
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 446 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
игра прикольная что то между террарией и майном но и что то свое присудствует
У игры определенно имеется великий потенциал. На данный момент она находится в раннем доступе, так что стоит ожидать баги, вылеты ну и, в конце концов, сырость. Нужно добавлять контент — в частности, новые биомы — и балансировать пещеры, потому что сейчас, зайдя туда, можно очень легко получить много крутых ресурсов. Зелья, сюрикены, различные атрибуты и так далее не имеют сейчас ценности или эксклюзивности. Размер мира, по моим подсчетам, составляет 1023 на 1023 блока: вроде как для текущего состояния игры этого хватает, но в будущем хотелось бы больше. Однако игра уже прямо сейчас имеет 3 интересных босса, 3 структуры, 3 биома с довольно интересной и красивой генерацией, 500 различных предметов, а также возможность красить блоки или менять форму большинства из них специальным молотом. Назвать игру клоном Minecraft или Terraria я не могу, но она пытается быть похожей на обе из них одновременно. Allumeria пойдет своим путем, как это выбрал и Hytale. Опять-таки, у нее огромный потенциал: здесь есть что добавлять, есть что менять и есть куда двигаться вперед разработчику. А еще она весит всего 120 мегабайт. Это очень удивляет, и, по сути, все ее недочеты можно простить только лишь из-за этого факта. 120 мегабайт — это пара десятков фотографий, сделанных на хороший фотоаппарат в наше время, а здесь вы получаете полноценную и довольно интересную игру.
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Languages: English
Hours played at review time, across 449 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Allumeria reminds me of the early versions of Terraria and Minecraft, and feels like a satisfying blend of the two. If that sounds like your cup of tea, you would probably enjoy this game. The inventory management and crafting systems are more closely comparable to Terraria. There's no durability for tools and equipment, the max item stack is 512, there are 72 item slots, and it has a similar crafting menu. Additionally, the building tools allow for a great deal of creative freedom. Any block can be reshaped with the hammer or painted with the brush. However, I would like to see an increased world size option as I did find I quickly ran into the border while exploring. I ran into a few minor bugs, which should be expected for an Early Access title, but nothing that was game-breaking or prevented progression. Though, there is currently a bug where the game will crash if you try to build beyond the max world height. Overall, I thoroughly enjoyed my first playthrough. There's a lot of potential here and I'm looking forward to further development.
the progression system even at early stages of the games development is well thoughtout and made, all that while the dungeons look great and have fun gimmics or and desighns not to mention how mutch personallity the game has and how biutifull it is :3
charming as ever, money well spent, can't wait for what's in store for the future!
игра крутая супер блин класс чёрт побери!!!!!!!!!!!!!!!!!!!!!!!!
Allumeria is a colorful voxel sandbox adventure that combines freeform construction with exploration, combat, equipment progression, dungeon crawling, and increasingly versatile movement abilities. Developed and published by Infinimelon, it approaches the block-building formula with an emphasis on giving players meaningful reasons to venture beyond their creations. Rather than making construction the sole attraction, the game ties exploration and progression into the experience through new environments, resources, enemies, bosses, weapons, and useful abilities. As an Early Access game, it is still expanding, but its existing mechanics establish a promising foundation for players who enjoy creativity alongside structured adventuring. One of its strongest features is the construction system. Building is not limited to arranging ordinary cubes or choosing from a rigid catalogue of predetermined decorative pieces. Blocks can be reshaped, giving players considerably more flexibility when designing houses, walls, stairs, fences, decorations, and larger structures. This seemingly straightforward mechanic greatly increases creative freedom because the same materials can serve multiple architectural purposes. A painting system further expands customization by allowing blocks to be recolored with different palettes, making it easier to create structures with distinctive visual themes rather than being restricted by the natural appearance of gathered materials. Lighting adds another interesting creative dimension. The RGB-based illumination system allows players to introduce different colors into their structures and environments, making atmospheric interiors and more elaborate decorative projects possible. This can transform an otherwise straightforward voxel house into something much more personalized. The way enemy spawning interacts with constructed environments is also helpful for builders, as players do not necessarily need to sacrifice their preferred atmosphere by flooding every dark area with practical lighting. It is a thoughtful design choice that supports creativity instead of making aesthetics secondary to defensive necessity. Exploration provides the counterbalance to construction. Allumeria focuses on major biomes that are intended to offer more than simple cosmetic differences. Each