
Alchemia is a turn-based strategy roguelike with a hint of puzzle. You'll collect alchemical reagents, building your own personalized combat satchel, and combine them into magical recipes, unique to each run, to battle against outlandish foes.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Welcome to the land of Alchemia, where magic and alchemy meet to create fantastical creatures and allow a few individuals to harness powers only dreamt of! In your journeys through this land you'll encounter foes, friends, ancient knowledge and relics from a bygone civilization, and much more!

35+ different enemies to strategize against and defeat
60 unique recipes to discover, with over 10 quintillion possible combinations in each run
35+ powerful artifacts to loot and customize your build
20+ detailed events to encounter during journeys
...and Much More to Discover!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
[h1] Боевой алхимик [/h1] Исследование миров, необычная система сражений. https://steamcommunity.com/sharedfiles/filedetails/?id=2863407597 [h1] СЮЖЕТ [/h1] Очень условный. Наш герой-алхимик собирает крупицы информации об этом мире из небольших редких текстов и общения с NPC. [h1] ГЕЙМПЛЕЙ [/h1] Игровой процесс представляет собой исследование подземелий с пошаговыми сражениями и небольшим развитием между забегами. В начале имеется небольшое, но информативное обучение, которое расскажет как перемещаться по карте локаций и сражаться. Прохождение происходит в виде исследования локаций, разбитых на точки интереса. Открытые точки можно посещать в любой момент, без риска пропустить что-либо. В наличии: - Обычные сражения. - Битвы с элитными врагами. - Сражения с боссами. - Торговец. - Место отдыха. - Рандомные ивенты. В конце любой большой локации рано или поздно встречаем босса. После победы (если получится) над ним переносят в следующую - более сложную. Основной деятельностью в игре являются сражения. Они заключаются в пошаговом обмене ударами с рандомно (из небольшого списка доступных на локации) генерируемыми противниками. Враги действуют более-менее шаблонно, наносят простые и специальные удары, накладывают баффы/дебаффы и так далее. https://steamcommunity.com/sharedfiles/filedetails/?id=2863407791 А вот наш герой сражается необычно - у него есть сумка (колода) с алхимическими реагентами (карты), которые выдаются на ход рандомным образом и подлежат смешиванию на специальном поле по рецептам для получения тех или иных эффектов (урон, щиты, баффы, дебаффы и прочее). Смешивать доступные реагенты нужно не абы как, а по рецептам, которые ещё надо где-то раздобыть и выучить. Если ингредиенты расположены верно - получаем какой-то более сильный эффект, если же просто накидать реагенты как придётся, то получим слабенький результат, производимый самими материалами по умолчанию. Самые простые рецепты урона и создания щита известны сразу, а основную часть придётся выучивать, понемногу расшифровывать или можно рискнуть и попробовать выучить их в бою путём правильной попытки крафта. Одной из наград за победу в сражениях является раскрытие частей рецептов. Когда используем уже изученные сочетания реагентов происходит прокачка конкретного рецепта до улучшенной версии. По мере прохождения больших локаций, в рамках забега происходит развитие героя. Становится доступно бОльшее по размеру поле для смешивания ингредиентов и, соответственно - более мощные рецепты. Но и врагов подвозят куда более сильных. За победы в сражениях награждают новыми (или не очень) ингредиентами (можно взять в сумку или продать, чтоб местной валюты получить), артефактами (штуки, которые дают пассивные усиления внутри забега), исследованием рецептов. На локациях можно встретить торговца, который купит ингредиенты из нашей сумки или продаст рецепты. Встречаются рандомные ивенты. Когда наступает проигрыш, происходит подведение итогов с начислением очков опыта, которые можно потратить на развитие аккаунта (глобальная прогрессия). Например, часть рецептов будет уже известна и не придётся тратить на это лишние награды (дадут уже другие, более сильные, а это профит) и попытки исследования. https://steamcommunity.com/sharedfiles/filedetails/?id=2863407680 Рассмотрим плюсы и минусы игры, подведем итоги. [h1] ПЛЮСЫ: [/h1] + Простая, но приятная графика. + Хорошее музыкальное и звуковое сопровождение. + Интересная в плане идей, хотя и с неоднозначной реализацией (об этом ниже), система боя. + Много видов ингредиентов, рецептов для изучения. + Интересные противники. [h1] ТО, ЧТО МОЖЕТ БЫТЬ КАК ПЛЮСОМ ТАК И МИНУСОМ: [/h1] ± Система боя такова, что, на мой взгляд, сложность повышается между большими локациями слишком стремительно. Да, прокачивается и наш герой, но он не имеет ни новых рецептов ни ингредиентов - того, что нужно, чтобы дальше побеждать, нубо-рецепты не помогут. В общем, слишком сложно, как по мне. Но кому-то может и понравиться. [h1] МИНУСЫ: [/h1] - На мой взгляд, имеется баг с баффом о повышающейся силе персонажа. В описании сказано, что такой эффект усилит урон идущий от