What’s here is already addictive and unique. It scratches an itch no other game quite does – Pikmin with death magic and permadeath tension. The foundation is rock solid; it just needs more biomes and polish.
The game suffers from noticeable frame drops during "horde vs. horde" moments (e.g., Chapter 2, where you fight undead versus living soldiers). On mid-range PCs, the framerate can dip into the 20s. Optimization is the #1 community request.
At its heart, The Unliving is a fast-paced action-roguelite with a heavy emphasis on crowd management. You start each run with basic spells, but your primary strength lies in the "Raise Dead" mechanic. Unlike other games where summons are passive pets, here your horde is your health, your shield, and your primary weapon. The Unliving Early Access
If there is one universally praised aspect of The Unliving , it is the art direction. The game uses a rendered in a dark, desaturated palette. Every swing of a sword, every zombie shambling, and every fireball explosion looks like a high-end 1990s PC game if it had unlimited budget.
RocketBrush Studio is transparent. They post monthly dev logs on Steam, listen to community feedback, and have historically nerfed frustrating enemies while buffing underperforming spells. What’s here is already addictive and unique
If you haven’t heard of it: think action roguelite meets necromancer commander . You play as a powerful (but dead) soul called the Unliving, leading a constantly growing horde of undead through hand-painted, grimdark biomes.
This forces a risk/reward dynamic: do you save Souls to revive your dying heavy hitter, or do you spend them to nuke the boss? The game suffers from noticeable frame drops during
If you enjoy games like Hades but want more "army management," or if you loved the necromancy in Diablo and wished it was the entire game, The Unliving is well worth your attention as it marches toward its full release.