Delisting sometime within the next 24 hours.
The game will be delisted in the next 24 hours. Anyone who purchases it before removal keeps it permanently. If we are ever able to resume development, your ownership remains.
Developer posts and news about this game.

The game will be delisted in the next 24 hours. Anyone who purchases it before removal keeps it permanently. If we are ever able to resume development, your ownership remains.

Minor update. Things could get weird. Guess we'll just have to see what happens.

⚠️ Important Update About Necro Siege Due to changes in my professional commitments, I’m no longer able to continue active development on the project. Because of this, I’m currently looking for someone to take over development and ownership of the game. If a suitable developer or

A few more changes under the hood to help with adding new levels. Opening the elevator in the first map now doubles ammo capacity for the rest of the run. I'm working on the underground facility map and in a future update activating the elevator will progress the level into the u

A lot of changes under the hood. Built a new spawning system that should help with future pacing and eliminate some of the bugs that were happening with enemy spawning. Removed analytics that were used during beta and removed related settings. Overall, this patch adds a few optim

🩸 NECRO SIEGE: Early Access Days Away 🩸 Prepare to Descend into Madness The gates are opening. Necro Siege is launching into Early Access soon , and the blood-soaked battle for survival is about to begin. You’ve waited. You’ve watched. Now it’s almost time to grab your weapons,

Hot fix for enemies getting stuck and blocking progress. Added some other stuff too.

🩸 Steam Event Update: Feed the Baron. Let Madness Rise. The rituals deepen. In this latest update, the veil thins further as sacrificial circles and soulbound gates emerge—new mechanics that allow the Baron to claim the souls of your slain enemies in service to something far old

Grenade launcher was bugged and not causing damage most of the time. Fixed broken quest updates if secret wall was destroyed but not generator in one of the beta quests. Fix radial damage blockers. Remove unused analytics events.

Hot fix to address problem with the crash reporter not packaging properly.

Update Log – The Maw Widens The veil grows thinner. In our ongoing efforts to fortify sanity and sharpen steel, the following changes have been enacted: The rogue incantations (debug keys) have been purged—no longer shall they summon chaos where none was intended. Wretched spawn

Another very small patch this morning. Fixes for controller navigation on some of the menus. Added camera shake volume to some of the exploding enemies. Started work on melee pushback (it's not perfect, weird things might happen, and it needs to be reworked further) Fixed a possi

A small patch this morning. I've started adding in bullet time. What's there now is a bit basic but it's part of a more complex player ability system that's in the works. Tweaked melee a bit more. It's still not final and there's a lot more to come. Added some placeholder sounds

Added visual and audio effects to melee impacts and improved overall feel. There's more to come with a selection of melee weapons and the ability to switch attacks based on movement. But for now, it's pretty fun smashing some zombie skulls with a barbed wire bat.

Small patch. -Changed out the melee system, the new system needs some tweaking, better sounds, and better physics reactions to hits but I'll sort that out in the morning. It's been a long day, I'm tired but wanted to go ahead and push the new system as is since the current melee

🛠️ Necro Siege Enters Open Beta – New Demo Available Now! Greetings, Operators! I'm excited to announce that Necro Siege has officially entered Open Beta, and with it comes a brand-new demo packed with fresh updates, gameplay improvements, and all-new visual branding! This marks

Fix to melee applying improper physics on enemies and making weird things happen. There was a bug where melee was applying physics to enemies in ways it shouldn't have been which resulted in enemy meshes getting thrown under the map. This is now fixed (at least it seems to be) an

Hot fix to address melee applying extreme physics to enemies. I'll polish up melee in an upcoming update.