HomeGamesUpdatesPricingMethodology
Steam News4 December 20257mo ago

Weekly Devlog - Early Access scope freeze (pt.4)

Overview This whole thing took over a month, but it’s finally done. The big picture is clear now—and so is the fact that there’s a lot to do before Early Access.

Full notes

Full Plague Alchemist update

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

What changed

0 fixes3 additions1 change0 removals
  • Compatibility
  • Gameplay
changedOverview This whole thing took over a month, but it’s finally done. The big picture is clear now—and so is the fact that there’s a lot to do before Early Access.
addedCrafting especially got a proper overhaul. It’s now rule-driven instead of “this looks like it fits here,” which means adding new content later will actually make sense and won’t turn into chaos.
addedThese 4 weeks really lit up the road ahead, and there’s plenty of work waiting. We also had to force ourselves not to shove every new idea into Early Access; everything tempting was written down and moved aside so we stay focused.
addedManaging items, recipes, quests, and dozens of systems at once turned out to be a full-on logistics nightmare. Because of that, we built new tools from scratch just to keep the project manageable. Unity was only opened to work on those tools—everything else was documentation.

Plague Alchemist changes

changedOverview This whole thing took over a month, but it’s finally done. The big picture is clear now—and so is the fact that there’s a lot to do before Early Access.
addedCrafting especially got a proper overhaul. It’s now rule-driven instead of “this looks like it fits here,” which means adding new content later will actually make sense and won’t turn into chaos.
addedThese 4 weeks really lit up the road ahead, and there’s plenty of work waiting. We also had to force ourselves not to shove every new idea into Early Access; everything tempting was written down and moved aside so we stay focused.
addedManaging items, recipes, quests, and dozens of systems at once turned out to be a full-on logistics nightmare. Because of that, we built new tools from scratch just to keep the project manageable. Unity was only opened to work on those tools—everything else was documentation.

Overview This whole thing took over a month, but it’s finally done. The big picture is clear now—and so is the fact that there’s a lot to do before Early Access.

Details The Early Access scope freeze was all about laying everything out. A few hundred documentation pages later, it’s wrapped up.

While doing this, we also cleared up quite a few unclear systems—cooking, recipes, discovery, and a bunch more.

Crafting especially got a proper overhaul. It’s now rule-driven instead of “this looks like it fits here,” which means adding new content later will actually make sense and won’t turn into chaos.

These 4 weeks really lit up the road ahead, and there’s plenty of work waiting. We also had to force ourselves not to shove every new idea into Early Access; everything tempting was written down and moved aside so we stay focused.

Managing items, recipes, quests, and dozens of systems at once turned out to be a full-on logistics nightmare. Because of that, we built new tools from scratch just to keep the project manageable. Unity was only opened to work on those tools—everything else was documentation.

Wanted also to share some of the behind the scenes, un-edited stuff

All the individual systems that are in Plague Alchemist.

And these are two of the tools that were developed (Item management and Recipe management)

Next Steps Next week we finally get to jump back into actual development and art again, which feels great after so much planning.

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 / 4 December 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.