ALCHEMISTS,
A free DEMO for Alchemortis is now available!
Try out two playable characters and get a taste of Alchemortis before the full game releases!
ABOUT ALCHEMORTIS:
Gather and merge the items to boost their stats,
Organize your inventory to unlock powerful synergies,
Experiment, optimize, and craft the perfect build through the power of alchemy!
Don't forget to share your feedback!
Brew wisely!
Firebelley & Feardemic
Patch Notes
Major Changes
- Demo Build
- The demo build has roughly 40-50% of the content of the full game.
- Players can unlock the first two clusters in the unlock tree.
- 1 difficulty modifier is available to players who want an extra challenge.
- Tutorial Rework
- The tutorial is now a guided experience with its own pre-defined map.
- Players are now more explicitly guided through all the relevant systems of Alchemortis.
- Localization
- Alchemortis now supports multiple languages:
- English
- French
- German
- Portuguese (Brazil)
- Russian
- Japanese
- Simplified Chinese
- Control Rebinding
- Controls can now be rebound from within the options menu, for both keyboard/mouse and controller.
- Pinnable Tooltips
- Tooltips can be "pinned" to inspect keywords and referenced items.
- Peek Map During Encounters
- You can now look at the map within an encounter. No more guessing which nodes an obelisk could change!
New Content
Content development is underway, and while most of the new content is not available in the demo, I wanted to mention it here to give an idea of the pace of development, as well as what you can expect for the release version:
- 50+ new items, including the rarest and most powerful item yet. Some of the new items are included in the demo, but you will have to wait for full release to see the others!
- 7 new artifacts have been added to the game, but are not available in the demo.
- Added 2 new enchants.
- Added 2 new corrupted abilities.
- Added 1 new legendary ability.
- Added Abyss and Demon secondary tags.
- Alchemortis now has lore! You will be able to read 4 lore entries in the demo, with more to come for release.
Balance & QOL
- Corruption System Changes
- Corruption chance is now based on the number of abilities in the alchemy pool, rather than item size. A higher ability count means a lower chance for corrupted abilities.
- Blind Now Stacks
- Adding blind multiple times to an item now causes the blind amount to increase, rather than creating multiple instances of the debuff.
- Debuffs Can Crit
- Critical bonus now applies to debuffs. You can read about these changes in the in-game ability descriptions.
- Fire Changes
- Fire has been reworked again to create a balance between the fantasy of building a raging inferno without being too powerful.
- Balance Adjustments
- Necromancer starting artifact bonus now applies only to undead minions
- Embalming Fluid cooldown reduced
- Voodoo Doll cooldown reduced
- Dove nerfed
- Axe reworked
- Mandrake reworked
- Plague Mask reworked
- Zombie passive is now upgradable
- Boss souls now have more interesting item selection behavior
- Lead Ingot has received more interesting item selection behavior
- Cooldown of large items reduced to make them more competitive
- Skeleton Dragon, for example, had its cooldown reduced by 2 or more seconds.
- Large items are still somewhat unattractive to use. I will be further lowering cooldowns and buffing other aspects of them to make them much more appealing.
- Early combat encounters adjusted to feel more manageable
- Mid and late game combat difficulty adjusted upward slightly
- Enemies now generate with more coherent builds
- Obelisks are now less frequent
- Obelisk can no longer change combat encounters
- Combat encounter frequency slightly increased
- It is now much less likely to get a string of 4 or more non-combat encounters in a row
- Enchant to reduce cooldown nerfed
- Board effect to reduce cooldown buffed
Visual Updates
- New art to nicely present status stacks during combat
- New art for boards, to reduce noise while keeping the cell outlines visible
- Damage numbers during combat have been reworked to make it slightly easier to follow what's happening
- Each damage type now floats in a unique direction for quick identification
- Critical hits use a distinct, larger font
- Miss, blind, and confuse indicators are now shown as floating text
- Bleed damage is now shown as a floating number
- Added and reworked combat visual effects
- Added a sun to the encounter background art
- Reworked card inspector UI art
- Updated main menu art, added foliage
- Also added foliage to character select
- Missed abilities now display "Miss" as floating text
- The blind icon has been updated to be visually distinct from the board effect icon
UI & Controls
- Tooltips now display removed abilities when previewing alchemy results
- Alchemy cost is now shown always
- A warning is displayed when a reagent will have no effect due to incorrect placement
- A candle indicator has been added to the resurrection stone event to indicate how much of a sacrifice is required
- The run's current difficulty modifiers can be viewed from the pause menu
- Board growth encounters now show a preview of which cells get added
- Added feedback when dragging items over placement-locked boards
- Reroll text in the artifact screen is now always visible
- Camera boundaries have been added to the map
- Added a master volume slider
- A credits screen has been added
- Added a quit confirmation dialog that indicates the last time your game was saved
- Improved controller focus handling
- Controller navigation should feel much smoother and more predictable now
Audio Updates
- New original "game over" music added
- New original shop music
- SFX pass across various places to reduce harshness of some SFX and improve mixing
Bug Fixes
- Fixed a bug where artifacts were benefitting enemy items too (oops)
- Fixed Hellspawn Egg not carrying over innate abilities to Imp
- Fixed Wasp Eggs not showing swarmed abilities after alchemy in the tooltip
- Fixed boss soul innate abilities not showing as innate in the run overview screen
- Fixed Honey not properly displaying that abilities are protected
- Fixed Rat's copied abilities sometimes not showing correct values
- Fixed scrolling with 2 fingers on MacOS trackpad not working
- Fixed Immovable Monolith abilities not scaling
- Fixed legendary swarm bleed ability scaling incorrectly
- Fixed input fighting between controller and mouse input (particularly with PlayStation controllers)
- Fixed various typos
- Fixed an issue where some colors were not perfectly accurate to the 8-color palette
- Fixed various crashes that could happen with very complex chains of ability logic
