Castle of Alchemists cover
Castle of Alchemists screenshot
Genre: Real Time Strategy (RTS), Role-playing (RPG), Strategy, Turn-based strategy (TBS), Hack and slash/Beat 'em up, Indie, Arcade

Castle of Alchemists

vEA_08c Update

Hello good folk!

We are bringing traps, balance and QoL changes.

Here are the patch notes:

New Traps


We reworked the Ceiling Acid Trap and brought its variants in.


  • Ceiling Acid Trap has been renamed to Ceiling Liquid Trap - Acid. It is now a 2x2 instead of 3x2 placement, and it's damage has been reduced from 1800 acid damage over 3 seconds to 1600 acid damage in 4 seconds.
  • New variant for the Ceiling Liquid Trap, Water Jet - Deals 100 physical damage per second, and wets enemies underneath, lasting 6 seconds. While hitting, it is conductive and travels electricity.
  • New variant for the Ceiling Liquid Trap, Burning Oil - Applies oiled condition to enemeis and immediately ignites them. It can also ignite other ignitables.


Balance Changes


Small balance changes for Crank Gun and a rework for one of the Mechanical Booby Trap variants.


  • Crank gunk reload system has been changed from constantly increasing to an instant increase at the end of animation. A full animation fills 1/5 of the full charge (1/2 for the Bolt Gun). This fastens reload system roughly by 50% (almost double for Bolt Gun).
  • Maximum number of shots at full charge for Bolt Gun has been increased from 10 to 15 at base.
  • Bolt Gun no longer shoots immediately at the beginning of shooting animation.
We are aware of Bolt Gun is the most underperforming ranged weapon right now. We will monitor the effects of these changes and will make adjustments in the future updates.


  • Mechanical Booby Trap - Caltrop has been reworked into Mechanical Booby Trap - Gatherer. It now sends out chains and pulls them back, gathering enemies on itself in the process.


Quality of Life Updates



  • Ceiling traps now become transparent when Bellator is underneath or when you move the cursor around them while in the combat phase. They also become transparent when you move cursor directly on them while in placement phase.


Bug Fixes



  • A bug where Lanterns can still shoot and kill you after you win the game has been fixed.
  • Numerous wrong texts for English Localization has been fixed, including infamous text for Health Burst ability on weapons.


This update will go live for both main game and prologue versions.

Cheers!

Castle of Alchemists is a part of IGF Celebration Days!

We are excited and happy to share that we partake in IGF Celebrations Days, a digital showcase on Steam that celebrates upcoming indie games, Independent Games Festival nominees and winners as well as the players who love indie games!

The event is hosted on Steam between July 11 and 20.

Check the event here!

vEA_08b Update

Hello good folk!

We are bringing some stuff with new update! Here are the patch notes.

New Visual Effects


New effects are added for aura buffs on the enemies for the following enemies.

  • Wolf Banner Rider
  • Slave Giant
  • Armored Slave Giant


These enemies provide aura effect buffs, making allies near them immune to Chill (Slave Giant) or Slow (Wolf Banner Rider).
Another effect is ready for an unannounced enemy, providing Fire Immunity to allies nearby.

Updated "On Trigger" Properties


Updates mentioned here applies to all similar abilities on different "Triggers", such as "On Acrobatics", "On Reload" etc.

  • On "Trigger" Flame Explosion area is increased by 200%.
  • On "Trigger" Flame Explosion damage is increased from 100-120 to 300-360.
  • On "Trigger" Chill Explosion area is increased by 200%.
  • On "Trigger" Cluster Bombs' damage per bomb increased from 75-85 to 175-275.
  • On "Trigger" Cluster Bombs' number of bombs are increased from 4 to 6.
  • On "Trigger" Cluster Bombs area increased by 40%.


We will continue to explore and adjust underwhelming properties in future updates.

New Challenges



  • Over 20 new challenges has been added.
  • Difficulty Mode challenges has been adjusted. Now you can do Regular Mode and Difficulty Mode challenges seperately, meaning there are more ways to farm resources.


Balance Changes for Levels



  • Central Chamber starting resource is increased from 650 to 750.
  • Central Chamber minimum resource per wave increased from 300 to 375, maximum resource per wave increased from 480 to 600.


This update will go live for both main game and prologue versions.

Cheers!

vEA_08a - Hotfix


  • Fixed a bug which prevents continuing after Endless Wave Break at endless levels

Pause Menu Update

Hello folks! We are making a small update for Castle of Alchemists to update the Pause Menu with new features, as well as bringing some small bug fixes and balancing changes for the new boss.

