Game review
Nemire
7 / 10
- Developer
- Egidijus Adomaitis
- Publisher
- Egidijus Adomaitis
- Released
- 18 February 2024
- Platforms
- Windows
- Genre
- Tactical RPG, Turn-Based Strategy, Fantasy
- Monetisation
- One-time purchase, no in-app purchases; two paid DLC expansions (Rivers of Blood, Deathbringer) were released more than a year and a half after launch
- Players
- Single-player only
The short version
Nemire flips the usual XCOM formula on its head: the player commands a growing squad of the undead, harvesting human souls to fuel new powers on the way to wiping out the living entirely. Made and published solo by developer Egidijus Adomaitis and released 18 February 2024, it carries a small but genuinely complete review history this review reads in full — 28 reviews in every language the game has received — sitting at Mostly Positive. The clearest thread running through nearly every review, positive or negative, is a solo developer who shipped daily hotfixes in the first week and has kept meaningfully updating and expanding the game for two and a half years since.
Biggest strengths
- A genuinely fresh spin on the squad-tactics formula, casting the player as the antagonist force rather than the defenders, which multiple reviewers specifically cite as the game's strongest hook
- Random unit traits and a feat system give runs real variety, with several reviewers comparing the loop favourably to XCOM and Battle Brothers
- Cheap at NZ$10.49, with reviewers on both sides of the recommendation line agreeing it's fair value, and one recent review specifically praising it as "great value" for a solo-developed strategy game
Biggest weaknesses
- Launch-week reviews report real, specific bugs — crashes on unit selection, the game freezing on the enemy's turn, and enemies moving through friendly units in ways that broke tactical positioning
- Several early reviews describe the difficulty as excessive, with one calling certain missions "statistically impossible" due to enemy health and numbers
- At least one 2026 review reports occasional game-breaking bugs still forcing level restarts, suggesting stability issues weren't fully eliminated even after extensive patching
Who it's for: Fans of XCOM and Battle Brothers-style tactics who like permadeath stakes and a distinctive playing-the-monster premise; a poor fit for anyone who wants a fully polished experience straight out of the box rather than one that improved substantially after launch.
Our recommendation: A cheap, distinctive tactics RPG that launched genuinely rough but has been reshaped by an unusually committed solo developer since — worth it now, and worth checking the current build rather than judging it purely by its first-week reputation.
7 / 10
Introduction
Nemire asks the usual squad-tactics question from the other side of the table: rather than defending humanity from an invading horror, the player commands the horror, harvesting souls from the living to grow a squad of undead soldiers and eventually wipe out humanity's last resistance. Made and published solo by developer Egidijus Adomaitis and released 18 February 2024 for NZ$10.49, it carries a small enough review history — 28 reviews across every language it has ever received — that this review reads every one of them rather than sampling. What emerges from that full read is Mostly Positive sentiment built on a genuinely fresh hook, and a launch rough enough to leave real scars, softened almost entirely by what happened after.
Playing the monster, for once
The premise draws consistent, specific praise. "An indie gem," one early reviewer calls it, comparing the addictive gameplay loop to "XCOM and Battle Brothers," praising "a lot of variety in both friendly and enemy units" alongside a randomly generated feat system. A more recent review agrees the hook still lands: "Fresh spin on the turn-based tactical RPG... this was the first Random Unit Traits game I have played." Permadeath gives runs real stakes without making losses feel punishing, according to multiple reviewers — one specifically notes that "losing a run doesn't feel bad" thanks to how the recruitment and squad-building systems are structured around expecting losses rather than punishing them severely.
A launch week that needed the fixes it got
The negative side of this small sample is dominated by technical complaints dated almost entirely to launch week. "Selecting units also is extremely janky," one reviewer wrote two days after release, describing crashes when trying to select units in the first mission. Another, also from launch week, called the difficulty "insane," describing enemies that "can also go through your men, which means there's no strategy, its just a fodder fest." A third reported missions with "more than 15 enemies and a boss with over a thousand life points" that felt statistically unwinnable.
What separates this from a simple story of a rough launch is how directly the developer responded, and how many reviewers noticed. "The developer so far released a patch every day fixing bugs and is also active in the discord," one reviewer wrote within days of launch. Another: "the developer is pretty active on the discord and fixes bugs neigh immediately upon discovery." A third: "with more content and variety coming soon I can see this growing into a very solid tactical game." That wasn't just goodwill — Steam's own patch history backs it up directly. A hotfix landed the day after launch, followed by numbered updates roughly weekly through March and April, and a substantial Update 1.1.0 that September explicitly stated its purpose: "Most common two items of feedback was the mission difficulty, especially for the event missions, and the game freezing on enemy turn. The game now should feel substantially more fair than before as certain enemy and boss unit's stats were adjusted." That's a direct, documented response to the two specific complaints named above.
Still going, more than two years later
What makes Nemire's story genuinely unusual for a solo-developed game this size is that the support never really stopped. Steam's community announcements show continued balance updates through 2025, and two full paid content expansions — Rivers of Blood and Deathbringer — released in October and November 2025, well over a year and a half after the original launch. A small update followed in December 2025, and by March 2026 the developer was already announcing a new project while still supporting this one. That's a meaningfully longer commitment than most titles this size receive, and it shows in the achievement data: a genuinely deep, gradually tapering difficulty curve running from 92.3% for an early milestone down to 2.3% for defeating five bosses, evidence of real long-tail content for players willing to push into it. It's worth noting the game hasn't become bug-free in that time — at least one 2026 review still reports occasional game-breaking crashes forcing level restarts — so buyers shouldn't expect total polish, just a developer who has kept working at it.
Final Verdict
Nemire is a cheap, distinctive tactics RPG whose launch reputation — buggy, brutally unfair, janky — undersells what two and a half years of a genuinely committed solo developer have turned it into. The core hook of playing the monster rather than fighting it remains its best idea, and the difficulty, while real, is by design rather than by neglect according to both the patch history and the achievement data. For NZ$10.49, and especially given the developer's demonstrated follow-through, it's an easy recommendation for tactics fans willing to judge the current build rather than its first week.
Pros and cons
Pros
- A genuinely fresh spin on the squad-tactics formula, casting the player as the antagonist force rather than the defenders, which multiple reviewers specifically cite as the game's strongest hook
- Random unit traits and a feat system give runs real variety, with several reviewers comparing the loop favourably to XCOM and Battle Brothers
- Cheap at NZ$10.49, with reviewers on both sides of the recommendation line agreeing it's fair value, and one recent review specifically praising it as "great value" for a solo-developed strategy game
- Sustained, substantive post-launch support: two paid content expansions in late 2025 and continued balance updates well into 2026, a genuinely rare commitment for a game this size
Cons
- Launch-week reviews report real, specific bugs — crashes on unit selection, the game freezing on the enemy's turn, and enemies moving through friendly units in ways that broke tactical positioning
- Several early reviews describe the difficulty as excessive, with one calling certain missions "statistically impossible" due to enemy health and numbers
- At least one 2026 review reports occasional game-breaking bugs still forcing level restarts, suggesting stability issues weren't fully eliminated even after extensive patching
- Steam's achievement data shows a steep drop into the game's harder content, with only 2.3% of players defeating five bosses — a genuinely difficult game even after its rebalancing