Necropolis Talks Food

Necropolis Talks Food

I’m really looking forward to Necropolis; the idea of a Dark Souls-esq rogue-like is right up my alley, and it even seems like the game is getting harsher (something I relish!).

In a dev blog published earlier today, Chris Rogers, the Art Director of Necropolis, talked about a change that was implemented recently affecting the consumables in Necropolis that not only is a neat little look into development and how a slight change can affect overall gameplay, but is a fun story as well:


…The most exciting change last week, however, revolved around food.

Food is going to be very important in Necropolis. Your actions require stamina and the maximum amount of your stamina depletes over time (sometimes very quickly if you choose to use your power attacks). The easiest way to get some of that stamina back is to eat a little food. In fact, for most of last week it was very easy, nearly every enemy dropped food and as long as you were able to survive a combat encounter you could heal up and replenish your stamina.

Then, on Thursday, several things changed at once. First, the number of items you could carry got trimmed significantly. No more hoarding a butcher shop’s worth of meat under your hat. It hardly mattered though because the second change was to make food a much rarer drop. Not knowing about the changes I just continued on as I had before, playing a little sloppy and eating up in the quiet spots. Yet as I progressed I eventually ran out of food. Since I was hungry my stamina cap began creeping down, making combos difficult to pull off and power attacks a bad idea. I needed some stragglers I could pick off and loot, but I couldn’t find any. So then I tried to craft a potion which could restore my stamina, but I needed an ingredient (Fade Eyes) so that didn’t work either. I died, but it was a frantic and fun last few minutes.

Necropolis is being developed by Hairbrained Schemes, and is set to release on March 17th.

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Editor-in-Chief of With a soft spot for epics, sagas and tales of all types, Jacob approaches games as ways to tell stories. He's particularly interested in indie games because of the freedom they have to tell different stories, often in more interesting and innovative ways than Triple A titles.