Here are the patch notes:

UPDATED PAUSE MENU



  • Pause menu now includes your equipment. You can check the stats on them by simply hovering over them.
  • Pause menu now includes options for Music Volume, SFX Volume, Shake Amount, Windowed Mode, and CRT effects.
  • Pause menu now includes the Challenges for the given map.


BALANCE CHANGES



  • Deadly Blow effect reduced from "25% of Current Health as damage" to "2.5% of Current Health as damage" for bosses only.
  • Culling Blow deals flat +500 unrestricted damage to bosses instead of instantly killing them if they are below 35% of maximum hit points.


BUG FIXES



  • Fixed a minor bug where the boss gets stuck in an animation after killing the main character.
  • Fixed a couple of minor visual bugs in the UI.
  • Fixed the tileset of Ironworks level.
  • Fixed the wave info for Ironworks level.


The update will be available for both the prologue version and the main game version.

We are aware of other issues you reported too, and are working on them.

Cheers!

WE ARE WAITING YOUR FEEDBACK!

We are preparing a new update that will bring an expanded Pause Screen which will include long-requested quality of life changes, which will be effective for both main and prologue versions of the game.

As an addition to this, we are eager to shape Castle of Alchemists with your feedback. New stuff you want to see in the game, stuff you want to be changed or balancing changes, anything is fair game.

You can reach us through Discussions on Steam, or even better yet, in our Discord for feedback.

We await you!

vEA_08 - BOSS UPDATE

Hello good folk!

We have added our first boss to the game alongside other 7 new enemies to spice up the enemy line-up, as well as bringing 2 new maps, balance changes and a whole new difficulty mode.

With this update, we will also be releasing a "prologue" version of the game, consisting 4 levels and an endless level.

As an important note, since we made a lot of structural changes, this update will require you to start a fresh new game.

Here are the patch notes:

BOSS BATTLE



We have added our first boss battle to the game, Gate Keeper Golem. You will fight with it at the end of the first scroll.

Unlike other levels, in boss battle you will only fight against a single boss with special abilities. Theboss will not try to escape but will try to kill you with its abilities.

You will have a preparation period for laying traps as usual. You will have 3 lives to beat the boss on Regular Mode and a single life in Difficulty Mode (mentioned below).

We decided to depend on Action-RPG mechanics for boss battles more than tower defense elements of the game. We hope that you enjoy it and we will improve it with your feedback.

DIFFICULTY MOD



We have added an option to the Warroom for enabling a more difficult gameplay.

Activating this mode makes the waves more difficult with new line-ups and introduces more difficult enemies earlier. Also, it makes enemies more agressive towards Bellator and deal more damage while reducing the avaliable resources for the map. Finishing the level in Difficulty Mode increases rewards earned by 20% for now.

With this mode, we also redone almost every wave in the game for both Regular Mode and Difficulty Mode, and made balancing changes to each map. This will be an evolving progress with your feedback.

NEW MAPS & CHANGED PROGRESSION


New Levels



  • Added First Lecture Hall, as the 3rd main progression map to the first scroll. This level consists of Ice Faction enemies.
  • Added a new endless level, variant of First Lecture Hall. Unlocks after First Lecture Hall.
  • Added Mines' Entrance, as a branch map to the Snake Bridge. This level consists of Flame Faction enemies for now, will be updated with new faction in time.
  • Added Inner Gate, as the final map and the special arena for the first Boss, Gate Keeper Golem.

Updated Progression



  • Workshop now comes unlocked as you start the game instead of Armamentarium.
  • Frozen Corner now unlocks Armamentarium, both crafting and levelling up at the same time.
  • Lava Passage no longer unlocks Workshop.
  • Lecture room is now a branch level for First Lecture Hall, rather than being the 3rd map for progression.
  • North Warehouse no longer finishes the first scroll, instead unlocks Inner Gate as final level of the first scroll.
  • Various unlocks has been changed for levels to give more options at the beginning of the game, such as Saw Trap and Explosive Barrel.
  • Tutorials have been updated to reflect these changes. In the future, we are gonna reduce the word count of tutorials and revamp them for a faster progression.


NEW TRAPS



  • Added a new trap type, Shooter Trap. Its default version is "Shooter Trap - Saws", which shoots saws that will travel through enemies till they hit a wall.
  • Added a new trap type, Mechanical Ceiling Trap. Its default version is "Mechanical Ceiling Trap - Pendulum", which is a swinging huge morning star that deals heavy physical damage and stagger enemies.
  • Added a new trap type, Barrel Dispenser Trap. Its default version is "Barrel Dispenser - Explosive", which drops barrel on a periodic time. You can explode the barrels via explosion or send them flying with melee attacks.
  • added a new trap version, Barrel Dispenser - Chilling. Works same as Explosive version, but applies heavy chill instead of explosion.


