Un-Necesse-ary

Necesse recently graduated from Early Access to full 1.0 release. I had played it previously for almost 10 hours, so I wanted to give it another go to see what had improved. As it turns out… not much.

I’ve heard the game described as “top-down Terraria meets RimWorld,” but that is criminally misleading. Yes, it is a top-down, open-world survival crafting game with RimWorld-esque colony management functions. But what it’s actually more like is a lower-budget Keplerth. Now, in my Impressions of that game I called it a knockoff Necesse, so there’s some circular referencing going on.

The point is to not go into Necesse thinking you are going to get the same tight, engaging gameplay loops of Terraria or… like anything at all related to RimWorld’s subtle genius. The NPCs you recruit to your village can be assigned tasks like chopping wood or shearing sheep, but they have zero personality, relevant moods, or any necessary functionality at all. Hell, most of the crafting you can do is itself pointless in comparison to random drops.

OK, let’s back up. What’s Necesse and its gameplay loop?

Boom goes the dynamite

In Necesse, there is a large overworld with various creatures and hazards and biomes to explore. Additionally, there is an underground “layer” full of much more dangerous monsters and random loot. The loose goal is for you to summon bosses using specific item drops, defeat them, and use the resulting drops to unlock the next tier of progression. As you might expect with the top-down perspective, most of the bosses are bullet-hell style affairs with multiple phases.

There is crafting in Necesse, but it feels largely perfunctory and unsatisfactory. Yes, you can collect wood to make a Wood Sword, smelt copper into copper ingots to make a Copper Sword, and so on. You can also just buy weapons from NPCs too, skipping multiple tiers in the process. Indeed, the underground portions of the game feature loads of enemies that have a chance of dropping gear that vastly outstrips anything you could reasonably craft. So, rather than feeling like you are earning your way through escalating challenges, most of the time you are better off just running around under-geared until you very suddenly are not.

It’s a certain… aesthetic.

There is technically hunger in Necesse, but it is the sort of half-baked nonsense that is unfortunately typical in this space. Are there dozens of food recipes? Yes. Are any of them necessary at all? No. More complicated dishes can grant you larger bonuses to damage (etc) and you can even automate some of the cooking via the NPCs you recruit to your base. But… why? Just eat a bunch of coconuts or berries or whatever else is nearby. Perhaps this sort of thing becomes more required on higher difficulties. It all just feels rote, like designers going through the same motions just because “everyone” builds games this way. It’s 2025, guys: if food isn’t going to be super-scarce resource, then it needs to have a more integrated game function (increasing HP, etc) ala Valheim or similar. Otherwise, just leave it out.

To an extent, it’s a bit unfair to be too harsh on Necesse considering it was largely developed by one dude. Counter-point: Stardew Valley. Also: maybe it’s worth bringing on more people to make the game more engaging? There was a graphics overhaul at one point, which certainly improved things, but the UI itself is still hot garbage. Could they make the icons even tinier? [Fake Edit:] Just found the option for UI scale, but it still looks bad even when scaled up.

Anyway, that’s Necesse.

Posted on November 10, 2025, in Impressions and tagged , , , , , , . Bookmark the permalink. 3 Comments.

  1. If you are looking for an actual top down Terraria, Core Keeper is the way to go, they even had several collabs borrowing items and monsters from each other.
    But perhaps you already played that one.

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    • I have indeed played Core Keeper! For some reason, I never made an Impressions post about it, but Steam shows 31.1 hours overall. Never beat the game, but I do agree that Core Keeper is the closest “top-down Terraria” we have to date.

      Come to think about it, I think one of my biggest problems with Core Keeper was the escalating distances I had to go to get to the next boss. Each boss was like within a concentric ring zone around the center, yeah? But you couldn’t just go North and hit them all, as they could spawn anywhere within the band. It caused me to keep moving my base around and/or spending minutes in a minecart to get to the next area and was overall just annoying. Plus, I think I got some OP weapon or something, so it felt like one of those “I’ve already won the game, just have to go through the motions” type of deal.

      Thirty-plus hours is a lot though, so I do recommend people give it a shot.

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      • It’ss kinda true for some bosses and depending on when/what version you played I guess.
        A lot has happened over the years I beliave, specific bioms spawning in specific directions, and ways to fast travel far out, railroad tracks and things like that.

        But I havent played it super much my self, and it was prehaps 2-3 years since last time. Before last years 1.0 release.

        Maybe one day there is a revisit in order when I run out of all other games currently taking up the time:
        • ARC Raiders
        • Super Fantasy Kingdom <- do recommend cheap indie rogue like strategy recently released.
        • The Isle <– Very unique multiplayer survival dinosaur simulator.
        • V Rising.(I run a community server, so it’s always there in the corner)

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