
A classic voxel sandbox combined with in-depth progression through exploration, dungeon crawling and boss battles. Spend every minute discovering new weapons, abilities, resources, enemies, structures, mechanics and tools. With a strong focus on discovery, variety and creativity, the world is yours.
Modeled estimate, not a reported figure. How we estimate →
About
Allumeria takes a classic voxel sandbox and combines it with in-depth progression through exploration, dungeon crawling and boss battles. You will constantly be discovering new weapons, abilities, resources, enemies, structures, mechanics and tools. The game has a strong focus on discovery and creative freedom.
Allumeria provides advanced building tools not present in other games. You can change the shape of any block on the fly. Want glass stairs? Want a dirt fence? You can do it! Allumeria has a full RGB light engine. Create dimly lit cozy cabins, or bright neon cities. Monsters only spawn on natural blocks, so you are free to experiment with dark and light! The Paint Roller allows you to paint ANY block in the game, with no limitations. Want to use bricks, but grey isn't your style? Just paint them blue! Multiple palettes are available, from colourful, to earthy, to pastel.
Allumeria focuses on providing an in-depth experience for every biome. Your story starts in the forest biome, and you will travel to other biomes in a quest to become more powerful. Each biome has brand new resources, enemies, mechanics, dungeons and bosses, top to bottom. A single biome represents an entire new chapter of your story, not just a new grass colour.
Allumeria has a simple but diverse combat system. As you progress, more abilities and weapons open up. Start with simple swords and crossbows, then expand your arsenal with explosive bombs, shock arrows, fart guns, snowball cannons, boomerangs, shuriken launchers, frying pans, baguettes, and a myriad of other wacky items. You will uncover equippable trinkets that expand your movement abilities, allowing you to sprint, granting regeneration, gliding, flying, jumping and climbing.
Allumeria is an Early Access game. This means the game is going to continue being updated with new content and fixes to improve it even more, with community feedback in mind. The game has already been shaped by many peoples ideas, suggestions and bug reports, and it will continue to improve with your help. The game is already packed full of content, but there is so, so much room to grow.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 440 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не хватает визуала при нажимании кнопок лкп и пкм, смотрится слегка сыровато, а так игра супер
I really like the colors in this game and the atmosphere. Number 1 complaint is the mobs feel really beefy and overall janky. On top of this there should be no reason there is 100 enemies all in one spot non stop spawning it makes the overall gameplay annoying. Let me explore a little in a cave without being attacked every second with enemies that dont stop spawning, same with above ground the mobs at night are insane with the amount there is. Again they are way too beefy and janky. Not sure if there is a map you can craft or find but there being no map when you start is also annoying i have no idea how to find my way back to my base or where im going. I really hope the sorting system gets worked on a little more so i can quick sort and sort to items that are the same. The game is overall good but needs some adjustments.
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Languages: English
Hours played at review time, across 442 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1][b]Allumeria[/b][/h1] [h3][b]Time Played:[/b][/h3] 8.9 Hours (Ongoing) [h3][b]Last Played:[/b][/h3] 30th of August, 2026 [hr] Seeing as how the demo had the potential to be the game I was hoping Minecraft would become when playing all the way back in 2010, and I played it for a total of 17.2 hours, I figured this would be a hugely-safe bet for a “Between Minecraft and Hytale” game that embodies the transient spot my life is currently in. Thus, in spite of it being Early-Access, I dived in. This is to type, this review is of version 0.15.2, and the contents of this review is likely to change/become irrelevant with updates. [h3][b]Yay:[/b][/h3] + No durability on tools. + Colourful. + The graphics, plus artwork remind me of my customisation of Rhodox's now-extinct Minecraft Painterly Pack. + ...and don't look like programmer art, after 17-ish years, and a dedicated update...unlike Minecraft. + Biomes are way more than cosmetic block sources: progression is actively built around them. + Tonnes of equipment to acquire. + The on-the-fly block-shape changing was quite the welcome addition. + RGB lighting! + Any block can be changed to any colour. + All of this absolutely letting builders unleash their creativity to great heights. + The full version added a dedicated Fullscreen option. + Much like Minecraft, you can change both skins, and resource packs. + The world generation screen was enjoyed. + Enemies don't spawn on artificial blocks, regardless of light levels. + No half-thought hunger bar that only serves to add an artificial annoyance (As I deem it to be in Minecraft), or in-depth system that doesn't give you the resources to maintain it (Vintage Story). You have stamina that regenerates, and foods only grant various healing (with buffs presumably-coming later), like Terraria. + The lava was upgraded to now glow, be bubbly, and wavy. This was enjoyed. + I liked how the desert biome was packed with unknown fo-ssilllls (Mn!) + P O M P K I N... + ...and M E L O N... + ...plus C O A L. + A button can be pressed when highlighting an item to see everything you can make with it. No recipe book, or guide needed. + In addition, a “Show Item Uses” button also exists, though, this doesn't seem to do anything unique. + Health now regenerates passively... + ...and you can see the exact value as a bar, rather than a nebulous assortment of heart quarters. + Enemy spawns seem to have been massively toned down. I'm not spending the entirety of the first few nights being absolutely swarmed by adversaries. + This means you can go caving without getting swarmed. + Saplings always drop in quantities beyond 1, which means no Jungle Tree situation is possible in this. + Light refraction, and animations are now in the water, making it quite “oo!” to me, in spite of the see-through parts on flows I mention below. + Tonnes of random, glowy vegetation, and life forms. + Columns, and vertical slabs exist in this now. + Biome ambience exists. + This has a Terraria-styled inventory sorting button, and quick-stack-to-nearby-chests button. + Like that, as well, you only need to be near a Crafting implement to make items from it. + Abandoned mineshafts can now generate + Your mining speed is not decreased in water. + The only thing you drop on-death is a bit of your money/Tokens...rather than dumping the whole of your inventory all over the ground. [h3][b]Meh:[/b][/h3] ~ Skins is can only be seen by opening the relevant folder. No in-game editor, or viewer exists. ~ In my opinion, the Autumn Forest sub-biome should have more types of trees, with more colours of leaves, such that it can be as autumnal as possible. ~ Biomes on the whole are rather small, and sub-biomes, even smaller. An increase in default size, or “Big Biomes” world would thus be welcome to me. ~ One still cannot craft the maximum amount of any given item, in one click, or a specific amount at once. ~ Much like Minecraft, the current world generator has almost 0 flatland, but as the tools don't break in this, and the pickaxes are quite fast, this is less of an issue than the mentioned game. ~ I found Cave generation both rudimentary, and completely-overzealous, making them near-unending, and barely-navigable. ~ Neither sand, nor gravel (added in 0.15) are affected by gravity in the current version. ~ Pumpkins are realistically-sized, and not the metre-cubed goliaths in Minecraft. ~ Neither Watermelons, nor Stone Melons can be placed as blocks. ~ Coal Blocks are not yet a thing, much like Charcoal. ~ Ore textures in both Tundra, and Desert stones don't exist yet, leading to visual disparity. ~ Ores also don't sparkle, or reflect light. I'd have liked to see them act like gems. ~ The transparent gap in flowing water is still present. ~ Enemies don't seem to make noise before they're right on top of you. ~ Audio imbalance: certain sounds are way louder than others, and some of these are enemy sounds, making them uncomfortably-common. I cannot even use the frying pan weapon for this reason. ~ As well, some sounds seem to pan to sides they aren't on, for instance, dirt mining sounds seem to pan according to which direction they're approached from. ~ I was disappointed to see the Snow biome was full of water, and thus likely not suitable for a house. ~ The bug where the leaves can remain after felling a tree persists. ~ Certain actions cannot be done when holding certain items, like gathering flint while holding a sword, or opening a door. ~ On that topic, double doors don't link when placed next to each other, unless you place the right one first, then the left. ~ Sneaking does not lock you to a block, or ladder. ~ Unlike Hytale, all block sides are completely-smooth plains, with no texture, making everything essentially-rectangular. ~ Seeing as how its only purpose is to change the shape of already-placed blocks, I've no idea why hammers don't match your move-speed where use time is concerned. I'd rather have a row be converted when I pass over it, rather than needing to tap a direction, or go back to get the blocks it missed. ~ Similarly, I'd have liked a shovel item, as dirt has few uses, and mining it faster than stone is something that would be a boon to me. ~ Certain breakable items, like flint, don't drop when the block below them is mined. ~ Tables and chests still don't orientate to the alignment you stuck them down in, meaning the Decoration table was facing left to me. ~ You can't move when your inventory's open. ~ Clay does not appear to be renewable, meaning red brick buildings are as impossible as Minecraft. ~ No Goblin Tinkerer equivalent, nor item combining. ~ Pickaxe/block mining speed plateaus very early, seeing as how rather than applying damage over time, it instead applies it on hit, meaning Silver, Iron, and Forest picks take the same amount of time to break a block as the Iron one. ~ Some options' purpose(s) are not explained. ~ No in-game map, or waypoint system is present. [h3][b]Nay:[/b][/h3] - Nothing. As this is Early Access, any of the “Meh” can be fixed. [hr] [h3][b]Verdict:[/b][/h3] As my first Early Access review, I'd have to say this one was fitting: many things it did were rather liked, however, the lack of landmarks/distinct features to help you navigate the seemingly-unending caves, and uncomfortable sound-mixing (Which is actively keeping me from playing more of this) make this a shaky recommendation in its current, thankfully-rather-fixable state. [h3][b]Placed in:[/b][/h3] 3: Merit-Mixed
Shows potential, but as is, it's not ready to be sold. You can walk to the border of the map in 5 minutes.
I would like to say that if you are looking for something similar to Minecraft this is its own game in a good way with tons of new features and things to do i have not done survival yet, but in Minecraft my fav thing is building and this game thrives in that category. Is some bug right now but in a few more updates and a few more new blocks this game could have BIG potential. amazing game for building 9.7 out of ten.
