1. NecroBouncer
  2. News
  3. Necrobouncer | Making of

Necrobouncer | Making of

Creating NecroBouncer was definitely a long process. You wouldn't believe it now, but this actually started as a much simpler mobile game idea, more similar to clicker games than anything else. Luckily for the game, I was able to convince everyone at Alchemy Sheep that making this a roguelike would be so much cooler. The task was in fact pretty trivial since I am the only member of that particular studio. This of course brought with it a great undertaking of rebuilding most systems from the ground up, but in the end, it was all worth it!

Trying out the actual look on the necromancer

Since I didn't have a super clear vision for what the game would be in its final stage, I let the development process shape the game. All of the small and big changes were made because of countless testing sessions, feedback from friends and strangers, ideas from long showers and car rides and it all just nurtured and grew the game to be the most horrifically hard experience you can imagine! But thankfully, people besides me started trying out the game as well and I started to fix that issue.

Creating the first boss

Even though the development started in 2017, the actual design of the game, as it stands today, started fleshing out in late 2019. The game got its first cover art, a bunch of in-game visuals were greatly improved and the game started to look more and more like it does today. Because of Mari, the artist of that cover art, the necromancer even got a tie around his neck and the dungeon club was joined by his faithful NecroCat.

Mari Souto’s work on the cover art

There were a lot of challenges for a solo indie developer, but slowly and surely, the game started to take shape. At the beginning, the necromancer used to be a ranged character, and a lot of early ideas were bound to that mechanic, but like a lot of other things, this too got changed drastically after finding better and more entertaining ways of making the game challenging and fun.

Always many unwanted guests to bounce!

After finishing up most of the basic systems, I added a bunch of relics and even in the first 30, some really insane combinations popped up. Now at the current number of over 200 relics, 4 combinable power gems and 3 uniquely cool outfits, I can safely say that there is a lot more to discover than ever before.

First relics!

In late 2021, I finally created the steam page for the game. Soon after that, the awesome people from Ravenage contacted me about publishing and I am super happy to say that from that moment on, they are helping me make this game as good as possible and we also set up a release window in Q2 2022.

I am pleased to announce our partnership with publisher Ravenage – a team of very talented and experienced professionals, whose portfolio includes many projects that have won many international awards and nominations.Their team will help me to bring this game to a larger audience and let everyone know that it is nothing like spending your night in a bar with NecroBouncer.

If you want to know more, follow us on our socials! We are also planning to share a roadmap with you soon, so stay tuned for that!

Also, if you like the game, be sure to wishlist it, so you can start bouncing as soon as possible!