PATCH NOTES
ADDED
Added the first dungeon - the Earth dungeon.
Added a new potion - Glacial Draught.
Added the map surveying and map reveal systems.
Added a World Map button to the HUD.
Added a help entry explaining Earth Dungeon mechanics.
Added a sign marking the broken bridge as under construction.
Added tooltip hints for repairable world objects in the Codex.
Added movement-speed effects for different terrain surfaces.
Added new item: Wheat Brew.
Added new item: Ice gill.
Added new item: Frost gland.
Added a mechanic to freeze enclosed bodies of water (ponds, lakes).
Added General Store selling rope.
Added Wisp as a usable fishing lure.
Added ice footstep audio.
Added double-click armor/tool equipping.
Added fog to the Misty Forest.
Added an additional window light in player house.
Added Earth Dungeon floor maps for Levels 1, 2, and 3, Mistveil Forest, and the Seal Room.
Added a cutscene when encountering the shard in the Seal Room for the first time.
REMOVED
Removed the placeholder Botanist area from the Plains.
CHANGED
Players can now continue moving while the map is open, at reduced speed.
Updated the "Fix Broken Ladder" quest objective to clarify where Cedric can be found.
Updated Misty Forest path visuals.
Updated the Orders Billboard visuals in Willowhaven.
Increased scroll sensitivity on the basement potion Codex poster.
Updated Earth Dungeon exit doors with overgrown visuals.
Player running animation speed now reflects actual movement speed.
Changed the basement floor to use a stone surface.
Changed Willowhaven docks to use a wooden surface.
Updated Misty Forest dirt visuals.
Updated the front stone flooring of Willowhaven buildings.
Other UI windows can no longer be opened while the Escape menu is active.
FIXED
Fixed an issue allowing the player to walk behind the Butcher Shop counter through the bottom wall.
Fixed Truesight potion effects being cancelled when changing areas.
Fixed missing water tiles in the Plains and near the Misty Forest bridge.
Fixed food items not being removed when eaten directly from a container.
Fixed Misty Forest stairs near the fast-travel point not changing the player's height correctly.
Fixed camera zoom zones not resetting when entering a new area.
Fixed duplicate entries and visual glitches when analyzing multiple stacks of the same item.
Fixed missing mist in the Misty Forest.
Fixed indoor and other non-sunlit scenes being incorrectly affected by day/night ambient lighting.
Fixed a visual sorting issue with the Mayor's house door.
Fixed the Recipes menu remaining open after changing areas.
Fixed berry bushes being impossible to harvest.
Fixed the knocking interaction becoming disabled after one animation loop.
Fixed graphical issues with the Willowhaven pier.
Fixed players being able to unequip items while their inventory is full.
Fixed a sorting-layer issue with the Shepherd's fence.
Fixed blocked stairs preventing access to the top of the Willowhaven wall.
Fixed the player being unable to walk on the Willowhaven pond pier.
Fixed a missing collider on the Witch's pier.
Fixed an area behind the General Store where the player could walk through scenery.
Fixed the sorting order of hanging signs in Willowhaven.
Fixed the Butcher Shop poster being unreadable.
DEVELOPER NOTES
Hey there, alchemists!
This update introduces the first dungeon, which is a major milestone for the game. At the same time, building it has made one thing very clear: before I can properly move forward, the story for the entire game needs to be fully planned and documented in much greater detail.
The overall story has existed for a long time now, but mostly as a high-level arc rather than a detailed, step-by-step structure that can be directly used during development. Since Plague Alchemist is in Early Access, much of what you have seen so far has effectively served as a technical foundation for the game rather than a complete representation of its story.
With the first dungeon now mostly in place — it will still receive additional polish and mechanics in the future — that is starting to change. Continuing development means knowing exactly how each part of the story progresses, what it unlocks, which characters and locations are involved, and how everything connects from one part of the game to the next.
A substantial amount of work has already gone into this over the past two weeks, and completing this story structure will remain one of my major focuses going forward.
The 2026 roadmap still includes the Lumbermill, Mines, and several new potions. Those remain on track, as they are considerably smaller additions and can be developed alongside the story planning work.
Development will be moving at a slightly more relaxed pace over the next few weeks. Work on the game is continuing, but I want to give myself a little more breathing room while focusing on story planning and the remaining 2026 roadmap items. This does not change the plans for Plague Alchemist or its continued development.
Finally, thank you to everyone who has already bought, played, reported bugs, shared feedback, or otherwise supported Plague Alchemist during Early Access. Your support is what allows me to keep building the game, and I genuinely appreciate everyone who has chosen to be part of it this early.

