HomeGamesUpdatesPricingMethodology
Steam News14 March 20251y ago

Never Mourn - Developer Update

Greetings Necromancers, It’s been a few months since our last DevBlog so we want to give you an update on what’s been going on with Never Mourn and Primal Seed. Firstly let’s delve into Never Mourn.

Full notes

Full Never Mourn update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions5 changes0 removals
  • Gameplay
  • Events
  • UI and audio
  • Store
addedReworking the early user experienceWe want the new players to quickly go into action so we ensured that the learning curve is not as steep as it used to be. You should have clearer explanations, less reading and more fighting during your first steps in Never Mourn.
changedFocusing on game playWe want to make sure the learning curve of the game, beyond the first experience, is challenging but not off putting. So we’ve been doing a lot of balancing work. We will keep fine tuning those little by little and making subtle improvements here and there. Our goal is that every play through should present you with a challenge that you enjoy engaging with, regardless of how long you’ve been playing the game.
changedImproved User Interface and MenusThis has been a nagging issue for the team for quite some time and we decided it was the right moment to do something about it. We’ve made changes that improve the overall flow of the menus as well as some look and feel changes (Be-gone placeholder buttons and icons !). We have further improvements to the graphical style of the interface planned for release soon.
changedTargeting with spellsThis is something we have struggled with, we have tried different changes and none of those were working properly to the standards we think you will expect. We decided to try “bullet time” while pre-casting spells to help you find the right target and so far we are quite happy with the results. It feels good to correctly cast those heal spells or when you snipe the right target to save a precious minion.
changedTargeting with spellsAll of these improvements are in the latest build, with further enhancements in the works.
addedFor future updatesAchievements. The Rune system. New Bosses. New minions. Improved Codex and Lore

Greetings Necromancers,

It’s been a few months since our last DevBlog so we want to give you an update on what’s been going on with Never Mourn and Primal Seed. Firstly let’s delve into Never Mourn.

What’s been going on the last few months? - We’ve been working behind the scenes on a number of aspects within the game.

Reworking the early user experience

We want the new players to quickly go into action so we ensured that the learning curve is not as steep as it used to be. You should have clearer explanations, less reading and more fighting during your first steps in Never Mourn.

Focusing on game play

We want to make sure the learning curve of the game, beyond the first experience, is challenging but not off putting. So we’ve been doing a lot of balancing work. We will keep fine tuning those little by little and making subtle improvements here and there. Our goal is that every play through should present you with a challenge that you enjoy engaging with, regardless of how long you’ve been playing the game.

Improved User Interface and Menus

This has been a nagging issue for the team for quite some time and we decided it was the right moment to do something about it. We’ve made changes that improve the overall flow of the menus as well as some look and feel changes (Be-gone placeholder buttons and icons !). We have further improvements to the graphical style of the interface planned for release soon.

Animations

We are currently reworking the animation system. We’ve seen that there is some visual stuttering and noticeable transitions, most visibly with Irea, your character. We’ve now rectified this in a way that also means we have a better tool for making superior animations in the future.

Targeting with spells

This is something we have struggled with, we have tried different changes and none of those were working properly to the standards we think you will expect. We decided to try “bullet time” while pre-casting spells to help you find the right target and so far we are quite happy with the results. It feels good to correctly cast those heal spells or when you snipe the right target to save a precious minion.

All of these improvements are in the latest build, with further enhancements in the works.

For future updates

For our next few releases, alongside our continuous improvement program, we have some options for additions we are working towards. We will get you, our players, to vote on what comes next, we are preparing great things like:

Achievements. The Rune system. New Bosses. New minions. Improved Codex and Lore

We will keep you updated for our future plans but rest assured that we have a lot of ideas and ambitions for Never Mourn!

In other news

We, Primal Seed are now working with our new Publisher, a new outfit called The Colab. They are providing help and guidance to make our vision for Never Mourn a reality. It’s great to have their support.

So please stay watching, following and wishlisting. We will be more forthcoming with frequent updates in the future and we want to thank the community, we are humbly grateful for your support.

See you soon!

Primal Seed.

Source

Steam News / 14 March 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.