героя на указанную величину. Но если использовать ресурсы (например, просто камушек со свойством - 2урона по всем противникам + сила на герое +2, по идее, должно быть 4урона) без рецепта, то усиления не происходит. - Нет русской локализации хотя бы текста. Требуемый уровень познаний английского - средне-низкого будет достаточно. [h1] ВЫВОДЫ ОБЪЕКТИВНЫЕ [/h1] По сути, это карточная игра с пошаговым боем, только оригинально выполненная, каждый ход - решение небольшой головоломки с максимальной пользой для себя. Имеются системы прокачки героя как внутри забега, так и глобальная. Количество контента для раннего доступа - приличное. [h1] ВЫВОДЫ ОБЪЕКТИВНЫЕ [/h1] На мой взгляд, всё неплохо, кроме единственного момента со сложностью при переходе между локациями. Враги усиливаются очень мощно, а наш герой - только "на бумаге". PS: Традиционно, полную версию обзора, со скриншотами, описаниями, красивым оформлением, можно найти в кураторе или группе. [code] Если понравилось - жмите палец вверх и вступайте в группу [b][url=https://steamcommunity.com/groups/RunnerStreams]RunnerStreams[/url][/b], у нас здесь обзоры, конкурсы, актуальная информация о скидках на годноту, раздачах и прочее. Подпишитесь также на [b][url=https://store.steampowered.com/curator/6851324/]куратора[/url][/b]. [/code] Всем хороших игр!
Tentative no while we wait for more content. If you're here because you like Roguelike XBuilders, then this game will leave you feeling a little let down, mostly because the otherwise interesting mechanics are utterly devoid of replayability. First, lets go over the core mechanic: This game's unique mechanic is dressed up as Alchemy, and revolves around the concept of concepts of Reagents and Recipes. Recipes are what do the deck builder style effects: "Gain 9 bock" or "Deal 11 damage to all enemies". Recipe effects occur when you arrange specific reagents (the things you actually build your deck out of) into specific configurations. Which reagents cause which recipes is always the same between runs, but the pattern they must be arranged into mixed up. You start out only knowing a few base recipes, but you can get hints about the others at shops (in fact, this is the only thing you can buy at shops other than reagent removal). Hints aren't the only way you can learn recipes though- if you know the required reagents, you can just brute force solve for their pattern. Once you use a recipe enough times, you 'master it'. This means that recipe becomes a bit more powerful, as well as you gain the QoL feature of pinning it to your bar so you don't have to rifle through your recipe book in order to find the recipe when you want to cast it. The game has a ton of meta progression. Both in that you start with some recipes partially remembered once you cast them enough across all your games, and you get to spend the points you get on death unlocking either new recipes, new relics, or new node types on the map. The Problem: The reason I'm giving this game a negative review is because in its current state, the game seems so concerned with its innovative definition of the "Deck" part of "Deckbuilding" that it forgot to deliver on the "Building" part. There are only like... 12 recipes in the starting zone. Of those 12 recipes, you start with 3, can trivially guess 4, will never or rarely use... 5 of them, and can get hints unlocking the rest before your first elite fight. As for the reagents there are technically 6, but that includes two consumable reagents you'll rarely use (and certainly never make deck building decisions around) and the red-headed-stepchild Poison reagent which similarly is rarely used. That leaves you with three reagents you'll be using to evoke the same 4 recipes every turn. This means that almost every single run through the first act is identical. This means that the first act VERY QUICKLY becomes a tedious swamp of stalling fights while you brute force certain recipes while you just explore the entire map (you're never forced to choose a path on the map, you are free to explore everything you've seen in any order). There is almost literally no variation, and there are very literally no important decisions to make. Even the already small relic pool is so bloated with easily ignorable chaff that when you do get to pick between two relics, it feels like a fake decision. The Problem with my Problem: My criticism isn't damning. I'm very aware that the game might feel small and linear to me because I haven't unlocked enough stuff. It seems like there is a pretty significant ladder of meta progression to unlock new map nodes, new recipes, and new relics. However I think its entirely unreasonable to expect people to do your meta progression grind if you're not going to put a premium on replayability. I also think the core mechanics are pretty cool. I think all of the issues I raise here can be fixed, and likely will once they like... triple the amount of content in the first act, and overhaul the recipe-unlock system. This is one to keep an eye on.
