Compare Nemire prices across 50+ stores and find the best deal. Developed by Egidijus Adomaitis. Published by Egidijus Adomaitis. Released on 2/18/2024. Available on PC. Genres: RPG, Strategy.

Playing the villain in a tactics game sounds cool on paper, and Nemire actually earns it, though rough edges from a solo dev are visible if you look closely enough.

I have a soft spot for tactics games that flip the power dynamic, and Nemire does exactly that: you are the undead warlord grinding human settlements into soul-fuel, not the hero sent to stop one. That framing is more than cosmetic. Every mechanical loop reinforces it. You harvest human essence from fallen enemies to summon more undead to your squad, which means winning fights efficiently is also resource management. Each battle is a small economic equation, and that sits well with the part of my brain that normally tracks supply-chain efficiency in grand strategy. The core combat is tile-based and turn-based, with a squad whose units grow meaningfully between engagements. The standout mechanic is the random unit trait system: two skeletons leveled across different runs can behave completely differently in practice, because traits modify how their standard attacks and abilities resolve. A Berserker with the Berserk ability can parry and counter in an area; a Mage with Storm Step can teleport across tiles and detonate AoE damage on landing; a Warrior's Deflection grants temporary invulnerability with projectile reflect; an Archer's Human Trap plants a high-damage snare. That is a genuinely varied toolkit for a game at this price tier, and it creates real decisions about positioning and sequencing rather than "move to optimal tile, attack." The map design mixes handcrafted scenarios with procedural generation, and difficulty ramps as the campaign progresses while feeding new abilities into the kit, which keeps runs from feeling stale too quickly. Where the seams show is exactly where you would expect from a one-person studio. The community has flagged the absence of mid-battle saves as a real friction point, and that complaint has merit. If real life pulls you away mid-fight, you lose your positioning work, full stop. Settings like volume sliders and speed toggles have reportedly not persisted between sessions in some builds, which is the kind of small-but-irritating polish gap that solo developers sometimes take a few patches to close. The review sample is small (around 19 Steam reviews at Mostly Positive, roughly 73 percent approval), so the signal is directionally useful but not statistically confident. To the developer's credit, post-launch support has been active: the free Deathbringer expansion added a new playable unit and a "Destroy target" mission type, and prior updates introduced the expanded class ability set described above. For the target audience, which is someone who wants a compact, replayable tactics experience with genuine build variation rather than a 60-hour campaign, Nemire punches at a reasonable level for its ambition and price point. A free demo is available on Steam, and that is the correct first move before committing. It is not a genre-definer, but the soul-harvesting progression loop and random trait system give it enough mechanical identity to stand apart from the sea of generic undead tactics clones. Newcomers to the genre will find the difficulty curve manageable early on, and the short session length means you are never locked into a two-hour commitment per run. Just make sure you can finish a battle in one sitting. Diego, Scout Team

Nemire
RPGStrategy

Nemire

Feb 18, 2024Egidijus Adomaitis
GamerScout Says

Playing the villain in a tactics game sounds cool on paper, and Nemire actually earns it, though rough edges from a solo dev are visible if you look closely enough.

PC
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About Nemire

I have a soft spot for tactics games that flip the power dynamic, and Nemire does exactly that: you are the undead warlord grinding human settlements into soul-fuel, not the hero sent to stop one. That framing is more than cosmetic. Every mechanical loop reinforces it. You harvest human essence from fallen enemies to summon more undead to your squad, which means winning fights efficiently is also resource management. Each battle is a small economic equation, and that sits well with the part of my brain that normally tracks supply-chain efficiency in grand strategy. The core combat is tile-based and turn-based, with a squad whose units grow meaningfully between engagements. The standout mechanic is the random unit trait system: two skeletons leveled across different runs can behave completely differently in practice, because traits modify how their standard attacks and abilities resolve. A Berserker with the Berserk ability can parry and counter in an area; a Mage with Storm Step can teleport across tiles and detonate AoE damage on landing; a Warrior's Deflection grants temporary invulnerability with projectile reflect; an Archer's Human Trap plants a high-damage snare. That is a genuinely varied toolkit for a game at this price tier, and it creates real decisions about positioning and sequencing rather than "move to optimal tile, attack." The map design mixes handcrafted scenarios with procedural generation, and difficulty ramps as the campaign progresses while feeding new abilities into the kit, which keeps runs from feeling stale too quickly. Where the seams show is exactly where you would expect from a one-person studio. The community has flagged the absence of mid-battle saves as a real friction point, and that complaint has merit. If real life pulls you away mid-fight, you lose your positioning work, full stop. Settings like volume sliders and speed toggles have reportedly not persisted between sessions in some builds, which is the kind of small-but-irritating polish gap that solo developers sometimes take a few patches to close. The review sample is small (around 19 Steam reviews at Mostly Positive, roughly 73 percent approval), so the signal is directionally useful but not statistically confident. To the developer's credit, post-launch support has been active: the free Deathbringer expansion added a new playable unit and a "Destroy target" mission type, and prior updates introduced the expanded class ability set described above. For the target audience, which is someone who wants a compact, replayable tactics experience with genuine build variation rather than a 60-hour campaign, Nemire punches at a reasonable level for its ambition and price point. A free demo is available on Steam, and that is the correct first move before committing. It is not a genre-definer, but the soul-harvesting progression loop and random trait system give it enough mechanical identity to stand apart from the sea of generic undead tactics clones. Newcomers to the genre will find the difficulty curve manageable early on, and the short session length means you are never locked into a two-hour commitment per run. Just make sure you can finish a battle in one sitting. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5Villain ProtagonistSoul HarvestingRandom Unit TraitsMid-Campaign ProgressionSolo DevFree ExpansionShort SessionUndead SquadTile-Based Combat

System Requirements

Minimum

OS
Win 7 or newer
Memory
2048 MB RAM
Storage
300 MB available space
Graphics
Integrated
Processor
Yes

Recommended

Memory
2048 MB RAM
Graphics
Integrated
Processor
Dual core

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Game Info

Developer
Egidijus Adomaitis
Publisher
Egidijus Adomaitis
Release Date
Feb 18, 2024

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What platforms is Nemire available on?

Nemire is available on PC.

When was Nemire released?

Nemire was released on 18 February 2024.

Who developed Nemire?

Nemire was developed by Egidijus Adomaitis.