
Raise the dead as a fearsome Necromancer in the dark world of The Unliving! Lead your undead armies into the endless fight in this rogue-lite action RPG game. Burn cities to ash with devastating magic spells, slay epic bosses and turn your enemies into morbid servants.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The realm of the living has been corrupted to its core and a storm is coming to change the world order. This storm is you, a mighty Necromancer, a sorcerer who denies death and leads the legions of the dead. Clerics and lords hope to hide behind high walls, but there’s no stronghold to cover them from your wrath. Smite hundreds of those standing in your way and turn them into your tools on the way to a greater purpose.
The Unliving is a dynamic rogue-lite action RPG with strategic elements. Raise the undead, use numerous spells and explore a mystical world, all realised with darkly extravagant pixel-art.
TURN ENEMIES INTO YOUR UNDEAD ARMY
Each fallen foe can be resurrected and added to your army to create unlimited legions of the dead. These re-animated creatures have their own unique abilities, such as the undead Priest whose blessings in life, will now curse your enemies in death.

UNLOCK THE SECRETS OF NECROMANCY
Meet colorful characters - friends and foes alike. Question members of your own necromantic cult, force answers out of your enemies and even dialogue your own phylacterium - to gather the lost memories of the Necromancer piece by piece and reveal the nature of his immortality. Who knows, maybe you also find out the grim truth about the supreme hierarchies of the Church.

CRUSH EVERYONE IN YOUR WAY
Only some of the living are helpless victims, the rest can retaliate against your forces. They hold the line, move in large groups and wield powerful abilities too. They cherish their lives and will not fall easily, so unleash hell as the Undead Lord to bring them to their knees.

CONQUER UNCHARTED LANDS
The world is randomly generated for each run and is richly populated with an array of creatures, artefacts, secret rooms and deadly traps. Each part of the world is occupied by a variety of living inhabitants - invade villages and slay feeble peasants to reinforce your army or engage in a desperate fight to the death in the swamps against formidable foes.

BATTLE EPIC BOSSES
The powerful creatures of this shadowy world will do all they can to stop you. Each boss has a unique fighting style and set of abilities, meaning deftness in combat and strategic thinking will be crucial in emerging victorious from these gruelling encounters