environment represents another stage of the adventure, bringing different resources, creatures, mechanics, dungeons, and boss encounters. This gives reaching a new biome a stronger sense of accomplishment because it can change what the player encounters and what becomes available. The result is a more directed progression structure than completely open-ended sandbox games, while still leaving enough freedom for players to determine how much time they spend exploring, fighting, collecting materials, or building. Combat begins with understandable weapons such as swords and crossbows but gradually becomes considerably stranger. The equipment selection includes bombs, specialized arrows, boomerangs, launchers, and intentionally humorous weapons that prevent the adventure from becoming overly serious. Some of the sillier equipment fits particularly well with the game's bright presentation. More importantly, finding equipment can produce genuinely different ways of fighting instead of merely replacing an old weapon with another that has slightly larger statistics. This helps make dungeon exploration and loot hunting feel worthwhile. Trinkets and mobility upgrades are another important part of progression. Abilities involving sprinting, climbing, jumping, gliding, regeneration, and eventually more advanced forms of movement can substantially change how players navigate the world. These upgrades make character progression noticeable outside combat because becoming stronger also means becoming more capable of reaching previously awkward or inaccessible locations. Movement progression is especially effective in a sandbox environment, where verticality and terrain naturally encourage experimentation. There is already a sizable assortment of items to discover, while dungeons and bosses provide objectives for players who prefer adventure over pure construction. However, the Early Access status remains an important consideration. The game is designed to receive additional environments, enemies, bosses, dungeons, equipment, and other content during development. Consequently, players expecting the enormous amount of content associated with a mature sandbox title may find the current scope comparatively modest. Those comfortable with an evolving game are more likely to appreciate the existing systems and their potential. Both solo and online cooperative play fit the concept well. Playing alone creates a relaxing rhythm of gathering resources, improving equipment, exploring dangerous areas, and returning to a personally constructed home. Cooperative play naturally opens additional possibilities, particularly for ambitious building projects or group expeditions into dungeons and hostile regions. The combination makes the game suitable for players who prefer solitary progression as well as friends who want a shared sandbox world. The presentation uses bright, deliberately blocky visuals rather than attempting realism. Its identity ultimately comes less from the voxel aesthetic itself and more from how its mechanics interact. Flexible block shaping, painting, customizable lighting, biome progression, unusual equipment, dungeons, bosses, and mobility upgrades collectively give the game its personality. There is an appealing contrast between carefully constructing an attractive settlement and subsequently heading into dangerous territory armed with increasingly ridiculous equipment. Steam Deck compatibility currently does not have an official Steam Deck Verified or Playable rating displayed for the game, so it should be regarded as unverified rather than officially supported. The game lists controller support, which is encouraging for handheld play, but this should not be interpreted as confirmation of complete Steam Deck compatibility. Players intending to use a Deck may need to experiment with controls, performance settings, or compatibility options until an official assessment becomes available. Allumeria ultimately offers a promising blend of creative freedom and adventure-driven progression. Its strongest quality is that building, exploration, combat, and traversal are designed to complement one another rather than existing as isolated activities. The construction tools offer unusual flexibility, while dungeons, loot, bosses, new biomes, and movement abilities give adventurous players reasons to keep progressing. Its unfinished Early Access nature means there is still room for greater content variety and refinement, but the underlying systems already demonstrate considerable potential. Players interested in voxel sandboxes that provide both expressive construction and tangible progression should find plenty worth experimenting with here. Rating: 8/10
vibeo game
I saw this game played on Youtube, and just wanted to try it out.. There are some bugs like getting stuck and some common ones, but I can see this game becoming something beautiful!.. Its like minecraft and terraria had a baby! I recommend it!
La verdad que Allumeria me sorprendió bastante. Tiene una ambientación que engancha y un mundo que da ganas de seguir explorando para ver qué te vas encontrando. No es un juego perfecto y seguramente tiene algunas cosas para mejorar, pero en general me parece una experiencia bastante entretenida. Si te gustan los juegos de exploración y descubrir el mundo por tu cuenta, yo le daría una oportunidad. Le veo mucho futuro.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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