A gentle mystery about a village that cannot let go of its dead. As a journeyman necromancer, you lay six spirits to rest by listening to them, investigating what holds them, and making your case with three objects in a ritual circle. No combat, no timers, no fail states.
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24 小時—7 天—趨勢持平
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6 張圖片
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遊戲
發行日期2026年10月17 天前發行
開發人員Hexmonger發行商Hexmonger類型獨立角色扮演休閒
—成就—DLC
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玩家數更新於 — · 商店資料更新於 10月3日 上午05:15 UTC · 來源:SteamWebAPI
Cozy Necromancy is a gentle mystery about a village that cannot let go of its dead.
You are a journeyman necromancer, freshly graduated and posted to Willowmere on your first assignment. The spirit waypoint beneath the village, the Moonwell, was sealed thirty-five years ago, and the dead have been collecting behind it ever since. None of them are hostile. All of them are stuck.
There is no combat in this game. You cannot fight a ghost into peace.
Listen first
Every bound spirit is a person with an unfinished sentence: a twin who blames herself for a fire, a knight who kept the wrong oath, a hedge witch the village burned and later thanked. You travel with them, watch what they react to, read the archive someone misfiled, and ask the living about the things they would rather not say.
The ritual is an argument
When you think you know what binds a spirit, you say it with objects: three items placed in the ritual circle. What matters is what they mean... a locket, a scorched hinge, a letter never sent. Get it right and they can move on. Get it half right and they will tell you so. Nothing is ever consumed, so you can always try again.
A village that feels alive
Seven villagers with their own routines, their own gossip and their own reasons to be somewhere in the afternoon — and a square full of neighbors talking among themselves.
Six spirits and one sealed well
Six companion stories, each one resolvable on its own, and one older question underneath them all: who sealed the Moonwell, and what were they protecting?
Quiet by design
No timers, no fail states, no combat, no resource management. Packing puzzles when you want them. Hints when you are stuck, and a journal that remembers what you have worked out.
Talk to people, not to a server
The villagers' small talk, and the oracle's riddles when a ritual goes wrong, are written on the spot by a small language model that runs entirely on your computer. The model ships inside the game. The story itself is written by hand: the model is trusted with the weather, not the plot.
Fair and quiet about it
- No ads, no microtransactions, no account.
- Plays fully offline. Nothing about you is collected by us.
- Keyboard and mouse.