
Alchemist's Alcove is an Open World Traditional Roguelike where you craft unique spells and tools using the remains of your fallen enemies. Fight, Craft, Discover, and Die as you trudge forth through ancient lands and warring factions!
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About
As He marveled upon His greatest work,
He knew that it must be hidden 'mongst shadows and murk.
And so He ripped an island from deep blue seas,
Uniting it unto itself at each of its seams.
Hidden within the infinite expanse,
Fragments of His stone doth twinkle and dance.
And so began the world He wove,
So began...
The Alchemist's Alcove.

Alchemist's Alcove is an Exploration-Focused Traditional Roguelike where you craft unique spells and tools using the remains of your fallen enemies.
Fight, Craft, Discover, and Die as you trudge forth through ancient lands and warring factions.
In Alchemist's Alcove, the only meta-progression you will earn is your knowledge of the game. Fill out your notebook, study your enemies, and learn more about the world within the Alcove.
Struggle, battle, triumph, and wither as you embark on your journey to forge the Philosopher's Stone!
Alchemist's Alcove features an easy-to-understand crafting system that forces players to stretch their resource-management skills to their limit, with a massive arsenal of items to choose from.
Craft spells to cast, weapons to wield, and tools to aid you on your journey!
The world within Alchemist's Alcove is static, with consistent environments and landmarks across runs.
Explore the lands within the Alcove to discover its rich history, and uncover ancient mysteries!
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English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is very cool and interesting
The controls could be improved a bit, but it's already very good! It deserves so much more attention!!!
Great introduction into traditional roguelike games.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fire asf, I love the feeling of discovery the game gives you
Realy cool game, started playing and stoped like 5 hours later. The only complaints i have are that there could be a seperate wasd for map movement so it doesnt get jumbled with the character movement and the ability to make categorys to put your resipes into and mabe a search bar.
Cheap little sleeper hit. Dungeoneering is like old-school NES Zelda, rogue-lite with impressive gear combinations and a very challenging level of monsters but not anxiety inducing. You can chill out while playing. Downloaded it on a whim and there went my day off. Can't give a higher compliment than that.
Shattered pixel dungeon meets alchemy. This is a fine game, where you play as an alchemist and discover various recipe, items and spells to play through a dungeon and figure out the game's secret : create the philosopher stone. And that's a fine puzzle game, with a neat idea and a bit of exploration. However the replayability does drop once you understand how things work a bit, though as far as I know, the dev is working on adding new content. It's still a good time for a decent 20 hours (for me) with many many things to discover, and it does manage to sell you on its fantasy quite well. At first I was a bit scared of having to find recipes on my own and feared getting stuck, but the game managed to bring me to it and make me like it.
Aburdly good. I only have 10 pages of the notebook and already its realy cool all the tools and weapons i made. I havent seen everything but i hope people buy this game so we have updates with more weapons or areas!
Ate a Mushroom, vomited, combined said vomit with the bones of my enemies, and proceeded to rub this unholy concoction into the Philosopher's Stone. this allowed me to make a vial of "GREEN", letting me turn diamonds into a infinite supply of High explosive spells 10/10 - beta tester Dyslexic Tinkerer
The absolute golden example of a classic roguelike. The first few runs may be a pain of "wait, how do I survive??", but then the real gameplay strikes and its SO thematic, SO satisfying. If you somewhat liked the visual style of the trailer - I strongly recommend this to you, it delivers! Its quite painful to play this on steamdeck, but even with this - I liked it so much! Upd. --- Well, this was before I died for the first time after a 3h run --- To my sadness, the feeling of discovery vanishes just at a point where I wrote my review for the first time. I still leave it as a positive one, for the hours I really liked, BUT 1. The crafting tree is exciting. The spells it provides are not. They are, essentially, one of three types 1.1. Damaging spells - unlimited usage ones are borderline useless agains mid-tier enemies. Limited usage is better spells, but there are actually only 2-3 useful options to deal with everything that is not a base kobold. It boils down to: farm one easy area -> craft this one spell -> clear next one non-easy area. 1.2. Static summon spells - that just makes enemies attack it instead of you. Essentially it gives you time to cast damaging spells. And it does NO OTHER EFFECT, that is a real crime imo. In the end, this feels ultra useless to just spend your time on crafting those. 1.3. One time buffs - this is nice. I like this. There are not many such... 2. Crafting system is okay-ish. You dont need to travel to each component on the screen in fact (you can alt+click the floor anywhere on the screen, not just next to you), but it is a bit tedious. 3. There is no meta-progression as such. You can keep you recipes, but it wont help you progress the game - you'll need to gather all the resources once again anyway. The game becomes nearly linear once you know the order of spells and components for them. To sum up: I may try to beat this game once again. But it feels simply unfinished. The art and vibes are 10/10, but the gamedesign ideas are... just okay. Upd. Upd. I got it, the replayability is the problem. Started another run - and I had to execute literally the same sequence in the same order, maaan... I just dont see why its a permadeath game if nothing changes between "runs" - then it as well could be a save-load game, with save being some costy spell
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