A downloadable Prototype

Prototype Development

Nekrolith is an rogue-lite Action RPG in the vein of Hades and diablo but with more souls-inspired combat. 

 Most features are  still in a concept/design pre-alpha phase! we're looking to working with the community 

 You play as Viessa, the last of a Holy order of Knights who sacrifice part of their humanity to protect the kingdom from a looming demonic horde. 

You must make your way to the top of Nekrolith but beware: Each time you fail to reach the top, its halls will twist and deform, and new horrors will await.

Story

A gash in the fabric of reality has been torn open, revealing the nether-realm called Tenebris. From it spewed forth a towering monument of chaos and death: The Nekrolith. A demonic hive that rises to the heavens beyond sight and reason, unleashing a horde of Nekroths, sadistic fiends bent on spreading the corruption of Tenebris to all lands.

As the last acolyte of the holy order of St. Damien, you must ascend the Nekrolith, battle its horrors, and discover its secrets.  The redemption of your order and your  soul are at stake.

Planned Features

The following features are currently planned for development (All are subject to change):

  • Immersive (but unobtrusive) Story and Lore
  • Extremely challeging, methodical, souls-like combat
  • Unleash an arsenal of holy prayers and powers bestowed by your fallen brethren
  • Gamble with your humanity with an occult power system. Fight fire with fire!
  • A complex, roguelike environment with massive replay potential
  • An array of challenging horrors to slay and outmaneuver.

Development log

Comments

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The prototype looks quite promising! You're making good progress.

I remember seeing the textboxes before, they seem to be ready for improvement in the context of the moment. The animations and attacks are solid, and the sound design and voices communicate well (though the enemy noises are a little bland). Maybe you can give some more variety to the enemies in the future, that could even just be a color or difficulty variation.  

I'm liking the overall art style and staging of the game, the presentation is also clear and interesting. The details of the dungeon, like the lighting and attention to background, do a good job with the staging and presentation as well. I would say to incorporate that into the gameplay; Maybe you can use the skulls on the ground? Maybe you can use the torch lights to your advantage against the enemies? Maybe you can throw pots or find useful items in them?

Awesome work, keep going!

Thanks so much for the detailed reply and the awesome feedback. It's infinitely helpful.

We'll be doing a few polish passes on the animations and enemy sounds.

Many of your suggestions on environment usage are definitely on our feature wishlist and it's good to see some of those on your list. 

I really like the idea of using the environment and will definitely look into that.

We've added some prototype gameplay footage, check it out!