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Nekro is a dark, twisted action game about summoning minions in the vein of Dungeon Keeper and Myth!
Nekro is a dark, twisted action game about summoning minions in the vein of Dungeon Keeper and Myth!
4,300 backers pledged $158,733 to help bring this project to life.

Greenlight, Release Date, PAX and Music!


Hello Backers!

What a wonderful month it has been! We have good news, updates and an epic new music track to share with you today in the form of a video! Check it out here:

Thanks again to everyone who helped make Nekro a success in both our efforts on Kickstarter but also on Steam Greenlight. It's been such an incredible journey and we couldn't have done it without you. We're getting so close now! We hope to see you all at PAX! Have a great weekend!



Twitter: @darkforgegames


The very talented Aaron Hecht who cut our trailers and Kickstarter video is currently running a Kickstarter for a Indie Movie he's working on following the story of boy who made it big at a young age and struggles to rehash his 'goly days' later in life. The movie actually follows the character for over 20 years of his real life and is quite the unique spin on the standard fare. With only 11 days left, I would highly recommend you check it out if you're a fan of independent movies. :)

Stargazer and Nancy Hutchins like this update.


    1. Creator Makali on August 28, 2013

      Hey darkForge,

      I know that you guys are doing the best you can with a limited budget. Quite frankly, the fact that you are producing such a good looking game with a limited budget is amazing to me. As long as you are able to produce a quality game with replayability, I'll be happy.

      Just keep us updated on your progress. I'm sure your Greenlight status will help make up for any more dissatisfied Kickstarter pledges.

    2. Creator darkForge on August 20, 2013

      @Mark - Exactly. Random level gen can easily make a comeback in a skirmish mode, I have no problem with that! That way, we can use a single tileset designed specifically for that mode and allow the campaign room to breath without having to adhere to unknowns. :)

    3. Creator Mark O'Toole on August 20, 2013

      I have no problem with the levels being more fixed. It worked for Dungeon Keeper. Random generation might be a fun thing to add in later as a skirmish or multiplayer component, but for a campaign it's not really vital compared to consistency and atmosphere, as long as the level design is good.

    4. Creator JacoB on August 19, 2013

      What was @chris pledge level? If it was a beta access, I have a friend who is dying to get in.

    5. Creator darkForge on August 18, 2013

      @Chris - I'm sorry to hear you're not happy with the changes we're making to the game. We're doing our best to be honest and open about the process of making a game - one which is often extremely difficult and requires hard choices to be made. Since you seem to be so unhappy with the direction we're taking the game, I'm more than happy to give you back your reward money and remove your name from the game's access list. PM me and we can get it sorted.

    6. Creator Antony Sizekh on August 18, 2013

      Well,getting good randomized 3D with thought-provoking gameplay is a dream talk anyway,certainly not achievable with such a small budget. As long as you keep tactical approach to the combat,i'm good. Can understand some people from "closer to Minecraft" crowd getting upset though.

    7. Creator Stephen Meyer on August 18, 2013

      I think it sounds like you made the right choice. I'd rather have a more compact and better quality game. With such a small budget I'd say getting on the market ASAP is a priority so you can raise revenue for further development. I know people will hate me for saying this but you can always expand the game with DLC later.

    8. Creator Lion on August 18, 2013

      I gotta say, thanks to you and a few other lying thieves, I won't be backing anymore kickstarters.

      I hope you sleep well knowing you helped kill support for future projects because you didn't want to keep your promises.

    9. Creator darkForge on August 18, 2013

      @Vladimir - I agree that it's not ideal to change something we said we were going to do, but we thought it important to 1) be honest with you guys, and 2) make the best game we can. We were at an impasse: Make the game exactly as we promised and risk having the game fail, not be fun, or worse not be able to make it work at all - or, make the game we know will kick ass but has to make some compromises. Despite the change in direction, we know this will make for a great game, and at the end of the day we figured that giving you guys a good game is more important than making a bad game that unequivocally parallels the Kickstarter's vision.

      As for the music, that will be coming in the "Soundtrack" reward! I hope you got the right tier ;)

    10. Creator Vladimir Lenin on August 18, 2013

      Can you post download link for this epic song?

    11. Creator Vladimir Lenin on August 18, 2013

      I'm all right with the change.
      It's bad, that these promises were false, but I believe that darkForge is a very talented group of people, and can do some improvisation. Like using the randomisation work not as the core gameplay mechanics, but for special missions (like the siedge of a castle, or the Mighty Forest of Fiery Death).
      Still, as long as the core concept of the game (you are playing necromancer that seeks revenge in dark fairy tale world) stays the same, and the game provides challenge, I don't mind the changes.
      I wish you guys good luck!
      Damn, each time I see the 40$ plede while reading an update, I wish I could go back in time and get that Corrupted Pig.

    12. Creator René M Jensen on August 17, 2013

      Hopefully the greenlight steam early access and such will help a huge amount with sales for more stuff to maybe make it later.

      I have a feeling this game is gonna sell really well.

    13. Creator Ralph Mazza on August 17, 2013

      Fantastic changes.

      Rare is the game I own that gets played more than once. So maximum experience the first time is WAY more important to me than any replayability the random world option would have allowed. For me, the first time I see is 100% new anyway. There probably won't be a second time, and if there is I doubt I'll remember much about it anyway. So whatever benefit random world has...its wasted on me.

      And crafting...I LOATHE. In any game where its an option, I simply opt to not do it...even if that means my chararacter is weaker than they could have been, and if that means I can't finish the game...I quit. Quitting is infinitely preferable to the stupifying boredom that is crafting.

