Bug Fix: 1 Monster Issue On Higher Difficulties
Quick patch to fix an issue where the game would sometimes fail to activate the 'Begin Battle' button if you chose a higher difficulty and only had 1 Monster left.

Developer posts and news about this game.

Quick patch to fix an issue where the game would sometimes fail to activate the 'Begin Battle' button if you chose a higher difficulty and only had 1 Monster left.

Fixed bug where the game was launching on the wrong monitor for some players (ie not their primary monitor).

Fellow Necromancers, We apologise for the delay! While the Citadel may be a big place, in truth QuietPenguinGaming is just one person (me), and life has been pretty full-on lately. Before I fully wrap up development for Necromancer For A Week, there were two things I really wante

Fellow Necromancers, We hope you are all enjoying your time at the Citadel! It's been relatively quiet from our side as we try to figure out exactly what new enemy abilities we'd like to add to the game, and what balancing should be done (for instance, we'd still like to change u

Fixed bug where 'Splatter' (one of Puggum's Move Tomes) wasn't working correctly.

Fellow Necromancers, Run difficulties have been implemented! There are now 3 different difficulties: Chill Difficulty No Modifiers This is the default Difficulty, and exactly the same as the game has been up till now. If you were already enjoying the game and don't want anything

Fellow Necromancers, Unfortunately the 'Additional Difficulties' update won't be out for another week, as we've encountered a couple of issues and want to make sure we get it right before sending it out. This has brought to our attention the difficulty of maintaining a weekly-upd

Fixed bug where Momentum Shift would sometimes stop halfway through execution if an Enemy it hit died.

Fellow Necromancers, Recently we have had some feedback requesting we add settings to disable the CRT effects present in-game (ie the 'Static' and 'Rolling Noise' effects). This could already be done by dragging both the 'Static' and 'Rolling Noise' sliders all the way to the lef

Ghost Stories was showing an incorrect total when Monster was Dazed. Enemy Eaglins and Dolphedics would also ignore Taunt in specific circumstances (also fixed).

Fellow Necromancers, Welcome to the latest balance update! See the end for the results of our recent 'Should Necromancers Get Weekends Off?' poll, and a basic roadmap for the future of NFAW. General Balance Changes: The chances of receiving a Monster with extra Moves in the Night

Fellow Necromancers, Just a quick update today to fix a couple of bugs! There will be a balance-patch sometime late tomorrow + the results of our recent poll! If you haven't already told us your opinion on whether the main game mode should be 5 nights or 7, please have your say !

A couple bugs have been fixed in this small balance update, plus the power Animation has been shortened, mainly to make the Crochop Battle less frustrating! Specific Monster Changes: Bamlin Furious Lunge now deals 18 Damage (was 20) Small adjustment as Bamlin now feels very stron

Fellow Necromancers, First off, thank you to BloodWolfBS who mentioned they were having some issues unlocking a particular achievement. Thanks to them, we realised that certain stats were not being saved correctly for achievements. Achievements worked perfectly if you completed t

More enemy Battles have arrived at the Citadel! Here's what's new: 3 new Battles added! New Enemy teams have been added to the following encounters: Night 5, Encounter #7 (difficult Battle) Night 7, Encounter #1 (difficult Battle) Night 7, Encounter #2 (final Battle) Hopefully th

Additional player feedback has come in - and we've adapted to it as promised! Here's what's new: Bug Fixes: Fixed bug where an enemy Mawclaw dying to 'Cursed' could freeze the Battle. Massive thank you to the player who used our feedback form to submit this bug! Balance Changes:

Fellow Necromancers, It's been a good weekend so far! Thank you to everyone who has supported the release and supplied feedback . At it's heart, Necromancer For A Week is meant to be about finding synergies and exploited broken builds. However, sometimes Monsters are simply stron

Moves that requires another Ally/Friendly Monster are now disabled if you have 1 Monster left in Battle.

Bug Fixes: Momentum Shift animations fixed Balance Changes: Pawmor now a default starter option instead of Nosgum (Pawmor auto-unlocked as a starter for those who already have the game)

Bug Fixes: Changed text of 'Healing Touch' to match effect ('Target Friendly Monster' instead of 'Target Monster') 'Riled Rage' wasn't blue when Monster was Dazed 'Noxious Fumes' was applying Dazed and Exposed to both Enemies, instead of target Enemy Etisara was not unlocking (wa