Break the math.
Every hand is a poker hand. Every card is a maiden. Stack enough Charms behind them and a Pair stops being a Pair and starts being a number with too many digits in it.
Awaken. Fuse. Ascend.
Aspects, Finishes and Sigils don't decorate a card — they
wake her up. Hold four Awakened cards of the same rank — any suits, in any mix — and you can
fuse them into her Final Form: one card, one signature ability, and thirteen of them to find.
Getting there is the run. Elixirs wake cards at random, Shards wake the exact card you want, and both routes are competing for the same money.
Eight Cycles. Twenty-eight villainesses.
Small round, Big round, then something with a name and a face that changes the rules while you fight it. Debuffed suits, locked hands, cards face-down. Beat the Cycle 8 boss to close out a run.
Bring a different Order every time.
Fifteen alchemical Orders, each a different starting hand of problems: the Hollow Order gave up its face cards, the Sundered Order deals in two suits, the Ember Order presses on with an extra discard. Eight Trials sit on top for when the Orders stop being a problem.
What's in it
- 81 Charms — the engine pieces, from flat bonuses to build-defining rule changes
- 13 maidens, one per rank, each with her own Final Form
- 40 consumables — 16 Elixirs, 12 Metals, 12 Sublimations
- 18 Rites and 14 Tags to bend a run's economy
- 28 villainesses, each with her own rule and her own art
- 15 Orders and 8 Trials
Made for this game
Every maiden, villainess and background was made for Alchemaidens specifically — nothing here came off an asset store. It's a solo project, art and music included. See the generative AI disclosure on this page for how the art and audio were made.
A note on these screenshots
Alchemaidens is still in development. Everything shown on this page comes from a work-in-progress build — art, interface and balance are all still changing, and the finished game will not look exactly like these images.