
A skill-based action roguelite where you imbue your weapons with chemickals to exploit enemy weaknesses on the fly. Scour dungeons, upgrade your arsenal, and master alchemy to thwart an arcane invasion!
Modeled estimate, not a reported figure. How we estimate →
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About
Alchemickal is a roguelite twin-stick shooter where frantic action collides with elemental mayhem. Step into the shoes of an everyday alchemist who’s in for way more than he signed up for.
Use your jury-rigged tech to imbue your weapons with chemickals, granting elemental properties to your attacks. Shock foes with chain lightning, melt them with acid, or coat them in flammable tar for a cascading explosion. Discover ancient recipes to unlock powerful new combinations!
Enemies come with distinct quirks that shape every encounter: some bleed, others rust. Some can be tricked into attacking their own kin, others can have their own attacks turned on them. Learn their tricks, exploit their weaknesses, and survive another floor.
Every weapon has a unique upgrade tree. Between worlds, a cosmic entity offers a rotating stock of strange buffs, and bubbling cauldrons hidden through the dungeon hold alchemickal recipes lost to time. No two runs build the same arsenal.
Fast-paced twin-stick combat that rewards quick thinking and improvisation.
A reactive alchemy system where elemental matchups and special recipes define your tactical options.
Enemies defined by both faction traits and elemental affinities for layered encounters.
Permadeath: every run starts from the beginning.
Procedurally generated dungeons packed with hazards, ambushes, and other fun surprises.
An appealing shopkeeper.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
i'm here for the shopkeeper personally
i liked the part where Al C. Hemickal says "its chemickal time" and then chemickals all over the place
Fast paced and challenging game, lots of ways to customize how you attack too.
This game is very good, and has a lot of replayability and value for the price! If you’re a fan of rogue-likes and bullet hell games, give it a try! I haven’t finished it yet, so my placeholder score is a 7/10 :)
I came into this wanting to like it, but the gameplay is half baked. The game cannot decide whether or not it wants to be a rougelike or not. The only part of the game where you can direct your build is the shop, and the options you are given there are really minimal, and the items offered are not really able to synergize with other items, so whether your 'build' is good or not is pretty much all random. The elemental system is really really interesting on paper, but it's all thrown out because in order to do reasonable amounts of damage, you need to use the 'correct' element to fight different enemies, so instead of engaging with the cool elements system you just go "Ah, I need to shoot red enemies with blue bullets and the purple enemies with white bullets". This game needed more playtesting.
fast gameplay, fun music, tall shopkeeper. nice.
Good mix between twinstick with a system like Magika but faster and less forgiving.
I'm not one for rogue likes but this one was still fun for me. The element system enough depth to play around with different styles and tactics but still lets you just bash things with the basic elements (which is what I did). It rewards playing fast and precise, which the simple, well placed controls support. A run might be half an hour or less but still feels like you make progress and get stronger over time. Maybe it could use some minor QOL things here and there but there's really nothing to complain about and is a pretty polished game for what it is. Worth the 6 bucks if you're looking for a well balanced challenge for a few hours.
O combate é rápido e fluído, lembra bastante enter the gungeon. Os upgrades deixam criar uns combos muito doidos e nunca tinha visto a ideia de combinar fluídos pra combar
A short but chaotic roguelite with a nice, complicated combat system to master and optimize.
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
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.
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