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House of Necrosis: When the Monsters Finally Get to Laugh Last

  • Writer: Niels Gys
    Niels Gys
  • Oct 6, 2025
  • 4 min read

TL;DR

This is a game made for monsters: occasionally terrifying, often flawed, but always rooting for the horror side to stomp the heroes.



Scare Factor

If your idea of terror is a haunted doll jump-scaring you from behind a potted plant, House of Necrosis sometimes flirts with that, but more often it leans on existential dread by attrition — the slow drip of exhaustion, scarce ammo, creeping corners.


It doesn’t hit like an Amnesia-level terror bomb, but it can make your palms sweat when you realize you’ve crunched three turns agonizingly and still can’t kill the zombie before it closes in.


Sometimes the tension stutters — turn-based horror is a tricky beast, and when the pacing or AI misfires, you feel like you’re in a badly dubbed B-movie.


Decent scare factor for roguelike-horror fans, not enough to scare seasoned jump-scare veterans.



Atmosphere & Immersion

Graphically, it’s a love letter to PS1-era blocky horror — nostalgic or low-budget, depending on how charitable your eyeballs are feeling.


Sound design? Occasionally grim. Gunshots echo, moans linger. The ambient hum can make your brain fill in worse horrors than what’s onscreen. Dread earns points.


But immersion occasionally trips over repetition. Rooms start looking too much like each other. The procedural hallways lose their charm when you’ve seen “mansion corridor # 14” a dozen times and the game forgets to throw in a freaky detail.


Switching between grid-based movement and “tank controls” in hub world (yes, it has that) is as jarring as hearing your grandma drop an f-bomb.



Monster / Enemy Design

This is where House of Necrosis really vibes with CRIMENET sensibilities — the monsters are the stars.


Early zombies are bland; you’ve seen dozens of low-poly shamblers before. But the best ones — crimson heads, mutated dogs, “foul” beasts — occasionally bring grotesque silhouettes, telegraphed attacks, weird shapes in the shadows.


Some designs feel like “I drew a zombie, now let’s give it glowing eyes and call it a horror monster.” But others — the ones that force you to rethink your strategy — land.


The game isn’t yet consistent: your nightmare monster today might be a joke gibberish form tomorrow.



Story & Writing

Lore is skimmed over. A missing special forces team, a haunted mansion near forest — familiar tropes, no grand revelations. It never aims for literary horror greatness. It’s serviceable; it gives you enough to justify “go deeper,” but don’t expect Shakespeare with zombies.


Dialogue is minimal, expository, with the occasional amateurish line. But in a game like this, less is better — the silence helps.


Cliché soup? A little. But in indie horror, clichés are seasoning, not the main dish.



Gameplay vs Fear

Turn-based plus horror is like walking a tightrope with stilts. It mostly works.


You move, enemies move (after). Each action costs a turn: tension in every decision. Use ammo now or save it? Cast a spell or risk delay? That kind of dread feels organic.


But sometimes the mechanics undermine fear. When combat becomes too tactical, the “horror” becomes secondary. When you’re optimizing item combos instead of fearing the unseen.


Still, clever tweaks — e.g. an “Escape Crystal” that triggers with delay (you wait turns to escape) — ratchet up the dread because you’re forced to gamble.



Replayability & Variety

Procedural mansion: good for replay value. Every run is a slightly different layout.


Unlockable spells, metaprogression systems, weapon upgrades — there is reason to come back.


Downside: enemies, rooms, and event variety can feel limited after too many runs. The “new surprises” wear thin.



Length & Pacing

Not a marathon: should be digestible in runs of 30–60 minutes depending on your skill and luck.


Pacing is erratic. The start is slow; tension builds. Mid-game you can slog through similar rooms.


Endgame can feel abrupt if you die or succeed fast.The “mansion maze” feels like a drip-feed of dread — sometimes sluggish, sometimes jolting.



Performance & Stability

From early previews and demo impressions: performance is mostly stable. It “runs smoother than butter.”


Some minor bugs: items stacking, visual effects lingering, escape mechanics glitching.


Given indie scale, no major crash reports yet. But don’t quit your day job expecting perfect polish.



Multiplayer / Co-op

None. Solo only.


That’s fine. If you want co-op, go play something else. This game wants your soul alone in the mansion, not your buddy’s chatter echoing.



Verdict

House of Necrosis is not flawless — it’s a jagged fang, not a polished dagger. But our readers will appreciate it. It sets traps, whispers threats, lets you rise as the prowler in darkness.


If the horror genre were a duel, this game picks the monster side and loads its gun. Sometimes it misfires, sometimes it thrives.


“Leave your hero dreams at the door — in this mansion, the monster gets the final scream.”



FAQ

Q: Is House of Necrosis a real jump-scare fest? A: Not quite — its strength is creeping dread and turn-based tension, not “pop out of closet” cheap shots.

Q: Can I play this if I hate grid-based movement? A: With caveats — grid movement is core. It leans into tactical horror. If grids make you twitch, proceed carefully.
Q: Does every run feel different? A: Mostly yes. Procedural layout, new monster combos, different loot. But some sameness will show after dozens of runs.
Q: Is the monster side strong enough to make me root for the villain? A: Definitely — CRIMENET style loves this: you’ll smile when you trap yourself into a dead end.
Q: Will I regret buying this indie horror RPG? A: If you demand mainstream polish, yes. If you love retro horror, monster design, and eerie roguelikes — you’ll keep coming back.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

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