      So YAY for killing the worst gaming trope ever invented.

    14. Creator Daryl Putman on August 17, 2013

      Excise, remove, eradicate the crafting system! I haven't met a game yet (that wasn't an exploration/survival game) that wouldn't have been better without "crafting" removed. I'm pleased to see it go.

      Also, for future note, text updates (even giant walls!) are better than video ones. It takes longer to view video than it does to read text, and oftentimes people are not in a situation where they can actually watch (and hear!) the video. Especially 15 minutes of video.

      For those who want to read instead of watch:
      * Launch date set at April 3, 2014. Physical rewards 2 months later.
      * Steam, blah blah blah. My heart jumped for a while until GOG was mentioned later after the release date. (Phew, fortunately there still will be a real release.)
      * Beta builds in December, by Steam only. (I don't do betas or even previews; I personally prefer to enjoy finished products fully.)

      Nekro game talk starts around 3 minutes. Here are the highlights. No more personal commentary from me:
      * "Making a game is hard." Some things changed from original plan, others still on target.
      * Budgetary discussions. Small team. Making sure to keep on budget.
      * No longer a random world. Far too many challenges brought by it.
      ** Difficult art assets to make it look as good and everything work together.
      ** Nekro's slower paced game play works better in a methodically, hand-crafted world.
      ** Nekro is not Diablo.
      * Crafting is removed.
      ** Playing the game is way more fun and tighter without it.
      ** Focus now on the necromancer and his minions instead of collecting things.
      ** Game feels smaller, but much more enjoyable.

      Wrap up of talk around 10 minutes. Music samples thereafter.

    15. Creator Johnathan Tan on August 17, 2013

      @darkForge: If this is the decision that was made after testing out many different systems, then I can live with it. It just wasn't clear that you exhausted most if not all options before cutting these features in the main update. Glad that you clarified your point. Looking forward to a great experience!

    16. Creator Vince Vazquez on August 17, 2013

      This is all great news you guys. I still can't believe that such a small team is knocking out this game - the scaled-down decisions are totally understandable and really welcome after the Double Fine situation (as well as anyone else who ran out of money). The visuals in this are truly astounding considering you guys went all out with art direction and even Z Brush'd your models and stuff. Great news that you're getting in at PAX too!

      And I'll be sure to check out that independent movie as well! From what I saw on their page, it certainly sounds cool, how they shot it with the same kid from age 9 off-and-on until this fall when he's 31. That's... that's pretty insane. Crazy cool idea though.

    17. Creator JacoB on August 16, 2013

      After seeing so many Kickstarted games expand their scope, go way over budget, run out of money and crash and burn, It's great to see a developer make the opposite choice, tighter focus limited scope core gameplay experience. I am sad about the lack of randomized map, and would love to see a DLC or Game+ mode for when I finish the core game experience that has a map randomizer.
      But I understand the need for a narrow focus on the experience and the revision process. What looks good on paper may not in practice. Thank-you for making the hard decisions. Other developers could learn from you. (*cough* Schafer *cough*)

    18. Creator darkForge on August 16, 2013

      @Michael - Yes, we'll have an alternative to steam for those who don't want to use the service. However, all beta access will be through steam.

    19. Creator Michael Alexander on August 16, 2013

      Fantastic news, congrats on getting on Steam! I'm assuming you'll be having a DRM free download outside Steam too?

    20. Creator darkForge on August 16, 2013

      @KogX - Early access and beta are the same, which means we're looking at around December to launch both. :)

      @Lokai - There's a huge amount here, and yes the King's Army is still the main enemy. Like I was saying in the video, it was a really tough call. I'm sad to lose those things, but I'm extremely happy to gain a better game out of it. We are still randomizing a lot of aspects of the game, it's just the maps that aren't random now. So worry not, Nekro will still be amazing!

      @Jonathan - We tried so many different systems - the one mentioned in the vid was not the only one we tried. At the end of the day this is what we felt is best, and I think the game is better because of it. Keep in mind, you still have a full upgrade system for armors, minions, powers, trinkets. You're just no longer doing it through a crafting system. The dynamics are still there, and it's still a very deep experience.

    21. Creator McMarius11 on August 16, 2013

      when do i get BETA ACCESS?

    22. Creator KogX on August 16, 2013

      It's great that the game is going along well. I understand the tough decision to change the design of the game and I respect them.

      When is the estimated beta/early access for Nekro? I don't believe it was said in the video.

      Anyway glad to see the progress and I'm excited to play the game!

    23. Creator Lokai on August 16, 2013

      I'm so sad that two of the things I was most interested about the game, like randomly generated and crafting are gone. No crafting I can live with, but the random generation was a huge deal for replayability and how the whole campaign map was supposed to work. Is there even a King's Army anymore? or a neutral one? or this whole feeling of actually taking over areas?

    24. Creator Cheeseman on August 16, 2013

      Thank you for the update. :)

    25. Creator Johnathan Tan on August 16, 2013

      Looks good, but with regards to crafting, I can't say I prefer it totally removed.

      If the gripe with it was that the Necromancer was spending too much time foraging for reagents, why not just make it such that the Necro does not gather reagents, rather, he starts with/has the option to summon minion(s) that roam around and automatically do it for him.

      They could be made to be invulnerable and no give vision, so they would grant no special advantage other than slowing collecting reagents for you. If you want to go for a more sophisticated system, you could also have a system where you could set what reagents they will prioritise in their search as well as the amount of reagents they should collect before returning to deposit them with you.