DIE AND RISE AGAIN
Ability to deny death itself is the greatest secret of the Necromancer. Another mortal strike is merely a setback for him. Take a lesson from your death and don’t let your enemies catch you the same way twice.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If aesthetic alone is enough to keep you going, then you may still enjoy this. The art style is gothic, the sound design eerie, and this is yet another example of the strength of pixel art. I also like the writing, characters, and story thus far, and I think I'll keep going to see where it ends. However, after just a few hours of gameplay, I do have some glaring problems that are worth addressing. First, the game still has some critical bugs. I remember them being mentioned when the game first released, and so I waited, but it's been two years and I've already come across a bug that forced me to restart the game. It's in the first region, so I can start over just fine, but if that happens any later I just might rage quit. It feels like the game was abandoned, which is a shame. For the devs, when I picked up an Echo essence and was choosing abilities, the A button on my controller reverted back to my raise dead ability, instead of being used to select a spell. Even pressing B to recycle it wasn't working; the button would flash that I pressed it, but it would stay on the screen. I couldn't even press START to pause and exit the game. Second, the game feels unoptimized. The game takes 10-30 seconds to load between each section, which seems excessive for a game of this size. I've also noticed random framerate drops, usually in the citadel. I don't know why. In the Crucible screen, I cannot scroll on the left side to see what all I have (on controller at least; m&k is fine). Third, and this is personal preference, but I feel like the actual game design missed the mark and made things a bit too convoluted. The clearest example I have is the interactions between spells, essences, and grimoires. So for, I generally forego choosing or even using Spells because either they are always on cooldown when I need them or I don't have enough life force remaining. I generally end up choosing sacrificial boons because they are usually less expensive and more reliable moment-to-moment. Then, sometimes I get a Spell or Sacrifice I like in an essence, or several, but then I get an essence that overrides the existing. It's nice to have the option to cancel it out and get more rerolls, but I would have preferred if overriding an existing ability caused it to level up at the very least so it's never really a waste, or to have more passive abilities so that overrides are less often. Which brings me to the different options you can unlock through the grimoires, which is all active spells. It doesn't feel nice that a spell I might find more fun is locked behind a semi-linear progression, and that every option I unlock effectively just dilutes the pool and makes it less likely that I'll come across a spell that I actually like. I would have much preferred the grimoire be broken up between the various types and to have more passive upgrade abilities that enhance spells and sacrifices rather than just throw more into the pool. I really want to like this game more, and I'll keep playing, but these problems were significant enough and early enough that I wanted to get these thoughts out now.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You want to be the worst necromancer there ever was? Play this game and experience the dumbest minions ever and the clunkiest controls in existance.
As someone who played this game a lot (far more than the profile says as I have played in a "different" way before), I must say that gameplay-wise it is rather... honestly, rather bad. Still has a lot of bugs and areas for imrpovement even in the main aspects of the game - the primary one, for example, being horde AI. Yet nonetheless, I have spent a lot of time in this unfinished and repetitive game and aim to spend more, because there is the part that gives an almost, if not entirely, unique experience, though I am not sure what to call it. The story, the aesthetics, the characters, the personality of the MC, the three tracks (only three as the rest aren't really any good, but the ones that are good are truly noteworthy; the main menu theme especially so, one of my favorite game OSTs ever), all of it lets those who are into this stuff feel at last seeing a game let them walk the path they dreamed of but could never truly find in a game. Maybe it is just my searching skills lacking, of course, but I have never seen another game that could provide to me a ready MC who feels almost exactly as what I myself would want to create and play as in a proper rpg. So if you are ready to suffer through a mediocre gameplay for the sake of aesthetics and story and these are exactly the ones you seek, then go ahead. If your main focus is having fun then I would rather search elsewhere. Though for me it ended up being more interesting to play even after finishing the plot line entirely than the Undead Horde, for example, despite the latter having far less bugs (if any).
I don't refund often, but you SHOULD listen to reviews that says about "bad controls" and "fps issues"
I saw this and thought i'd try it (deluxe editon was on sale for $5). i like minion games. i can say that from the short amount i played the idea was ok, but the devs would need to do some major work on the minion stuff. first off, the minions dont automatically follow you, and they dont automatically attack enemies unless you shove your character into the enemy's weapons (note: you are a summoner, and squishy. so that is a bad idea :/) and then, when you use right mouse to ping a location for them to go to, your 30+ minion army will send like 4-6 guys to go fight a fortified position of 12 enemies, while the rest just sit there and wait to die to ranged enemies. that's my main gripe. the minion combat feels tedious, not fun. oh, and it needs to explain the whole decay thing better.
The Unliving pega um conceito incrível e simplesmente não faz funcionar tão bem na prática quanto seria na teoria. Sendo um necromante que o principal objetivo seria montar um exercito de mortos-vivos para lutar por você, você pensa em como poderia trazer uma sensação de que você simplesmente iria oprimir seus inimigos com seu exercito, mas infelizmente o que recebe é bastante frustração pela forma como o jogo funciona. Os controles do personagem é algo bem esquisito e nenhum pouco satisfatório de jogar. Eu acho muito bacana a ideia do necromante poder fazer algo além de invocar lacaios e andar, mas ao mesmo tempo não sinto que seus ataques sejam muito relevantes, fora que às vezes tem tanto minions e inimigos na tela, que você apenas sente que ficar parado deixando eles se resolverem é mais efetivo justamente porque não é divertido fazer outra coisa, mas ficar parado também é bem chato, o que torna o jogo nada divertido em nada basicamente. Todo minion tem uma habilidade que você ativa o sacrificando após clicar na tecla definida para ele, o que é muito estranho, pois você precisava manter o mouse em cima do lacaio e então ativar a tecla, mas isso é horrível justamente porque às vezes ele se move e você já não consegue mais fazer isso. Você também tem uma ativação rápida, mas acaba sacrificando um minion aleatório no processo e nem sempre é efetivo, já que ele pode simplesmente estar no fundo da horda preso, pois é tanta coisa que muitos deles ficam presos numa colisão criada pelos próprios servos. Toda inteligência