# Cozy Necromancy press fact sheet

A gentle mystery about a village that cannot let go of its dead.

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| --- | --- |
| Developer | Nathaniel Voorhies, working as Hexmonger (solo developer) |
| Publisher | Hexmonger (self-published) |
| Platforms | Windows, macOS and Linux (Steam). iOS and Android later |
| Release | Late October 2026 on Steam. A free demo, the opening and Luna's story, is on Steam now |
| Price | US$9.99 on Steam |
| Genre | Cozy mystery RPG, with no combat |
| Players | Single player |
| Input | Controller, or keyboard and mouse |
| Languages | English (text; there is no voice acting) |
| Engine | Godot 4.6 |
| Website | https://hexmonger.com/cozy-necromancy/ |
| Steam | https://store.steampowered.com/app/5349910/Cozy_Necromancy/ |
| Trailer | https://www.youtube.com/watch?v=wZKHR_hgbv0 |
| Press kit | https://hexmonger.com/cozy-necromancy/press/ (screenshots, 4K stills, logos, key art, the trailer) |
| Contact | press@hexmonger.com |

## In one sentence

Cozy Necromancy is a cozy 3D mystery RPG with no combat, in which a
journeyman necromancer lays a village's restless dead to rest by listening
to them, finding out what holds them, and making the case with three
objects in a ritual circle.

## Short description (about 50 words)

A gentle mystery about a village that cannot let go of its dead. As a
journeyman necromancer, you lay six spirits to rest by listening to them,
investigating what holds them, and making your case with three objects in a
ritual circle. No combat, no timers, no fail states.

## Long description

You are a journeyman necromancer, freshly graduated and posted to Willowmere on
your first assignment. The spirit waypoint beneath the village, the Moonwell,
was sealed thirty-five years ago, and the dead have been collecting behind it
ever since. None of them are hostile. All of them are stuck.

There is no combat in this game. You cannot fight a ghost into peace.

Every bound spirit is a person with an unfinished sentence: a twin who blames
herself for a fire, a knight who kept the wrong oath, a hedge witch the village
burned and later thanked. You travel with them, watch what they react to, read
the archive someone misfiled, and ask the living about the things they would
rather not say.

When you think you know what binds a spirit, you say it with objects: three
items placed in the ritual circle. What matters is what they mean. A locket, a
scorched hinge, a letter never sent. Get it right and they can move on. Get it
half right and they will tell you so. Nothing is ever consumed, so you can
always try again.

Six companion stories, each resolvable on its own, and one older question under
all of them: who sealed the Moonwell, and what were they protecting?

## Features

- **No combat.** A haunting gets solved once you understand it.
- **Six spirits, six stories.** A ghost twin, a silent knight, a burned hedge
  witch, a 212-year-old golem, a vampire missing sixty years of memory, and an
  assassin who cannot picture the faces.
- **The ritual is an argument.** Three symbolic items, four possible outcomes,
  and nothing lost for being wrong.
- **A village that talks.** Villagers with their own gossip and their own
  reasons to keep a secret, and a square full of neighbors running errands and
  talking among themselves.
- **Quiet by design.** No timers, no fail states, no resource management.
  Optional packing puzzles, hints, and a journal that remembers what you have
  worked out.
- **Offline, no account.** No ads and no microtransactions on Steam. Steam
  achievements, and nothing collected about the player.

## Generative AI, stated plainly

**Made with AI tools:** the key art behind the game's icon, and the first
versions of many 3D models (the villagers and spirits, the ritual items and
several buildings). Each model was generated from our own written description,
then cleaned up, re-shaded, rigged and animated by hand. The achievement icons
are pictures of those models.

**Written by a person:** the story, quests and dialogue. AI tools helped edit
them. None of the game's writing, music or sound was generated: the music and
sound effects come from human-made libraries.

**Generated while you play:** a small language model (Google's Gemma 3 270M)
runs entirely on the player's own machine, with no network connection. It
writes short lines of villager small talk, the oracle's one- or two-sentence
hint after a failed ritual, and routine filler records in the in-game archive.
It also picks which of the pre-written dialogue lines fits the moment. The
player never types to it. It never writes story. It can be switched off in
Settings, and the game plays the same on written lines alone.

## Streaming and video policy

You are welcome to stream, record and monetize video of Cozy Necromancy on any
platform, and you do not need to ask first. Screenshots and art from this kit
may be used in coverage of the game. We'd appreciate a link to the Steam page.

## Credits

- Design, programming and writing: Nathaniel Voorhies
- 3D assets: KayKit by Kay Lousberg (CC0), Quaternius (CC0), and models
  generated with MeshForge and Meshy, then reworked by hand
- Music: Ovani Sound
- Sound effects: Ovani Sound, the Sonniss GDC Game Audio Bundles, and Kenney
  (CC0)
- Fonts: Cinzel by Natanael Gama (the logotype), Alegreya by Huerta
  Tipográfica
- On-device language model: Gemma 3 270M, by Google, run with llama.cpp
- Engine: Godot 4

## About Hexmonger

Hexmonger is the independent game studio of Nathaniel Voorhies, who worked on
GPU architecture at NVIDIA and on machine-learning accelerators and their
compilers at Google before turning to games. It makes small games with deep
systems underneath: sand that behaves like sand, cities that generate
themselves, and stories that ask you to understand rather than fight.

| | |
| --- | --- |
| Studio | Hexmonger |
| Founder | Nathaniel Voorhies, solo developer (design, programming, writing and music). Previously GPU architecture at NVIDIA and machine-learning accelerators and their compilers at Google |
| Business | Sole proprietorship: Nathaniel Voorhies, doing business as Hexmonger |
| Based in | San Mateo County, California, USA |
| Engine | Godot 4, for every game |
| Games | **Castles in the Sand**: a cozy beach-building game with real water. Out now, free on iPhone and iPad and in the browser on itch.io; Android to follow<br>**Cozy Necromancy**: a cozy mystery RPG with no combat. Steam, late October 2026, with a free demo now<br>**Tin Coffins**: a cel-shaded mech roguelite shooter. Steam, expected December 2026, with a free demo now<br>**Goblin Hunt**: a top-down fantasy RPG drawn in pen-and-ink black and white. In development for phones, tablets and browser |
| Principles | No accounts. Ads never interrupt play and can always be declined. Every privacy policy is published and versioned in the open |
| Website | https://hexmonger.com |
| Contact | press@hexmonger.com, support@hexmonger.com |
| Elsewhere | https://hexmonger.itch.io, https://www.youtube.com/@hexmonger |

### History

Before Hexmonger, Nathaniel Voorhies worked on GPU architecture at NVIDIA and
on machine-learning accelerators and their compilers at Google. The studio's
first game began as a prototype in 2023: a beach where the sand is a real
simulation, so water soaks in, carries grains away and slumps the walls. It
became Castles in the Sand, which came out free on iPhone and iPad in September
2026.

Cozy Necromancy went into production in January 2026, as a mystery about
helping a village's restless dead move on by listening rather than fighting.
Its villagers' small talk comes from a language model small enough to run on
the player's own machine, while every line of the story is written by hand. Its
free demo, the opening and Luna's story, came to Steam in October 2026. Tin
Coffins, a mech shooter, followed in May and Goblin Hunt, a pen-and-ink RPG for
phones and browsers, in July. The studio's website and its openly versioned
privacy policies went live in September.
