Compare Warhammer 40,000: Inquisitor - Prophecy prices across 50+ stores and find the best deal. Developed by NeocoreGames. Published by NeocoreGames. Released on 7/30/2019. Available on PC. Genres: Action, Adventure, Indie, RPG.

A summoner-class ARPG that works best as a gateway into the Inquisitor series - solid 40K atmosphere, one very playable new class, and enough loot to justify the grind if Nids and Aeldari are your thing.

I came to Prophecy from the shooter end of the 40K spectrum - Darktide, Space Marine 2, the usual suspects - and what I found here is a slower, more deliberate kind of damage delivery. That is not automatically a strike against it. The Tech-Adept is genuinely the most interesting reason to boot this up: instead of aiming and clicking your way through hordes, you are managing a small army of Legio Cybernetica constructs, spending Data-Flux points to field Kataphron Destroyers, Kastelan Robots, Tarantula Turrets, and Psiloi combat units while your own weapons (a Plasma Caliver at range, an Omni-Axe up close if you feel brave) serve as support fire rather than primary damage. The class plays a lot like a Diablo 3 Necromancer but grittier, and the construct customization runs deep enough that build variety is real - Kataphron Vanguard tanking while a Phosphor Cannon Kastelan and a Tarantula Turret Missile Launcher do their thing from range is a legitimately satisfying setup to optimize. The 2.0 overhaul baked into Prophecy is where Neocore finally sorted out the pacing problem that plagued the original Martyr launch. Missions move faster, loot rolls more frequently, and the crafting system has enough depth - socketing psalms as runewords, chasing Daemonforged and Archeotech-tier gear - to keep the grind loop moving. The 2-4 player co-op carries over from Martyr, and running constructs alongside a friend's Psyker or Crusader builds into a decent cooperative rhythm, though the multiplayer has historically had stability issues you should go in expecting. For solo players in particular, the Tech-Adept's construct army functions as a built-in party, which makes this class unusually forgiving when the co-op queue is empty. The problems are real and worth knowing upfront. Difficulty tuning is unreliable: the Tarot card modifier system introduces random effects that can swing from trivial to punishing with no gradual middle ground, and there is no clean slider for players who want a steady challenge curve. Performance can spike even on capable rigs. The combat feedback - the actual tactile crunch of hitting things - is soft compared to what shooter-adjacent ARPG players will be used to. The three original classes (Psyker, Crusader, Death-Cult Assassin) all rely on dodge-rolling and blocking mechanics the engine was never quite built to support well, so if you skip the Tech-Adept and go straight for Crusader, expect some friction. Enemy variety gets a genuine boost here with Aeldari units including Howling Banshees, Warp Spiders, and Swooping Hawks, plus full Tyranid rosters up to Carnifexes and Zoanthropes - the setting work is solid throughout. The question of whether Prophecy stands alone or needs Martyr is technically answered in its favor - you do not need the base game to play. Practically, though, the three-chapter campaign will feel thin if you are not interested in running the shared endgame content that bleeds back into Martyr's systems. The 40K lore is handled with enough authenticity to satisfy fans without being impenetrable to newcomers, but the person who will get the most out of this is someone already invested in the Caligari Sector's ongoing story. For a performance-obsessed ARPG player measuring this against Path of Exile or Grim Dawn, the build ceiling is lower and the moment-to-moment action is not as tight. For a 40K lore fan or someone who wants a summon-commander fantasy with genuine construct depth, this lands. Fred, Scout Team

Warhammer 40,000: Inquisitor - Prophecy
ActionAdventureIndieRPG

Warhammer 40,000: Inquisitor - Prophecy

Jul 30, 2019NeocoreGames
GamerScout Says

A summoner-class ARPG that works best as a gateway into the Inquisitor series - solid 40K atmosphere, one very playable new class, and enough loot to justify the grind if Nids and Aeldari are your thing.

