
Alquiem is a new Medieval RPG made by a solo-dev in which you will be able to gain strength through numerous classes and talent trees, professions and equipment to face the creatures that inhabit the lands of Odenzur.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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English translation planned in the roadmap after version 2.0
The game has already received a full year of regular updates, significantly enhancing its quality. We are now approaching the official release, which will include a full English translation. And more to come !
This game was made by a single dev with limited resources, so it may contain bugs and will not receive the same level of support as a big-budget game. Thank you for your understanding and have fun !

Discover over 80 talents across combinable classes to create your own unique build. The Mercenary, Necromancer, and Artisan will be your spearheads on your adventure, while the other classes must be unlocked with Radiant Gems, the game's premium currency, which can be farmed for free infinitely.

Embark on an adventure through 6 different dungeons, home to over 20 unique monsters, including tougher elites and, if you're lucky, even mimics with exceptional loot. Enjoy a modernized turn-based combat system where attacks are automatic but skills must be cast manually. A perfect blend of idle and active gameplay.
☠️ Timing and strategy will be key to reaching the depths of Pandemonium. A randomly generated, infinite final raid featuring all the game's monsters awaits. Negative affixes will further increase the difficulty of this survival mode. New affix rotations will appear each season.

Gather materials to forge the best equipment. Synergize your arsenal of weapons, armor, and jewelry with your class talents to create unprecedented playstyles. Legendary weapons have unique effects and can be further enhanced beyond their limits in the endgame.

Progress in four distinct professions: Mining, Lumberjacking, Herbalism, and Fishing. The first two will allow you to gather ores and wood to forge your equipment, while the latter two will let you create potions with increasingly fantastic effects. For example, speed potions to instantly complete quests.

Complete quests during dungeon battles or even in the background while the game is closed.
The idle aspect, reminiscent of older browser games, is fundamental.

Alquiem doesn't end with just one playthrough. Once you reach the maximum level, you can choose to restart your adventure from scratch, or almost...
🔨 The City Projects system lets you build your own medieval city, and its buildings offer permanent upgrades that are retained between playthroughs. Legacy Equipment is also retained, allowing you to make your early game much faster and more unique!