NEW ENEMIES


Flame Faction Enemies



  • Added a new enemy, Slave Giant. Breathes flames when Bellator is near, and makes enemies around it immune to chill.
  • Added a new enemy, Armored Slave Giant. Same as Slave Giant (for now), but stronger stats.
  • Added a new enemy, Lantern Magus. Summons lanterns near Bellator, which can shoot fireballs and can be destroyed as a regular breakable object. Also summons flames when Bellator is near.
  • Added a new enemy, Oriental Halberdier. A halberd wielding variant of the basic footman of Flame Faction.

Ice Faction Enemies



  • Added a new enemy, Arctic Warlord. Deals heavy physical damage with combo attacks and buff nearby allies after it attacks.
  • Added a new enemy, Arctic Wolf Rider. A fast runner with a strong combo attack.
  • Added a new enemy, Arctic Wolf Rider Bannerman. A fast running Bannerman, making nearby enemies immune to slow. Does not attack Bellator.


This will be all for this patch notes.
As we mentioned in earlier updates, localization for new updates are not present yet.

Cheers !

Dev Log Update #2

Welcome to our weekly dev-log number 2!

We wish to introduce you to our first boss

Gate Keeper Golem





This elemental golem will be the boss of the first act, waiting you at the end of the First Scroll. It uses attacks from the future bosses, and has a couple of its own.


You will be fighting bosses within their special arena and will have the option to lay traps or build towers (and are encouraged to do so) before fighting them. Bosses will not try to escape like regular enemies; they will simply try to kill you.

We wanted to focus on the action aspect of the game for the boss fights, rather than the usual enemy behavior that involves walking a very long path to exit.

Building this boss allowed us to lay down the groundwork for further bosses, essentially making them at least 50% easier to build. As we continue to develop in Early Access, we will introduce 3 new bosses for each of the factions as well.

The Gate Keeper Golem is coming with the new update, which is also coming very soon.

Important Note


We are changing the unlock order of things with the new update. Workshop will be open by default, and after first level you will unlock crafting and leveling up. Also, new parts of the castle will open after the first boss.

Upcoming update will require you to start over with a fresh new save due to revamped progression and new maps. We hope you understand.

Cheers!

Dev Log Update

We wanted to update you on what we have been working on for Castle of Alchemists since our last update.

First things first: "Difficulty Mode"!




You will be able to select a more "challenging" version of the map from the Warroom with a single toggle. In this mode, enemy wave composition will change, enemy aggression will increase, your building resources will decrease, and you will receive more rewards for completion.

This will allow us to balance levels for new players while keeping the challenging nature of the game for players who are looking for more action.

Initially, this mode will only increase your regular rewards by around 25%. In the future, each level will have separate stats for difficulty mode as well as additional challenges and rewards.

Secondly, new enemies to spice things up.




We are adding several new enemies, ranging from summoners to fast riders with different behaviors, to each faction to bolster their ranks. This also helps us balance the levels for normal and difficulty modes.

With these new enemies, we will also introduce a new form of buff: permanent auras.

For example, the "Slave Giant" will make his allies near him "immune to chill" to cover the inherent weakness to chill for the Flame Faction. We will experiment with more of these with the upcoming enemies too.

Last but not least, new traps!




We are aware that we are lacking in the department of traps, especially heavy-hitting ones. Expect to see pendulums, explosive barrels that you can launch with melee attacks, and more with the upcoming patch. With future patches, we will quickly fill our ranks of traps with your feedback!

We will keep you updated with more devlogs from now on, releasing them on a weekly basis!

Stay tuned for the new patch, coming very soon.

Cheers!

vEA_07b Update!

We brought several small updates into various parts of the game.

Warroom Updates



  • 2 new buttons added in Warroom to go directly into Workshop or Armamentarium.
  • Updated enemy info in the Warroom. Now you can see the upcoming enemies of the selected level with a revamped Enemy info screen.

In Game Enemy Info Updates



  • Updated the visuals for Enemy Info in maps to match it Warroom version and support large number of enemies.

Craft Menu Updates



  • In Craft Menu, crafting materials is auto selected if you have enough materials.
  • In Craft Menu, type and selected materials are no longer reset to default after crafting the item.