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Steam News6 February 20264mo ago

New Alchemortis Playtest Live Now!

Playtest 3 is Available Now! The third Alchemortis playtest is now live for everyone! This build is focused on addressing some of the major issues of the previous playtest, but also contains a lot of new content.

In this update13

Full notes

Full Alchemortis update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

8 fixes23 additions29 changes0 removals
  • Gameplay
  • Performance
  • Events
  • Balance
  • Maps
  • Fixes
addedPlaytest 3 is Available Now!The third Alchemortis playtest is now live for everyone! This build is focused on addressing some of the major issues of the previous playtest, but also contains a lot of new content. Below are the complete patch notes for this playtest.
changedAlchemy OverhaulLegendary cards will now have a random legendary ability added to them.
changedAlchemy OverhaulCard stability: cards will now accrue negative abilities as a result of alchemy in accordance with their sizes. Large cards are more stable, and will accrue fewer negative abilities.
addedAlchemy OverhaulAlchemical residue introduced as a currency. Players gain alchemical residue by engaging in alchemy.
changedAlchemy OverhaulDefault alchemy board size set to 3x3, which can be temporarily increased to 4x4 with the Death Orchid reagent.
addedAlchemy OverhaulAdded several new reagents to make alchemy more controllable and predictable.
Buffed bleed duration510Buffed bleed duration increased, buff

Alchemortis changes

addedThe third Alchemortis playtest is now live for everyone! This build is focused on addressing some of the major issues of the previous playtest, but also contains a lot of new content. Below are the complete patch notes for this playtest.
changedLegendary cards will now have a random legendary ability added to them.
changedCard stability: cards will now accrue negative abilities as a result of alchemy in accordance with their sizes. Large cards are more stable, and will accrue fewer negative abilities.
addedAlchemical residue introduced as a currency. Players gain alchemical residue by engaging in alchemy.
changedDefault alchemy board size set to 3x3, which can be temporarily increased to 4x4 with the Death Orchid reagent.

Playtest 3 is Available Now!

The third Alchemortis playtest is now live for everyone! This build is focused on addressing some of the major issues of the previous playtest, but also contains a lot of new content. Below are the complete patch notes for this playtest.

Please be sure to join the Discord to leave your feedback:

https://discord.gg/4DYepmB3dj

Thank you everyone, and I appreciate your support!

Firebelley

Patch Notes

Alchemy Overhaul

  • Legendary cards will now have a random legendary ability added to them.

  • Card stability: cards will now accrue negative abilities as a result of alchemy in accordance with their sizes. Large cards are more stable, and will accrue fewer negative abilities.

  • Alchemical residue introduced as a currency. Players gain alchemical residue by engaging in alchemy.

  • Default alchemy board size set to 3x3, which can be temporarily increased to 4x4 with the Death Orchid reagent.

  • Added several new reagents to make alchemy more controllable and predictable.

Gameplay Changes

  • Player board now starts at a size of 4x4.

  • Player board now starts with locked cells, which can be unlocked with alchemical residue.

  • The grow board event now locks the new cells that are added to the board.

  • Combat encounters now offer cards as rewards.

  • New card overflow system which will allow you to receive cards that are offered from artifacts or other events, like Spiderlings.

  • Resurrection mechanic now resurrects player with health percent based on size of cards offered up for resurrection.

  • New in-game interactive tutorial to educate players on the mechanics of the game.

  • Added obelisk event which will change nodes on the map to new nodes of the player's choosing. Obelisks also apply buffs to nodes when activated.

  • Added roaming Inquisition Eyes which increase the notoriety penalty of nodes within their radius.

  • Upon clearing a region, it will be overrun with Inquisition Eyes.

  • Inquisition node blessing system which will randomly add 1 debuff and 1 buff to nodes immediately visitable by the player.

  • Reworked Swarm. Now, individual abilities are wrapped with the "Swarm" modifier. When a swarm ability executes, it will trigger one other random swarm ability on a random card.

Balance Pass

  • Nerfed Longbowman.

  • Nerfed Iron Gauntlet.

  • Nerfed Pilgrim Path Sign.

  • Buffed bleed duration from 5 to 10 turns.

  • Flattened blood economy scaling.

  • Reduced card sell prices.

  • Ensured generated enemy boards always have damage.

New Cards

  • Tapeworm

  • Nautilus Cup

  • Flagrum

  • Explosive Flask

  • Rusty Spoon

  • Alkahest

  • Eyeball

  • Skeleton Dragon

  • Pond

  • Corpse pile

  • Acolyte

New Artifacts

  • Unicorn Horn

  • Thorns

  • Primeval Hand

  • Apprentice Wand

  • Fleam

New Enchantments

  • Convert damage to bleed

  • Paralysis immunity

  • Increased sell price

  • Make all abilities affect and affected by the entire board

  • Increase ability target limit by 1

  • Convert fire to healing

  • Increase applied paralysis duration

  • Exhaust a random enemy card when this card exhausted

Music

  • Added new second region music.

  • Added new third region music.

  • Fixed various music transition issues.

Sound Effects

  • Full SFX pass across combat, UI, alchemy, and map, replacing lackluster sound effects and generally filling out the soundscape.

  • Added shop sound effects.

  • Added new alchemy SFX, including a legendary sound effect to get the dopamine flowing.

  • Added unique ambience SFX for each region.

  • Replaced SFX for grow board event.

Visual Polish

  • Added new alchemy animations and particles.

  • Added legendary card animation.

  • Added unique art for post-combat card rewards.

  • Added card hover animation.

  • Tuned camera shake.

  • Replaced grow board event art.

  • Added ambient visual effects for each region.

  • Updated UI tooltip panel art.

  • Reworked frog art (again).

  • Tweaked art of several artifacts.

UX Improvements

  • Added speed control labels.

  • Added recenter camera button.

  • Improved map node tooltips with icons indicating negative and positive event effects.

  • Merged alchemy and inventory buttons.

  • Indicated when effects are applied to self in the combat log.

  • Optimized card placement for dynamically-sized boards, like boards associated with booster packs. Now, boards that are dynamically generated for the purpose of offering rewards will feel more organic.

Bug Fixes

  • Fixed various incorrect Echo interactions.

  • Fixed cases where player could die with nonzero health.

  • Fixed turn cooldowns not updating in some cases.

  • Fixed fog of war inconsistencies.

  • Fixed damage tracking ability logic to ensure consistency.

  • Fixed scenarios where speed controls could softlock the game.

  • Fixed map tooltips getting stuck in certain situations.

Misc Changes

  • Refactored ability system to improve ease of adding more complex abilities.

  • Updated engine version to Godot 4.6

Source

Steam News / 6 February 2026

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