A teleport button and a curse spell might not sound like the headline features of an action RPG. But in Necromancer: Undead Legion RPG, both became examples of why a solo developer needs other people to play the game. Returning testers spotted problems in Ancoach Studio's mobile rebuild that were difficult to recognize simply by checking whether the underlying code worked.

Ingyoon An, the South Korean developer behind Ancoach Studio, is rebuilding his earlier Necromancer RPG into a dark-fantasy action RPG for Android and iOS. The core combat choice sounds irresistible to anyone who loves commanding minions: eligible defeated enemies can rise into your undead army, or their corpses can fuel an explosion. Yet getting those decisions to feel good on a touchscreen requires a level of design detail that a trailer cannot convey.

An has shared two concrete examples in his first-person development account and in a written press package provided to GameLogNews. They concern a teleport shortcut that disrupted directional movement and a curse zone that appeared away from the action. Neither is a claim about a publicly released build: the game remains in development.

One thumb cannot control two things at once

Necromancer players directly control their character's movement, attacks and teleportation while their summoned legion fights nearby. On PC, you can spread these inputs across a keyboard and mouse or a controller. On a phone, nearly everything must fit beneath two thumbs.

According to An, testers wanted more freedom to arrange the controls, leading to three layouts: Default, Right-hand cluster and Left-handed. That sounds like a straightforward accessibility and comfort improvement, but a returning player uncovered an issue inside the right-hand arrangement.

The teleport control occupied the same thumb that the player needed for directional movement. Reaching over to teleport meant lifting that thumb off the movement input. The game could then lose the intended direction, potentially sending the necromancer somewhere the player did not mean to go.

An's solution was specific: swap the attack and teleport button positions for that preset. The problem was not the strength of a skill or the speed of the teleport animation. It was the simple fact that the player's thumb was already doing another job.

The developer also describes moving the optional auto-attack toggle to a lantern button available during combat, rather than burying it in a settings screen. Auto-hunting is optional, too. That leaves players room to choose how much direct control they want in a hectic battle. These are developer-reported design changes, not independent hands-on findings from our newsroom.

The curse zone worked, but it appeared in the wrong place

The second example is more subtle. The Charnel Liturgy equipment set can produce a curse zone through the game's corpse-explosion mechanic. A tester complained that the zone kept showing up where there were no enemies, making the ability feel disconnected from the fight.

An investigated and found that the system was placing the zone on the oldest corpse, even when the combat had already moved elsewhere. The spell could activate exactly as coded while still feeling wrong to the person playing.

He changed the targeting rule to place the curse zone where the corpse explosion hit the most enemies. That distinction matters: the new placement is based on enemies hit, not how many enemies were killed by the blast.

The developer has also described the fix in a public Charnel Liturgy devlog. It illustrates a common difficulty with action-game feedback: a successful technical trigger does not necessarily mean an ability communicates its value clearly on screen.

Crucially, the studio's available gameplay images are not annotated before-and-after comparisons of either issue. They show the game itself, and should be treated as such.

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The returning players helping a solo developer

An says he is a dentist who began learning to code through web searches in 2022. His earlier Necromancer RPG gained enough attention to be selected for a Google Play Korea weekly recommendation, according to the developer. Players who remembered that game later returned to try the rebuild, and An says one contributor sent more than 1,000 pieces of feedback.

That number comes from the developer; it is not an independently audited count of resolved bugs. Still, the teleport and curse-zone examples are valuable because they describe observable problems and concrete changes rather than a vague promise that the team is 'listening to the community.'

Building a minion-heavy mobile RPG alone presents conflicting pressures. There needs to be a crowd of undead on screen, but the player still has to spot boss warnings, understand where attacks land and move out of danger. The more chaotic the battle looks, the more important clear controls and readable effects become.

What is in Necromancer: Undead Legion RPG?

The studio describes 36 undead types, based on skeleton and zombie lines with elite forms. The official game guide documents combat, summons and character progression. There are 19 runes and 10 runewords, an 11-zone, 200-stage labyrinth, boss attacks telegraphed on the ground, and a Reaper transformation for dangerous moments.

Progression also includes optional reincarnation and a bridge-defense mode in which the legion, turrets and altars defend against a siege. The developer advertises support for 15 languages, including English and French. These are planned or described features of a game still in development, not a reviewer's completed feature audit.

A scene shared by Ancoach Studio shows summoned undead fighting in a stone arena. It was captured in-engine with the interface hidden and a presentation camera, so it does not depict the standard phone controls or the actual before-and-after teleport fix. The same disclosure applies to the studio's official trailer footage.

When is the game coming out on Android and iOS?

Ancoach Studio has not announced a firm release date. Its Google Play page has offered pre-registration, while the Apple App Store page has offered pre-orders in supported regions.

The US App Store displayed a provisional January 14, 2027 date during preparation of the press dossier. That is a storefront estimate, not a developer-confirmed launch day, and it should not be used to predict the Android release. Store pricing and availability may vary by territory.

The developer describes the game as a paid mobile RPG and has announced a 600-gem reward associated with pre-registration or pre-orders on both platforms. Players should check their regional storefront for the latest terms. No public playable build was supplied to GameLogNews for this article.

For a better idea of the project's visuals, see the official V18 gameplay trailer from Ancoach Studio, which uses captured game scenes with the HUD hidden for presentation.

Why these small changes matter

The best part of this story is not a promise of hundreds of stages or dozens of summonable creatures. It is the reminder that a feature can work perfectly on paper and still fail the player holding the phone.

One tester revealed that teleportation needed to respect the realities of a thumb already steering the character. Another showed that a curse zone needed to follow the active fight, not the oldest body on the floor. For Necromancer: Undead Legion RPG, those observations have already changed the design—even before its release.

Sources and Context
Primary source: Ingyoon An / Ancoach Studio developer account
Source date: October 27, 2026