EA Roguelike alchemy + unique + potential = Instead of building decks, collect and combine reagents using recipes to fight monsters. Obtain, upgrade and transfigure reagents. Explore new recipes. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
Slay the Spire with Mystery Sell Crafting. I like how many of the spells you uncover start as a bit of a mystery. You know it requires, say, these 3 components, but you aren't told how they need to be placed. You then can hold off on that spell until you learn that spell completely or, in the heat of battle, play around with those spell components when drawn and HOPE you can hit upon the correct placement to trigger the spell. Get the placement of those components wrong guess and you'll have essentially wasted a turn in which some known spells maybe could have been cast instead.
While initially interesting, this game is unfortunately easily solved in it's current state once you find the appropriate recipe [spoiler] it's the one that takes 2 reagents and draws 3. With this, you can easily go infinite, especially since the damage goes away once you master it [/spoiler] Deck thinning always being accessible once you find the shop node combined with the fact that you always have access to recipes and base reagents means that I can go for this strategy every time, enemies have no chance of defeating me, and the game devolves into a tedious slog. This, in addition to bugs and crashes, means I can't recommend this game at this time
Excellent game! I`m loving the gameplay loop, it`s very fun and addictive. The music is also super nice. Looking forward to what the devs are adding in the future!
tl;dr it's pretty good, and a nice twist on a formula, but not nearly as deep, variable, or polished as some of its competitors. Given the other options out there, I'd recommend $8 to $10 instead of the current price. I beat the 3rd boss once, after about 10 hours of total play, so the difficulty seems about right. The game isn't super-polished, and I think there are probably some balance problems. but the gimmick of "crafting" each of your actions is actually pretty well fleshed out. It's not just a veneer over the standard Slay the Spire type of deckbuilder. On the other hand, as far as I can tell right now, there aren't wildly different builds to work with. For example, it'd be hard to imagine a run where you didn't need a lot of both the defense reagents and the primary attack reagents. So whereas the games this clearly took inspiration from can feel very different from run to run, this game seems to be more about optimizing within a limited band of viable options. The game has some bugs and typos. In particular the enemies in the 3rd area could use more playtesting. Burning is too powerful (it seems that only a couple of artifacts can prevent you from taking insane damage). Confusion has a bug which causes recipes from the book to no longer function properly. Both of these are debuffs in the 3rd area. In terms of suggestions for balance/rework, I'd suggest ditching the invigorating root and replacing its recipes somehow. It seems like it would almost always be a bad idea to aim for anything beyond the first healing recipe. Nerf burning. Rework the shop, because it's very expensive to get hints but there's little other reason to spend gold. Perhaps offer one upgraded reagent for every 3 regular reagents you pay to remove? I haven't unlocked all the recipes yet so it's possible I'm missing some key options with the other specialized ones.
Jogo simples mas muito desafiador, o sistema de progressão é bom e faz vc querer jogar mais e mais, usando os pontos para desbloquear novas receitas e novos locais para fazer mais misturas e ingredientes, lembrando que é um roguelike e morrer faz parte do processo, mas ainda precisa de um balanceamento principalmente no segundo ato onde os inimigos são muito fortes, e um pouco mais de lore e falas para os npcs seria legal, joguei por 3 horas ainda tem muita coisa pra desbloquear e aprender e pretendo jogar mais! E o jogo está em PT-BR o que é maravilhoso.
Amazing game! It's a great twist on the deck building genre with recipes you can discover yourself. Took me around 10 hours to beat the last boss, so I think the difficulty is on point. I'm excited for more content in the future :)
Really charming game about using receipts to fight. If you want a focused experience on crafting on the go, this is for you.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| I doesn't exist - a modern text adventure | $16K | 79 | 68% | $12.99 |
| Bad Dream: Stories | $16K | 121 | 93% | $9.99 |
| 我有一座冒险屋 I have an adventure house | $16K | 77 | 56% | $9.99 |
| Lord of the click | $16K | 97 | 56% | $7.99 |
| Ligo | $16K | 56 | 100% | $14.99 |
| Star Soraight Fantasy: Magic to reach the sky | $15.9K | 70 | 90% | $8.99 |
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Don't Starve Together | $164.7M | 539.5K | 95% | $14.99 |
| Satisfactory | $164.4M | 275.9K | 97% | $27.99 |
| Kerbal Space Program | $154.7M | 144.8K | 96% | $39.99 |
| Raft | $144M | 375.8K | 93% | $19.99 |