Update log
Full AlcheMice update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Store
- Maps
Greetings, Alchemist ⚗️🧪
Today we’re excited to present the Alchemist’s Journal, a monthly section where we’ll share updates on AlcheMice’s development, insights into our creative process, mini chronicles from events we’ve attended, and a look at the activities planned for next month. Think of it as our very own dev blog, though it goes beyond that idea.
These first entries will help us find out which topics interest you most. So please, take a few minutes to share your thoughts in the comments once you’ve finished reading. Thanks in advance!
That said… let’s jump straight into today’s first topic:
Development Update
🐭 The Road So Far ⚙️
“Two heads are better than one”, we'd say. Testing AlcheMice internally helps us refine the core formula and fix the biggest issues, but exposing it to real players is what truly helps us ensure our little project becomes a fun, addictive, and memorable experience. It’s not just useful for spotting potential improvements or unexpected bugs, but also for asking players if there’s anything they feel is missing. A feature, a card type...
Based on everything we’ve learned, here are some of the main changes we've implemented this month:
Revamped UI: the main interface has been redesigned so that key game elements (such as energy or the end turn button) are easier to recognize.
- Free Alchemyyou can now freely experiment with one or more ingredients, allowing players to discover formulas without recipes and create new materials from failed experiments.
- Alliesa new ally system has been developed so the player can summon them during combat.
- New Cardsnew effects have been added that interact with additional gameplay systems, such as Tycoh’s attack ranges, mind control over enemies, and invulnerability to certain attacks.
- New Artnew illustrations are being created for both old and new cards.
- New Itemsnew alchemical potions and other consumables are being developed, which can be purchased at Gusparda’s shop.
Animated NPCs: non-playable characters appearing in the environment will have their own animations, reacting to what happens around them and in-game events.
Controller Input: controller input is being refined, with Steam Deck as the main testing platform.
Localization: a localization system has been implemented to translate AlcheMice into other languages.
BRIEF DESCRIPTION OF OTHER MINOR ASPECTS
Plans for November
Part of our work will be directly related to the feedback received during the closed playtest for our Discord community. So first of all, a huge thank you to all the Alchemists who helped us out! For now, we’re focusing on the following aspects:
New cards.
Accessibility improvements such as brightness sliders, color blind filters, and adjustable font sizes.
New enemies and animations.
Events
🏆 AlcheMice Wins “Best Art” at BCN Game Fest 🏆
The highlight of the month! We received this amazing surprise during our visit to BCN Game Fest. Although we couldn’t attend the award ceremony, we definitely gathered later to celebrate this victory. Our lead artist JL has poured his heart and soul into shaping and refining the game’s aesthetic, rooted in ancient alchemical manuscripts, so this award is truly his achievement.
Visual appeal is key when attempting to break down the genre barriers. It’s easier to dive into unfamiliar mechanics when you fall in love with the visuals or feel a connection to the story, right? Beyond attracting die-hard fans of deckbuilding and turn-based combat, which are our top audience, we want AlcheMice to be a starting
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