Store data
- UK price
- £5.84
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 30 October 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
1 player-data day recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 0 | — | — | 0 | — |
| October 2026 | 0 | — | — | 0 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
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.
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.
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.
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 companion stories, each one resolvable on its own, and one older question underneath them all: who sealed the Moonwell, and what were they protecting?
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.
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.
No ads, no microtransactions, no account.
Plays fully offline. Nothing about you is collected by us.
Keyboard and mouse.
| # | ||
|---|---|---|
| 01 | Ach Start | 71.4% |
| 02 | Ach Tutorial | 42.8% |
| 03 | Ach Aldric | 14.2% |
| 04 | Ach Luna | 14.2% |
| 05 | Ach Veska | 14.2% |
| 06 | Ach Bram | 0.0% |
| 07 | Ach Finish | 0.0% |
| 08 | Ach Harlan | 0.0% |
| 09 | Ach Mushroom Queen | 0.0% |
| 10 | Ach Nell | 0.0% |
| 11 | Ach Old Cob | 0.0% |
| 12 | Ach Thornwood | 0.0% |
| 13 | Ach Vesper | 0.0% |
| 14 | Ach Wicks | 0.0% |
| 15 | Ach Wren | 0.0% |
0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.