Alquiem is a 100% free-to-play game. To fund future content updates, you have access to various microtransactions, ranging from simple cosmetics to The Crusade: an extremely generous seasonal battle pass for free users that also includes a unique legendary skin and a large quantity of radiant gems once unlocked in its paid version.
And that's just a brief summary; discover much more once you're in the game.
Thank you all for your support, and have fun!
Genres
Stats
Languages: French
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game can be good,but get ready to died alote(really alote).There is zero logic in game:agility(change to dodge enemy att) you have 17 and monster zero.You almost never dodge any att,but monster in other hand almost forever.
Alquiem is the kind of project that feels shaped more by passion than by convention, blending several familiar systems into something that doesn’t neatly sit in a single genre. Developed and published by Regalia Project, it draws heavily from classic RPG sensibilities while layering in idle mechanics and long-term progression systems that reflect more modern design trends. The result is a game that doesn’t aim for immediate polish or accessibility, but instead invites players into a slower, more deliberate experience built around experimentation and gradual mastery. The foundation of the game lies in its character-building systems, which offer a surprising amount of flexibility for a project of its scale. Players are not confined to rigid class identities; instead, they can shape their character through a wide array of talents and abilities that allow for hybrid builds and evolving playstyles. Whether leaning into summoning mechanics, sustained damage, or resource-based strategies, the system encourages curiosity and rewards those who are willing to test different combinations. This openness gives the progression a sense of ownership, as each build feels like a personal creation rather than a predefined path. Combat operates in an interesting middle ground between automation and player control. Basic actions play out on their own, creating a steady flow that keeps encounters moving, but key abilities require manual activation, giving players moments where timing and decision-making still matter. This hybrid approach creates a rhythm that feels neither fully idle nor fully active. It allows the game to maintain engagement without demanding constant attention, making it particularly well-suited for extended sessions where players can shift between passive observation and active involvement. Exploration and combat are tied together through a dungeon-based structure that steadily introduces tougher enemies and more demanding encounters. As players push deeper, they encounter elite foes and increasingly complex challenges that test the effectiveness of their builds. The inclusion of endless-style modes adds another layer of longevity, encouraging optimization and long-term planning rather than short bursts of progress. It’s in these later stages that the game’s systems begin to interlock more meaningfully, turning what initially feels simple into something with more strategic weight. Beyond combat, Alquiem expands its progression loop with a range of supporting systems that deepen the experience. Gathering and crafting play a significant role, allowing players to collect resources and transform them into useful gear or enhancements. These mechanics feed directly back into character progression, creating a satisfying cycle where time invested in non-combat activities still contributes to overall strength. The addition of a persistent hub or settlement system further reinforces this sense of continuity, offering upgrades that carry across runs and provide a steady sense of advancement even when individual attempts fall short. One of the defining aspects of the game is its respect for the player’s time. Progress continues even when you’re not actively playing, making it easy to step away and return later without feeling left behind. This idle integration is handled in a way that complements the rest of the design rather than replacing it, ensuring that active play still feels meaningful while passive gains help smooth out the pacing. It’s a balance that gives the game a relaxed, almost routine-friendly quality, particularly for players who prefer long-term progression over constant engagement. At the same time, the game’s independent development is evident in its rough edges. The interface, while functional, can feel basic and occasionally unintuitive, and some systems lack the clarity or refinement that would make them easier to grasp. There’s also a noticeable lack of broader accessibility features, which may limit its appeal to a wider audience. These issues don’t necessarily break the experience, but they do require a degree of patience, especially during the early hours when the game is still revealing how its systems connect. Despite these shortcomings, there’s a strong sense of identity running through Alquiem. It doesn’t try to compete with larger, more polished RPGs, nor does it fully commit to being a pure idle game. Instead, it occupies a space in between, offering a layered experience that rewards both active engagement and passive progression. Its appeal lies in its willingness to let players find their own pace, whether that means diving deep into build optimization or simply letting the game run in the background while progress accumulates. In the end, Alquiem is a thoughtful and ambitious hybrid that succeeds more through its systems and flexibility than through presentation. It asks for patience and a bit of experimentation, but in return it offers a steady, rewarding sense of growth that can be surprisingly compelling over time. It’s not without flaws, but for players who enjoy crafting their own path and watching it evolve gradually, it provides a uniquely satisfying experience. Rating: 8/10
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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
Je ne m'attendais à rien et je trouve le jeu très sympa, j'ai hâte de voir dans quel sens ira le développement. Félicitations !
Je recommande très fort !
Très sympa comme idle game :)
Sceptique au début n'ayant pas connu ce genre de rpg à leur époque mais très surpris par la facilité de prise en main, la boucle de gameplay très sympa pour le peu d'heure déjà joué, le jeu est bourré de potentiel surtout ayant été fait par une seul personne !
Dev passionné/20
Excellent! Un petit gout du passé, mais à la sauce d'aujourd'hui :-) Très bon rapport qualité/prix, bien sûr.
simple et pas mauvais
Un des meilleurs jeu indé auquel j'ai joué depuis bien longtemps : c'est pas compliqué c'est tout ce qui voulais : du craft, de la difficulté, des donjons, du theorycraft tout ce qui fonctionne ailleur fusionné avec une grosse durée de vie. Une de mes seule inquiétude de départ concernait le modèle économique mais contrairement à ce que certain (qui n'ont pas joué en late game) ont pu rédiger, mes craintes ont été dissipé : tout est farmable gratuitement, franchement un modèle de générosité que j'ai rarement vu ailleur. J'ose à peine imaginer le taff qu'à du représenter ce projet depuis sa création et en plus apparemment avec rpg maker ?? C'est de la magie à ce niveau là.
Momentum
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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