artificial por trás dos lacaios também deixa muito a desejar, às vezes eles oprimem um grupo, na outra são levados de volta para o cemitério e você apenas não entende, até parar para ver que tem momentos em que eles apenas resolvem não atacar. Particularmente eu gosto da forma como eles tentaram fazer funcionar a forma que você controlar sua horda, mas ao mesmo tempo não funciona tão bem, já que há momento que vem grupos de inimigos em diferentes direções e não existe uma forma muito precisa de decidir quem vai aonde. Houve momentos em que, devido a quantidade de minions, alguns simplesmente ficaram presos nos cantos do mapa sem conseguir ir na direção que fui, os deixando presos por algum tempo para simplesmente teleportarem do nada em minha direção. Então basicamente num geral do geral, não é um jogo muito divertido. Pelo menos eu não achei. Eu gosto muito de jogos em que eu posso ser um papel, mas que torno meus minions fortes o bastante para apenas posicionar e deixar limparem o mapa, mas aqui eu apenas não sinto vontade de jogar. Eu não acho divertido usar o necromante e muito menos deixar os minions fazerem o serviço, pois eles não fazem nada! O que me deixa muito triste, pois não são tantas opções que tem um foco como esse tentou ter e assim que eu bati meus olhos nesse jogo eu pensei em como poderia ser divertido. Sua arte é linda demais. Os pixels são mega detalhados e você consegue ver detalhes nas animações que realmente são impressionantes já que é tudo pixel. Eu realmente fiquei muito surpreso em como é bonita e fluída toda a animação de tudo. Sério, toda animação é muito bem feita e isso é inegável. Eu não posso dizer muito da história do jogo, pois infelizmente sua gameplay não me moveu o bastante para querer entender mais dela. Joguei pouco, mas joguei o suficiente para ver o quão gritante são esses problemas. Tenho esperanças que no futuro esse jogo melhore, mas até lá eu posso dizer que não vale nenhum pouco a pena gastar esse preço cheio por ele.
This game sounds like a cool idea but its way too complicated too early and doesnt explain things well. There's too many health bars to keep track of. You end up trying to keep track of your own while also trying to sacrifice skeletons before they "decay too much", but that costs mana and it's not explained well how to replenish it or if its even possible until you unlock something. Also the minion AI is incredibly dumb and will spilt up fighting multiple groups instead of focus firing on the one I point them to. The ones that run off on their own wont last long and you wont be able to replace that minion until you kill a guy AND his friends. You cant raise individual corpses, you have to raise them as a group. This makes zero sense. The only fun thing about this game is its name.
The AI and pathfinding in this game is terrible, with your swarms of minions being stuck in place because a few of them got stuck on terrain and are blocking the entire army to walking to their destination, or the units get stuck in place, refuse to move while your main character is stuck between them in collision mechanic and cant run away from threats because your own units are blocking your escape path. Spellcasting is rare costing valuable resources so the game might have 100 mini spells or something like that but you will hoard your magic for basic minion-exploding spells that will clear terrain barricades that block your 80 minions from beating the 5 enemy archers wrecking 3 units per second, then you use those explosions and you are out of magic for the next barricade 3 steps later as magic is not replenished my waiting but by spell effects, unlockable masteries or potion enemy drops. I like the art style and themes but it is a no. Also so far only the intro voice lines in the first dialogue appear to be voiced and the rest is silent world building info dump full of made up words and names.
So I'm playing this likely after whatever updates the game has had to go through in regards to things like skeleton type grouping across stages as prior to playing this, I've seen one vid going over how the fighters, rangers, giants and unholies apparently didn't carry over the stats built for them from the previous biomes you move to from the isles to the swamp for instance. If that were the case back then, the devs have rectified that as the abilities etc. you build on each type carry over. Beyond this, there were also complaints about the trait descriptions for the weapon types; certain of them; being vague and not really understandable. From what I'm able to compare, the texts have not been changed in anyway, you just need to experiment with what exists which is fine. There's also the matter of the minion AI not being particularly bright, especially when it comes to them not attacking in certain instances where there's a big enough number of them; unless they're maybe rangers since they don't have to worry about pathing and collision save for distance between them and enemies. To an extent I get why, the enemy fighter types that can't leap over instances (scenes, allies and enemies) effectively have to struggle to get to you and that makes it so that you have some breathing room to attack them while using your minions as pin-cushions and stuff. At that point you essentially have to play smart with it; as sensitive as it kind of is, you can launch your minions over each other manually by left-clicking those that are right in front of your unit. Walls that don't allow anyone to skip obviously block this, but the option does exist in some capacity. Now all that being said: This is a real-time strategy game with the same rogue-lite philosophy as Dead Cells. You do not get stronger by dying after each run, you die and unlock more stuff with the 2 currencies that exist for itemization/skill building. Beat the first level, unlock a new weapon. Beat the second, unlock another. You do actually get permanently stronger after deaths though, but it's variable; we'll leave it at that to avoid spoiling too much. You do not get to turn your brain off and just let the minions carry you. Even in the first stage you will get floored if you're not paying attention, and the information on the screen is very easy to miss at times. Not helped by the fact that the resolution is a bit bugged in that anything lower than 1600x900 (for me) squishes the screen to a very close vantage which doesn't allow you proper prep before engaging. The biomes do get notably more difficult as you have more mechanics to contend with in regards to the enemies; and the minions. Story/lore-wise. For me, the dialogue of the cast itself holds the narrative back, but I can generally treat it as a placeholder thing since--Actually nevermind, the game's not in early access...Well the dialogue holds the narrative back a bit, feels out of place for me. The world-building itself in regards to the very mechanics of the game itself intrigues me though. It's got a good bit going for it and; from what I've seen; they have taken some of the feedback post-release into practice so, I'd say give it a look.
very fun however overwhelming intro. too many rogue likes now try to include a massive oversized home/fort between runs that are empty yet full of interactable things that just confuse new players. as well takes a lot of runs before you get anything decent so its just throwing yourself at the enemies for awhile. also the werewolves just feel unfair jumping over the entire horde just to get to you and do massive damage with a big health bar.
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