I don't mean to be dramatic, but right now I'm actually loving this game. I have made both modpacks and mods for Minecraft; some with 600+ mods. Why so many? Well, after many attempts and failures to make the game more engaging for my friends and I, we all came to the realization that the game has many fundamental issues. These issues get in the way of making it a challenging survival and exploration experience for us. For us It had many lack luster mechanics and progression systems as well as contradictory incentive structures. This game currently seems to fix many of the issues I have had with Minecraft and other 3d block voxel games such as vintage story. Allumeria actually gives me the same fun as early Minecraft and pre-hardmode Terraria does. Here's some reasons listed below: World gen: I've been using the abstract preset. It generates the surface terrain in layers and honestly it allows for some of the most interesting engagement with traversal I've seen in all of the block voxel genre. I don't feel the need to build grindy contraptions but rather navigate with careful thought and planning for resource gathering. Combat: While not the most heart pounding, it definitely keeps my attention with the simple yet core enemy variety and their ability to swarm in various combinations. This makes overcoming them fun. I also enjoy the high spawn rate--it keeps the fight for survival going. Building: Honestly, chess master level thinking when it comes to the building system. I appreciate all blocks having different shapes (such as slabs and stairs) rather than each shape being their own independent block. This reduced much of the inventory fiddling and time wasting I would have done running to and from a crafting station to simply change the shape of a block from full block to a slab. On top of this the dev actually gave the player an incentive to build. There are 'resident NPCs' like in Terraria that move into suitable housing. Honestly, this has me building like I haven't in years. Ofc there will be flaws in an early access game, but so far I'm glad I got it and and will continue to have fun playing it. I could go on and on but overall I really appreciate this game and hope to see it continue to add to its really good core.
(This review was written from the perspective of having finished a multiplayer world.) Pretty rough around the edges so far. The progression of the game past the forest dungeon feels lacking in variety, all being the same task of just get the new ore/go to the new dungeon. The boss fights are also pretty boring and easy (may be a multiplayer issue due to lack of scaling). The other systems currently in place are fun and interesting when they work but are very prone to bugs. I really do like the building. the sheer amount of potential you have in being able to shape nearly every block is very fun to experiment with. After having played this it makes me wish I had the ability to shape blocks in other sandboxes as well. I can't really recommend multiplayer right now as it is very buggy, and progressing scales badly the more people you have because the world is quite small. I'm not going to refund this game because the most fun parts are very good and I want to see what it'll be like when the rough edges have been smoothed out.
it's a really fun mix of mc/terraria, lots of block coloring/style to choose from for builders. the world is semi small now but i'm guessing this will change over time as the dev adds more content. it's a bright and colorful overworld filled with dark dreary dungeons in the underworld. i hope in the future to see more crafting and weapon/armor options along with more unique trinkets that maybe can be combined to make even stronger/better ones.
Basically a 3D Terraria, as a both minecraft veteran and terraria veteran I really fell in love with this game and I hope it gets some exciting updates soon ^^
Seems like there is a lot of variance to Allumeria, and therefore your experience may vary immensely! Many are saying how vast and open and unique their gameplay was... I spawned less than a minute from the world border and walking for around 15-20 minutes allowed me to see all of 2 biomes, a maple and a birch forest with almost no terrain variance. I got kitted out in full silver, max HP with the beets(?), and gold weapons and spawned the first boss just to have it consistently be 20 meters higher than me in the air, its hitbox nonexistent or shifted, and heat-seeking ghost deer heads that will hit you for a third of your hp even if you dodge them? From what I can tell, you're expected to shoot/hit it with projectiles, which I was trying to do, but you can only get so far while the boss is pelting you with missiles that you have to evade while throwing/shooting. These missiles also travel through blocks apparently. There is no feedback when you hit one of the deer heads, so I don't imagine you can send them back. And when right clicking to block with a sword, I was still hit for full damage. It might be significantly easier in multiplayer from what I'm seeing in some other reviews. I understand it's an Early Access Game, but for Early Access I really don't want to be stuck inside of blocks, going mach jesus down a ladder to my death, visual stutter and rubber-banding while going up ladders, visual stutter while using stairs, standing on air, look sensitivity settings not doing anything for your actual look sensitivity on controllers but instead increasing the speed of the inventory's virtual mouse, and numerous other bugs. Speaking of controllers: Controller support was a considering factor when I bought this game, just to find out that the controller gameplay and default bindings by themselves were almost enough to ask for a refund. The initial boss fight seems much more doable on mouse and keyboard as well, but movement and fighting (or anything else) is not entirely fluid or good-feeling on controller. There are a few QoL things that Allumeria does well over its predecessors, but otherwise it just feels really unpolished (Like most of the UI elements), buggy, and missing a lot of would-be QoL features. Would not recommend at this point in time, especially if you are looking at the controller support as a feature.
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