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Steam News2 May 20261mo ago

Devlog #2 - May

Hey everyone, Umbra here again with our second devlog! We've got a full video breakdown linked below if you want to see it all in action.

Full notes

Full Monster Alchemy update

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

Repeated intro

Hey everyone, Umbra here again with our second devlog! We've got a full video breakdown linked below if you want to see it all in action.

What changed

0 fixes2 additions2 changes0 removals
  • Maps
  • Gameplay
added1. Map OverhaulWe've completely reworked the demo maps, taking inspiration from Pokemon-style layouts and tighter Metroidvania flow. No more dead zones or aimless wandering, every path now has purpose with secrets, encounters, and environmental storytelling.
changed1. Map OverhaulTraversal feels snappier too: we sped up the alchemist to match the map scale accordingly. Each zone gets its own unique vibe, distinct ambiance, monster types, lore, and even bosses to hunt down. Sub-areas are packed with even more love, so exploring will fly by.
changed2. Sneaking SystemNo more pointless run/walk toggle. Now movement has teeth: creep carefully to ambush monsters from behind for a massive first-turn advantage and combat buff. Sprint and they'll charge you blindly, be mindful when traversing the world!
addedWe've sprinkled lots of tiny improvements:An animation when you discover a new alchemist tower

After one month of grinding with your demo feedback front and center, we've poured our efforts into three major areas to make Monster Alchemy feel tighter, more purposeful, and way more engaging. You called out slow traversal and empty zones, we listened and rebuilt from the ground up.

1. Map Overhaul

We've completely reworked the demo maps, taking inspiration from Pokemon-style layouts and tighter Metroidvania flow. No more dead zones or aimless wandering, every path now has purpose with secrets, encounters, and environmental storytelling.

Traversal feels snappier too: we sped up the alchemist to match the map scale accordingly. Each zone gets its own unique vibe, distinct ambiance, monster types, lore, and even bosses to hunt down. Sub-areas are packed with even more love, so exploring will fly by.

2. Sneaking System

No more pointless run/walk toggle. Now movement has teeth: creep carefully to ambush monsters from behind for a massive first-turn advantage and combat buff. Sprint and they'll charge you blindly, be mindful when traversing the world!

3. Gamefeel Polish

We've sprinkled lots of tiny improvements:

  • Smoother monster crafting animations

  • Special recipe pickup sequences

  • Particle effects on key actions

  • Zoom on dialogues

  • An animation when you discover a new alchemist tower

  • (There are too many to list them al :p)

Playing feels smoothly now, dopamine hits all across the board.

Sneak Peek: Monster Passives

We're deep into passive abilities for monsters, designing deep combat where diverse teams shine. No plain builds, every player gets a personalized squad tailored to their playstyle. More on this soon!

Watch the full Devlog #2 video here:

Your feedback made this possible, what should we hit next? Drop your thoughts below!

You can also find us on Discord, we'll be happy to talk with y'all!

Source

Steam News / 2 May 2026

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