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Steam News6 November 20257mo ago

Weekly Devlog – Codex (pt.2)

Overview This week’s goal was to finalize the codex system both visually and technically. I’m happy to say the system is now fully operational in the development build.

Full notes

Full Plague Alchemist update

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

What changed

0 fixes2 additions1 change0 removals
  • UI and audio
  • Gameplay
changedFully connected the UI, allowing players to navigate smoothly between panels.
addedBuilt the backend framework so new entries can be added easily in the future.
addedAdded drop rates for codex cards tied to two resource groups — Glimmergroves (regular trees) and rocks.

Overview This week’s goal was to finalize the codex system both visually and technically. I’m happy to say the system is now fully operational in the development build.

Details Here’s a breakdown of the key work completed:

  • Fully connected the UI, allowing players to navigate smoothly between panels.

  • Built the backend framework so new entries can be added easily in the future.

  • Polished the visual style for codex illustrations and created internal art guidelines to ensure consistency as we expand the system.

  • Added drop rates for codex cards tied to two resource groups — Glimmergroves (regular trees) and rocks.

Next Steps Next week will be a major milestone: we’ll be defining a clear and realistic scope for the Early Access release. This will involve a full inventory of all systems, mechanics, and content to ensure we deliver a solid, focused experience.

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Thanks for following the development of Plague Alchemist! If you’d like to stay up to date, follow the page and check back every Thursday for the next devlog.

Source

Steam News / 6 November 2025

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