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Necesse

Necesse

Build, quest, and conquer across an infinite procedurally generated world. Play alone or with friends as you establish a settlement and explore deep dungeons, fight monsters and bosses, mine rare ores, craft magical equipment, recruit specialists for your colony, and more!

Information

Release date: October 16, 2025

Rating (IGDB): 78/100

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Steam Reviews

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  • Recommended Posted October 17, 2025 on Steam Plays like top down terraria but you get an army of villagers to do the boring stuff. Hate farming? Tell the villagers to do it. Hate chest sorting? Have the villagers to sort it. Hate mining? Tell the villagers to do it.
  • Recommended Posted October 17, 2025 on Steam Bought it because I wanted something cheap to play with a friend. It was only €7.50, so that satisfied the first criteria. My friend was able to join my world immediately without having to wrestle the Port Forwarding Demon into submission. Criteria 2 fulfilled, great success. I assumed this would just be a run of the mill survival craft game, but I was wrong. This is more like a blend of Stardew Valley, Core Keeper and Rim World. After playing for an hour I discovered I can assign a settler as a sort of Chest Mule and have them sort through the mountains of junk I haul back from my spelunking adventures. That's it gentlemen, the genre has peaked here. Going forward, any survival crafting game I play that doesn't have a Chest Mule system is going to feel like I'm playing a degenerate, stone-age game for prehistoric boomers. I henceforth refuse to manually sort through any of my own adventuring crap in any future game I play. This game is really good. Don't think about it, just buy it.
  • Recommended Posted October 16, 2025 on Steam This is one of very few games I've played through early access that's gotten to open release without ruining my opinion of either the game or the developer. Gameplay is a mashup of Rimworld's colony control and camera placement with Terraria's progression and gameplay style. Progression and combat are reasonably challenging, with mercy mechanics to help bypass bottlenecks where skill and gear alone aren't getting the job done. Honestly, my only real complaint here is that there's not more game to play - an issue that, as with both its primary inspirations, will become less and less of an issue as time goes on, and development - by both the dev and the modding community - continues. The dev happens to also be one of the most humble, straightforward and intelligent I've seen in this industry across 20ish years of playing games on steam. In most feedback pipelines for EA projects, ideas are either largely ignored or distorted until they're unrecognisable by the time they reach implementation. Community ideas that have circulated in this game's following have largely found their way into play, with active communication from the developer throughout pretty much the entirety of the game's development. There's not all that many games in my library that I have absolutely zero criticism for, and that's doubly true for developers.
  • Recommended Posted December 22, 2025 on Steam I started this game wanting to live a simple life as a hermit in the woods. Six hours later, I am the supreme leader of a thriving village. I have 12 peasants who I have legally obligated to harvest wheat for me 24/7. I spend my afternoons micromanaging their equipment like a high-fantasy middle manager. I went into a cave to find iron; I came out with a pet penguin, a magic staff that shoots bats, and a deep-seated fear of swamp monsters. The graphics say 'cute and simple,' but the gameplay says 'you are going to spend the next three days of your life optimizing a storage system so your NPCs don't put raw meat in the potion chest.' 10/10. I am a kind god, as long as the woodcrates stay full.
  • Recommended Posted November 9, 2025 on Steam It's about the journey, not the destination. The ultra late-game of Necesse is characterized by an endless stream of boss fights against bosses you've already fought, just with boosted stats (barring a handful of new bosses in unique zones who then become part of the repeat-with-boosted-stats roster). I may or may not see the game through to the final boss, because the reward at this stage is just boosted stats on my own equipment. But that doesn't put me off of recommending it. It just feels like I've hit the "infinite mode" at the end of the game (though I know it's not infinite, I'd estimate the ultra lategame provides about as much gameplay as the rest of the game put together, but missing a lot of the variety). All the reviews compare this game favorably to other popular games, I'll try to give some details on why those favorable comparisons get drawn. It's in the little details. Like the forge, operating the same as a furnace in minecraft or other games, has two slots by default for smelting. It only smelts one thing at a time, but it smelts the higher-tier ore into bars first, then smelts the lower-tier ore, and it has two output slots so it can go automatically. This prevents you having the "wall of furnaces" so common in this kind of game, in my wife and I's MP game, we've gotten to the end of the game using two forges the whole way through. It lets you build a smithy that actually looks like a smithy. And that's another great thing about the game. The decorations. They really let you dress up your base so it feels lived-in. Characters' mood is improved by having a well-decorated bedroom, and your mages enchanting chances are better if they're happier, so you're rewarded for decorating. And it's easy to do, too! Slap down a table and a couple of chairs, craft a decoration for on the table, a few potted plants, and you've got a lively looking bedroom in a few seconds. A caveat: We play on Adventure (the second-easiest) difficulty, with item drop on death and food spoilage turned off. Neither of us is a big fan of padding playtime with increased difficulty. And at least for us, this is the perfect difficulty. We still die occasionally in fights, but we never get stuck. So my advice if you're reading reviews and put off by some of them mentioning hard bosses: You can change the difficulty midgame, and have nothing to prove to anyone, just tune the difficulty to where you feel comfortable. There aren't even achievements related to difficulty. Another great thing to mention is how easy it is to feed your settlers. I'll remind you again: We play with food spoilage turned off, so I'm unfamiliar with how the icebox works, but compared to Rimworld, where the primary difficulty with large bases lies in reliably feeding your colonists, some quick back of the envelope math is all it took to have an infinite food