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About Warhammer 40,000: Inquisitor - Prophecy

I came to Prophecy from the shooter end of the 40K spectrum - Darktide, Space Marine 2, the usual suspects - and what I found here is a slower, more deliberate kind of damage delivery. That is not automatically a strike against it. The Tech-Adept is genuinely the most interesting reason to boot this up: instead of aiming and clicking your way through hordes, you are managing a small army of Legio Cybernetica constructs, spending Data-Flux points to field Kataphron Destroyers, Kastelan Robots, Tarantula Turrets, and Psiloi combat units while your own weapons (a Plasma Caliver at range, an Omni-Axe up close if you feel brave) serve as support fire rather than primary damage. The class plays a lot like a Diablo 3 Necromancer but grittier, and the construct customization runs deep enough that build variety is real - Kataphron Vanguard tanking while a Phosphor Cannon Kastelan and a Tarantula Turret Missile Launcher do their thing from range is a legitimately satisfying setup to optimize. The 2.0 overhaul baked into Prophecy is where Neocore finally sorted out the pacing problem that plagued the original Martyr launch. Missions move faster, loot rolls more frequently, and the crafting system has enough depth - socketing psalms as runewords, chasing Daemonforged and Archeotech-tier gear - to keep the grind loop moving. The 2-4 player co-op carries over from Martyr, and running constructs alongside a friend's Psyker or Crusader builds into a decent cooperative rhythm, though the multiplayer has historically had stability issues you should go in expecting. For solo players in particular, the Tech-Adept's construct army functions as a built-in party, which makes this class unusually forgiving when the co-op queue is empty. The problems are real and worth knowing upfront. Difficulty tuning is unreliable: the Tarot card modifier system introduces random effects that can swing from trivial to punishing with no gradual middle ground, and there is no clean slider for players who want a steady challenge curve. Performance can spike even on capable rigs. The combat feedback - the actual tactile crunch of hitting things - is soft compared to what shooter-adjacent ARPG players will be used to. The three original classes (Psyker, Crusader, Death-Cult Assassin) all rely on dodge-rolling and blocking mechanics the engine was never quite built to support well, so if you skip the Tech-Adept and go straight for Crusader, expect some friction. Enemy variety gets a genuine boost here with Aeldari units including Howling Banshees, Warp Spiders, and Swooping Hawks, plus full Tyranid rosters up to Carnifexes and Zoanthropes - the setting work is solid throughout. The question of whether Prophecy stands alone or needs Martyr is technically answered in its favor - you do not need the base game to play. Practically, though, the three-chapter campaign will feel thin if you are not interested in running the shared endgame content that bleeds back into Martyr's systems. The 40K lore is handled with enough authenticity to satisfy fans without being impenetrable to newcomers, but the person who will get the most out of this is someone already invested in the Caligari Sector's ongoing story. For a performance-obsessed ARPG player measuring this against Path of Exile or Grim Dawn, the build ceiling is lower and the moment-to-moment action is not as tight. For a 40K lore fan or someone who wants a summon-commander fantasy with genuine construct depth, this lands. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopcontroller-supporttier:sub-5Summoner ClassBuild CraftingConstruct ManagementCo-op CampaignLoot Grind40K Lore-RichIsometric ARPGDifficulty Variance

System Requirements

Minimum

OS
64-bit Windows 7+ (8 / 8.1 / 10)
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
30 GB available space
Graphics
Nvidia GeForce GTX 760 (2 GB) / AMD Radeon HD 7850 (2 GB)
Processor
Intel CPU Core i3-2120 (3.3 GHz) / AMD CPU FX-6300 (3.5 GHz)
Additional Notes
The game requires constant online connection

Recommended

OS
64-bit Windows 7+ (8 / 8.1 / 10)
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
30 GB available space
Graphics
Nvidia GeForce GTX 1060 (3 GB) / AMD Radeon RX 480 (4 GB)
Processor
Intel CPU Core i7-2600 (3.4 GHz) / AMD CPU FX-8320 (3.5 GHz)
Additional Notes
The game requires constant online connection

Reviews & Ratings

No ratings available

Game Info

Developer
NeocoreGames
Publisher
NeocoreGames
Release Date
Jul 30, 2019

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