead move speed toggle now saves properly Improvements: Move and Attack states now should be indicated better New: Accessibility: screen shake toggle Coming up next are more accessibility features and UI bug fixes for ultra wide screens. Here are the previous patch notes if you missed any.
Patch notes 1.0.3 Feb212024-02-21Hi! Third round of bug fixes is here! Fixes: - Warrior and Berserker after completing an attack would get UI disabled - Achievement trigger fixes - Animation optimizations for Damage Over Time effects - Tooltip typo fixes Additions: - Those who provide feedback are added to the game forever. - Undead name pool additions: Montana, Neuk, Asmo, Javi, Violet
Hotfix. Update Notes Feb 202024-02-20Quick hotfix for event mission not ending when all enemies are defeated.
Update Notes v1.0.12024-02-19Necromancers, as it is custom, here's a day one patch with following fixes: A lot of wide-screen fixes (more to come) Archer ability bar being weird after going to settings in combat Mission description scroll stays after ending a run an starting a new one Tooltips are now not displayed for invisible ui elements Fixed actual unit injury healing essence cost Limited issue where game would hang after units get damaged by fire DOT (let me know if this happens again) Thank you, Your feedback makes the game better for everyone. Peace, Egis
Releasing February 192024-02-03Hi! Ready your necromancy spell-book - the wait is over! Nemire is ready for release on February 19. Peace, Egi
The End Is Near2024-01-08Long time no see! New trailer for the game is now available on the Steam page and on YouTube This is kind of big, but the game is pretty much done. I'm polishing and tying up the loose ends. I'm pretty confident to announce a release date this month. See ya soon
Midgame Stream2023-06-25Check out some gameplay from midgame
Stream #12023-06-23Check out some early game action with warriors and mage.
Devlog #6: What enemies to expect2023-04-09Principles of enemy design One of the most important principles is ensuring that enemies are challenging but not annoying, meaning that they should present a significant challenge to the player while still being fun to fight against. Additionally, enemies should be diverse and distinctive, allowing players to differentiate between different types of enemies and develop strategies to overcome them. Another important principle is giving enemies weaknesses that can be exploited by the player, encouraging strategic thinking and planning. Lastly, enemies should synergize with each other, creating challenging and dynamic encounters that require pla
Devlog #5: AI and game difficulty2023-01-01Happy New Year! This Devlog comes much sooner as I was able to put in a significant amount of time during the holiday period. I'm making sure that most important systems are working the way I imagined them to work. Mission difficulty Doing missions under a mission cluster increases human preparedness for that cluster which in turn increases the difficulty and further unlocks next clusters. This will now work together with a new system to select the right enemy units for the difficulty, human preparedness level and time. For those who played the test version - the game will be slightly more challenging. AI Implemented a few different ways an e
Devlog #4: Playtest Results2022-12-13Player Feedback With the end of #TurnBasedFest (https://turnbasedfest.com/) Public Playtest will be nearing it's end. I've gathered a lot of meaningful and constructed feedback. Most Play-testers were mentioning couple of the same things and I have to say - I completely agree. Let's go thru some notable points: Improvements (already done): Camera is now less jumpy and zoomy. During Undead turn camera stays as Free-Cam. During Human turn camera is controlled by the game to keep focus on what is happening. Walking over fire inflicts damage. Previously standing until next turn on fire dealt damage. More tuning on damage required. More tooltips.
Devlog #3: Environments2022-07-22Hi! I'm easing in back to development at full speed. I got married since the last devlog and had some well deserved and long vacation. Honestly, getting back to it was pretty hard but I'm having so much fun working on Nemire. Things done since the last update: Art for Forest zone Forest procedural generation Art for Village Village procedural generation Some polishing Currently in progress is making Village zone to actually look and feel like a medieval village. Environments Game will launch with 4 environments: Graveyard, Forest, Village and Castle. Each environment will be procedurally generated with different rules. Each environment will n
Devlog #2: Ability unlocks and combat visuals2022-05-14Hi! It looks like two weeks is a pretty good time interval for game dev progress. Let's get right into what's new. Combat and Abilities Mage has received some love for Hellfire and Chain lightning abilities, improving how it looks to feel more impactful. Another addition is the Firewall ability. Hellfire This is how it looks with "Damage Cone" trait which also damages enemies in the cone behind. Chain Lightning Firewall With Firewall ability main goals were to create a dynamic tile selection. Right now it is more of a utility ability to zone enemies and feels too weak compared to the other two. Ability and Upgrade unlocks Last few weeks I've
Devlog #1: Game difficulties and unit upgrade unlocks2022-05-01Hi! Past few weeks I've been working on visuals and functionality of the main menus, proper save system and upgrade unlocks. Main objective was to create a Run selection screen together with the flexible save system and difficulty selection. The Run select screen will display some info about saved runs like unit count, essence number and what week was reached. The hardest bit will be setting what each difficulty actually mean. For difficulties I really don't want harder difficulty to mean "enemies have more HP" or "there is more enemies". Here's my thoughts on how difficulties may vary: Difficulties Normal Normal difficulty should provide a h