supply going. We have about 45 settlers in our settlement, and I planted 40 of each crop once we had them all available (conveniently, the storage boxes show "x unknown items" in the categories, so I knew how many types of seeds there were before we had access to them and could prepare the farmland ahead of time), we had 40 settlers at the time. Settlers automatically replant crops when they harvest them, and every settler is capable of farming and equally competent at it, so combined with a few cooking stations (each workstation can only hold 10 automatic recipes for settlers to craft, which annoyed me when I first ran into it but then I realized naturally makes your base look larger when it [i]should[/i] look larger), we have our settlers automatically crafting every variety of "gourmet" quality food. Even before we had the high-tier cooking crafting table, feeding our colonists was never an issue. Nothing is wasted in this game, if you break a blueberry bush, you get a blueberry bush sapling, 100% of the time. So just relocate some blueberry bushes near your housing in the early game and your settlers will be contentedly eating "simple" quality blueberries all day until you can sort out your production lines. I saw a negative review that mentioned the settlement storage settings were confusing. I'm biased coming from 100s of hours of Rimworld, but I found it all fairly intuitive. The kinds of problems you run into with the storage are the same you run into with rimworld, you set a list of allowed things and a priority for the container, so if you forget about a chest on the other side of your base that allows the same things as the one you're looking at, you might be scratching your head wondering where the stuff you're looking for is. But this same system has copy/paste so you can delete a storage and remake it with the same settings instantly if you find a new container you like the aesthetic of more, and you can set a limit to how many stacks of each item are in a container, preventing a "drops" storage from filling up with 10000 bones. In the midgame, you unlock a shipping container you can send your colonists on trading missions to sell the contents of, and this is also an option for "settlement storage" that you can buy extra copies of. Our base has a shipping container set to lowest priority, all types of seeds, so after filling a couple chests with enough seeds to feed an apocalypse, the extras automatically get sold and donated to the village fund for mining trips. Which that's a whole 'nother fun thing, the mid-game mission board lets you send colonists on mining trips automatically, using coins from settlement storage chests. Combined with automatic crafting at the forges and anvils (remember to actually set the recipes, and for goodness sake avoid my mistake and check that it's set to "do x times" not "do until x", lest you craft 20 more helmets than you intended to because it doesn't count equipped items), you can easily re-equip your whole base with just a few directions. The only downsides to this game are the fact that it leaves you wanting [i]more[/i]. More variety, more to explore, more for your villagers to do. But that isn't to say there isn't a lot there. There really is. I'd estimate we got a solid 50 hours of gameplay each out of the game before we hit the endgame boss grind (so-called "incursions"). Someone playing on a higher difficulty would certainly get more time out of the game before reaching the end. Personally, I don't believe games should offer or try to offer "infinite content/replayability", I think it leads to bland games. I enjoy the experience of "running out of game", after an appropriate length of time of course. Games that go on forever give me a sort of stress because I'm a completionist. This game hits the perfect note of having just barely too much for me to feel like I can do it all (the "collect every item" achievement sounds perfectly impossible, if that makes sense), while still being something I can finish to my satisfaction without devoting my life to it. Definitely my game of the year for 2025.
  • Recommended Posted June 23, 2025 on Steam It’s like if Terraria and Rimworld had a dumb baby. If that doesn’t inspire you, I don’t know what will. It's the perfect game for me, it's like all the things I like in games combined together, Rimworld base building, Factorio automation, a progression similar to how Minecraft plays out, and although the boss fights are not my favorite part, they're great and their themes are awesome. The new graphics update is also breathing new life into this game, bringing it up to Stardew quality while being a very different experience. Necesse does a great job at hitting all the normal things of this genre and does it well. I tried Terraria multiple times but never got into it. I always thought the 2D vertical design was dumb and it kept me out of immersing in the game. Necesse is absolutely everything I hoped Terraria would be when I first got it, plus the Rimworld elementa are a very nice element. This is up there with my other favorite games. I absolutely adore this game. I love that it functions super well on my Steam Deck. I love the NPCs, I like that I can equip them and take them with me, also there's much to do even when you defeat every boss. The QoL features are amazing and the devs listen to the community and roll out fixes as quickly as possible. There’s a lot of content. Multiple island types, randomized cave generation, NPC’s, bosses, mobs. Not to mention the whole settlement mechanic: assigning workstations/storage, being able to assign specific items/categories to said storages, building the houses and farms, assigning what to craft and how often they can craft it, etc. If you’re dedicated enough, even if you’re not making the town look nice like I am, it’s quite a timesink. The beauty of this game is, you play how you want. The missions are just there to help you know where to go next but you can do whatever your little heart desires. I know easier said than done but try not to over think things! All things come in abundance!! It’s not like some games where there’s a small chance to get something and then you will never see it again. Ya know? Everything can be obtained as many times as you want! As long as you explore and visit different islands, you’re golden. The developer (there’s only one guy working on the game) pumps out a decent-sized often so there’s always something to expect. I’d say the game is very polished, obviously there’ll be some things that’d be better, I certainly noticed some things, but you’ll get used to it. I really think it could reach Terraria levels if it reaches a certain point of popularity where the developers can start upping their output and just go wild with content. It is already so much better than a lot of games in the genre. I highly recommend it. 8/10