Necromancer: Undead Legion RPG — testers change how you command the dead

Ancoach Studio explains how feedback changed the controls and abilities of its Android and iOS action RPG. With 36 undead types, each corpse offers a choice: raise it or detonate it.

A necromancer and his legion in a stone chamber: a frame supplied by Ancoach Studio, with the interface hidden and a presentation camera.
Ancoach Studio. In-game scene captured with the interface hidden and a presentation camera; it does not show the normal phone controls.

Commanding a legion of undead also takes two thumbs in the right places. That is the most interesting detail in the story Ancoach Studio shared with GamesForPlay: during tests of Necromancer: Undead Legion RPG, the position of a button changed how teleportation behaved in players’ hands.

The project is a dark fantasy action RPG for Android and iOS. Enemy corpses become a resource: they can strengthen the legion or explode against those still standing. The store listings describe 36 undead types, while movement, attacks and teleportation remain under the player’s control. Automatic functions, including hunting, are also planned, so this should not be mistaken for an exclusively manual game.

Behind Ancoach Studio is Ingyoon An, a South Korean independent developer who also introduces himself as a dentist in the public press kit. He says he began learning programming in 2022 by searching Google and rebuilt the previous Necromancer RPG from scratch. The new project is still in development and, according to the studio, supports 15 languages, including Italian.

Teleportation under the wrong thumb

An says some players of the previous title returned to help test this one. One reportedly submitted more than a thousand observations. That figure is a developer statement: it does not mean a thousand fixed bugs or establish the size of the community.

In the communication sent to our newsroom, the studio describes three control layouts: the default, one with buttons grouped on the right, and a left-handed option. The aim was to accommodate different hands and grips.

A regular tester, however, reported a problem with the right-grouped layout. Teleportation ended up under the thumb used for movement. Lifting it to press the button interrupted directional input, risking a jump in the wrong direction. According to An, the response was to swap the attack and teleport buttons.

The official combat guide helps explain why this matters: the jump follows the direction the character is facing. An awkward layout can therefore interfere with a decision made during combat. The guide documents the rule; the account of the change comes from the developer.

The cursed zone chose the wrong corpse

The second episode concerns Charnel Liturgy, an equipment set which, in the studio’s account, generates a cursed zone. A tester saw it appear where there were no enemies.

An attributes the problem to the code’s selection rule: it picked the oldest corpse. The change described instead places the zone where a corpse explosion hit the most enemies. That changes the ability’s logic as well as its presentation. We have no access to the code or test results to verify its execution directly.

Italian promotional image of the corpse explosion in Necromancer: Undead Legion RPG, supplied by Ancoach Studio.

Ancoach Studio promotional material: the scene comes from a game capture, with added text and layout. It is not a raw screenshot of the phone interface.

Availability and materials

The game has listings on Google Play and the App Store. When checked on 22 October, Apple’s US listing gives 14 January 2027 as the expected date. This does not confirm an Android date or a simultaneous release across territories. Check prices and availability in your own country’s store.

The studio also provides an official trailer and an online guide. The latter explains the game’s systems and is not a demo. The materials supplied do not include a playable review build.

A producer’s perspective

These two episodes suggest a concrete production priority: check that players can execute the choice intended by the design. Adding undead, equipment or effects does little if a grip interrupts the escape direction, or a useful ability appears far from the fight.

As a producer, I would turn the reports into repeatable tests. For controls: the same manoeuvre across layouts, checking maintained direction and unintended errors. For the cursed zone: differently distributed enemy groups, consecutive explosions and verification of the selected location. I would then repeat the tests after the changes to check that the problem had not simply moved elsewhere.

Feedback gains value through the connection between observation, intervention and retesting. A thousand comments show a tester’s investment; alone, they do not demonstrate the game’s final quality.

Based on public sources and press materials supplied by Ancoach Studio. Development anecdotes are attributed to their author. The producer’s perspective is editorial interpretation; GamesForPlay has not played the game for this article.

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