

A gentle mystery about a village that cannot let go of its dead. As a journeyman necromancer, you lay six spirits to rest by listening to them, investigating what holds them, and making your case with three objects in a ritual circle. No combat, no timers, no fail states.
Overview
A gentle mystery about a village that cannot let go of its dead. As a journeyman necromancer, you lay six spirits to rest by listening to them, investigating what holds them, and making your case with three objects in a ritual circle. No combat, no timers, no fail states.
Description
Cozy Necromancy is a gentle mystery about a village that cannot let go of its dead.
You are a journeyman necromancer, freshly graduated and posted to Willowmere on your first assignment. The spirit waypoint beneath the village, the Moonwell, was sealed thirty-five years ago, and the dead have been collecting behind it ever since. None of them are hostile. All of them are stuck.
There is no combat in this game. You cannot fight a ghost into peace.
Every bound spirit is a person with an unfinished sentence: a twin who blames herself for a fire, a knight who kept the wrong oath, a hedge witch the village burned and later thanked. You travel with them, watch what they react to, read the archive someone misfiled, and ask the living about the things they would rather not say.
When you think you know what binds a spirit, you say it with objects: three items placed in the ritual circle. What matters is what they mean... a locket, a scorched hinge, a letter never sent. Get it right and they can move on. Get it half right and they will tell you so. Nothing is ever consumed, so you can always try again.
Seven villagers with their own routines, their own gossip and their own reasons to be somewhere in the afternoon — and a square full of neighbors talking among themselves.
Six companion stories, each one resolvable on its own, and one older question underneath them all: who sealed the Moonwell, and what were they protecting?
No timers, no fail states, no combat, no resource management. Packing puzzles when you want them. Hints when you are stuck, and a journal that remembers what you have worked out.
The villagers' small talk, and the oracle's riddles when a ritual goes wrong, are written on the spot by a small language model that runs entirely on your computer. The model ships inside the game. The story itself is written by hand: the model is trusted with the weather, not the plot.
No ads, no microtransactions, no account.
Plays fully offline. Nothing about you is collected by us.
Keyboard and mouse.
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Cozy Necromancy
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