The Necrotic Trials

  • Game Development

A tactical roguelite hobby game featuring necromancy, where players summon and strategize with undead teams to conquer a dungeon.

Project Overview

The Necrotic Trials is a roguelite dungeon crawler built in Unity that puts players in the role of a powerful Necromancer. Having just descended into the depths of Hell, you must navigate through all seven layers of the underworld. Your journey culminatestes in a descent through madness where you must defeat one of the Seven Deadly Sin bosses at the end of each layer. The ultimate challenge awaits at the final layer: Pride, the first sin, where you must face a buffed-up mirror image of the very party you spent the entire run building…forcing you to defeat yourself to claim victory.

This game and YouTube DevLog series are currently on hold due to time constraints and a shift in priorities.

Feature Highlight: Custom Visual Ability Graph

The core of the game’s depth lies in its custom-built Node-Based Ability System (leveraging xNode). This system moves away from rigid coding, allowing for the creation of intricate spells and interactions through a visual interface.

  • Designer-First Workflow: Chain nodes together to synchronize animations, VFX, delays, and logic without writing new C# for every spell.
  • Comprehensive Node Library:
    • Action Nodes: Handle Damage, Healing, Movement, and Status Effects.
    • Logic & Flow: Includes Loops, Delays, and Conditional Branching for complex ability sequences.
    • Visual Integration: Dedicated nodes for Animations and VFX ensure gameplay events feel impactful.
  • Dynamic Scaling: A FormulaNode connects directly to the Stat System, allowing abilities to scale dynamically based on unit attributes like Strength or Intellect.

Gameplay & Tactical Systems

Strategic Roguelite Combat

Combat is a tactical, turn-based affair played out on a precision WorldGrid.

  • Spatial Strategy: Utilize varied Area of Effect (AoE) shapes, including lines, cones, and circles, to maximize your Necromantic powers.
  • Initiative Flow: A dynamic turn-management system dictates the rhythm of battle between your undead summons and the demonic forces of Hell.

The Soul Collection Mechanic

As a Necromancer, Souls are your primary currency and lifeline.

  • Harvesting: Defeated enemies leave behind “World Souls” that must be tactically collected during combat.
  • Progression: These souls are used to unlock new abilities in the graph and augment your party’s power, creating a tight loop between combat performance and character growth.

Robust Attribute Framework

The game features a decoupled Stat & Modifier System that handles the heavy lifting of RPG math.

  • Stacking Modifiers: Easily manage complex buffs and debuffs (e.g., percentage-based increases or flat bonuses) from equipment and spells.
  • Data-Driven Balancing: All unit stats and ability costs are stored in ScriptableObjects, allowing for rapid balancing and tuning of the game’s difficulty across the seven layers of Hell.
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Tech Stack

Unity 3D
C#