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Necromancer's Workshop

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Necromancer's Workshop screenshot 1
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Necromancer's Workshop

Easy Anxiety · Published by Easy Anxiety

Last updated 28 Sept 2026

Necromancer’s Workshop is a fantasy tycoon game. Craft zombies, work the land. Build a cozy countryside business, worth waking the dead for.

Free to PlayComing SoonDJCTQ 14

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Simulation, Strategy, Casual · 2026 · More free games

Manage your necromantic business by crafting zombies and cultivating land in Necromancer's Workshop. Experience casual strategy in a fantasy setting with Easy Anxiety.

About this game

Manage a horde of hardworking zombies to build a booming medieval workshop.

Assemble zombies from mismatched body parts, each carrying unique strengths and weaknesses, then put them to work farming, building, gathering resources, and crafting valuable goods to sell for profit.Expand your countryside business, optimize your production, decorate your store and create the perfect undead workforce.

Create Zombies by combining body parts. Discover unique traits and create specialized workers.

These shambling lumps of flesh may not be perfect, but their weaknesses can be turned into strengths with clever management.

Assign jobs and watch your zombies get to work. Gather resources, tend crops, process materials, and keep your workshop running smoothly.

Keep your minions well fed and rested to maximize their output and prevent "workplace accidents".

Fill your shelves with goods and welcome customers to your shop every morning.

Balance production and demand, keep popular products in stock, and turn your undead labor into a profit.

Grow from a humble workshop into a thriving enterprise.

Arrange and construct buildings, production areas, and decorations to create a workshop that is both efficient and visually charming.

Sacrifice experienced zombies and recycle their honed body parts in pursuit of creating the perfect worker.

Perform dark rituals to unlock advanced production methods, discover new resources, or even put a little magic in your marketing to attract more customers.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or newer
  • Processor: 4-core 1.7 GHz or better
  • Memory: 8 GB RAM
  • Graphics: 4-core 1.7 GHz or betterGeForce GTX 950, Radeon R9 380 or similar
  • DirectX: Version 11

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English, French, Italian, German, Spanish - Spain, Simplified Chinese, Portuguese - Brazil, Japanese, Korean, Portuguese - Portugal, Russian, Turkish, Vietnamese

Latest news

  • AnnouncementsOfficial

    Why I made workers something you craft, not just a stat block

    Most tycoon games treat workers as interchangeable. You hire someone, they have a number attached to them, and the number goes up if you train them or give them the right equipment. It works, but it also means the worker themselves is kind of invisible. They're just a stat that happens to walk around your colony.I wanted the opposite. I wanted the quality of your workforce to actually matter, not as a background efficiency multiplier, but as something you deliberately built. That's where the idea for crafted workers came from: instead of hiring someone and hoping their stats are good, you build the worker yourself, choosing what they're going to be good at from the start.The part I spent the most time on wasn't the crafting itself, though. It was making sure the choice you make at crafting time actually stays meaningful. Early versions let any worker eventually get good at everything if you trained them long enough, which quietly undid the whole point. If a generalist could catch up to a specialist given enough time, then the decision to specialize never really mattered. It just became a matter of patience.So I added max level limits tied to how specialized a worker is. A generalist worker can be trained across a lot of skills, but none of them will ever hit the ceiling a dedicated specialist can reach. A specialist caps out much higher in their one focus, but they're stuck there. They're never going to be useful outside it. No amount of time changes that. The trade-off you make when you craft a worker isn't a temporary head start anymore, it's permanent.That's the part I'm most interested to see how people react to: that your early crafting decisions lock in a real ceiling, not just a starting point.Would you rather have a workforce of flexible generalists, or a smaller team of hard-capped specialists? Genuinely curious which way people lean before they've even played it.
    Read full article on Community Announcements (Lupius)

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