Genre: Real Time Strategy (RTS), Role-playing (RPG), Strategy, Turn-based strategy (TBS), Hack and slash/Beat 'em up, Indie, Arcade
Castle of Alchemists
Castle of Alchemists Giveaway: Join the Celebration and Win Prizes!
Hello fellow alchemists!
Celebration started with an exciting giveaway! Whether you're attending Pax East or not, we have a special surprise for you.
For those of you who are lucky enough to be attending Pax East, here are the rules for entering our giveaway:
Snap a selfie in front of our booth at Pax Rising Booth #13097 (and be sure to try out the demo!)
Share the photo on Twitter with the hashtag #CastleofAlchemists
You could win one of our special d20 dice sets!
For those of you who are not attending Pax East, don't worry, we haven't forgotten about you! Here are the rules for entering our giveaway from home:
Play our demo for free on Steam
Share a screenshot on Twitter with the hashtag #CastleofAlchemists
You could win a $50 Steam Wallet code!
Don't forget to mention @teammachiavelli to let us know you're participating!
And if you want to increase your chances of winning, share a video or photo on other social platforms like TikTok and Instagram, and don't forget to use the hashtag #CastleofAlchemists and mention our account. Bonus entry points await!
To make things easy, we've put all the links to our social media in one place. You can find them here: https://linktr.ee/teammachiavelli
Thanks for celebrating with us, and good luck!
Celebrate Pax Rising with us on Discord: giveaways, competitions, and new demo!
Hello Alchemists!
We'll be at Pax East tomorrow and can't wait to meet you there! Look out for our booth, Pax Rising #13097, where we'll be showcasing an exclusive demo for you to experience. Drop by to say hello and be among the first to test out our latest features!
If you can't make it to Pax East, don't worry! We will also be celebrating the Pax Rising Showcase in our Discord channel, with giveaways, competitions, and events. Make sure to join our Discord to get in on the fun.
During Pax Rising, we will also be live on both Steam and Twitch from March 23-26. Tune in to see our game in action and learn more about our upcoming features.
Speaking of features, we have some exciting updates to share about our demo.
The craft system has been refined and now includes a new craft panel that shows the chances of different tiers. We've also added seven new craftable items, including a melee weapon with three different types.
Additionally, the conditions and buffs in the game have been revamped. A new condition application system has been added, along with condition indicators. Interactions between wet and chill, wet and electric, flammables and fire have also been added. Stun is now a separate condition rather than being tied to electric.
To address the issue of a difficult learning curve, we've added a new small level at the beginning of the game. We plan to include these types of levels to unlock new recipes and equipment, and to gather resources for crafting.
Lastly, we've slightly altered the demo content for better pacing. We encourage you to craft and try different types of items and interactions.
Thank you for your continued support, and we hope to see you at Pax East or in our Discord channel. Let's make this Pax Rising Showcase a great one!
We Are Chosen for Pax Rising Showcase!
We are beyond thrilled to announce that our game has been selected to be part of the PAX Rising Showcase at PAX East 2023!
This showcase is an incredible opportunity to share our game with the hundreds of thousands of PAX attendees. We will be in the indie booths, the premiere destination for indie games at the show.
We are especially excited to be part of the PAX Rising Showcase, which focuses on up-and-coming indie games. It’s an honor to be chosen for this and we’re looking forward to bringing our vision of the game to the show.
The PAX Rising Showcase is part of an overall effort to recognize and celebrate the best of the indie gaming community. We’re happy to be part of this movement and we’re ready to show off Castle of Alchemists to the world.
We’ll be at PAX West from March 23th to March 26th , so if you’re attending, be sure to stop by the our booth and check out our game. We’ll be there to answer any questions you have about the game and to show off our hard work.
We’re ecstatic to be part of the PAX Rising Showcase and we can’t wait to share our game with all of you. See you at PAX East!
We Are Attending the Pocket Gamer Connects London 2023
Hello everyone!
We are delighted to share that we are attending the Pocket Gamer Connects London 2023 for showing our game, Castle of Alchemists. This is a great opportunity for us to showcase our game to the gaming industry and connect with our players.
We look forward to meeting everyone and telling you more about our game. Keep an eye out for us and come by our booth so we can chat!
We will be livestreaming on Steam for Base Builder Fest!
Greetings everyone!
We are happy to announce that we will be livestreaming on Steam at 11:00 AM PST (UTC-8) for Base Builder Fest today!
To tune in, simply head to our Steam page at our designated streaming time. We look forward to providing you with all the latest information about Castle of Alchemists. See you in stream!
Keeping Things Fresh: New Updates
We are excited to announce the recent updates we have made to the new Builder Fest Steam demo! Aside from countless bug fixes, we have implemented a number of new features.
Brand new cutscenes, tutorials, an introduction level, and revamped War Room and Armory have been added. We have also introduced a resource system with a single resource, named Resources. Furthermore, we have implemented a Shoulder Cannon that many players have wanted since the alpha demo, new consumable Items, NPC-Unlock system, and re-balanced levels with added SFX and Musics. Additionally, we have introduced a selling-mode and grid system for better trap placement, as well as area of effect indicators for certain traps. Finally, for a fierce competiton; a win screen, new challenge system, and *drum rolls please* the leaderboard system has been fully implemented.
In the backend, we have improved the pathfinding, leaderboard system, and several other systems. To try out all these changes, be sure to check out our demo at the upcoming Base Build Festival on Jan 23.
We look forward to hear your feedback on all the updates and bug fixes we've made so far! Thank you for your continued support.
Don't forget to join the Discord channel to join the developers' Discord live streams and be the first to know about updates!
Try Our Demo at Base Builder Fest!
We are excited to announce that we are participating in this year’s Base Builder Fest on Steam! During the festival, you will have the chance to play the latest demo of Castle of Alchemists.
For those of you who don’t know, the Base Builder Fest is a celebration of base-building games on Steam. This year, we’re proud to be part of the lineup, and we’re hoping to show off the unique and exciting features of Castle of Alchemists. We can’t wait to show it off to the world.
Steam Base Builder Fest runs January 23 at 10:00 AM PST (UTC-8) to January 30 at 10:00 AM PST (UTC-8). Make sure to check out Castle of Alchemists's demo and all the other great games at this year’s Base Builder Fest on Steam!
Keep an eye out for more news as we get closer to the event!
Weekly Update 22-05
Hello everyone!
We have been working on improving the game feel and controls last week. Here is a rundown :
- Added a third attack to the melee attack combo, with slower recovery frames. - Final attack of the melee combo deals 1.5 of regular damage. - Final attack of the melee has a larger area of effect. - Stamina consumption has been added to the melee attacks. You cannot make an attack if you don't have enough stamina. - Combo attack persistence have been added to melee attacks. (Character remembers his last attack up to a second, and performs next attack when the melee attack input comes. This allows several combos such as Melee hit 1 - Hop Back - Melee Hit 2 - Dodge in - Melee hit 3). - Melee attack damage have been increased 33% (90=>120). - Enemies stagger longer when they have been hit by a melee attack.
With these changes we aim to make a melee attack become more dynamic for hardcore players, while still retaining simple approach for more casual ones.
- Blunderbuss reload have been implemented. - Blunderbuss pellet number has been increased from 8 to 14. - Blunderbuss pellet damage have been increased from 25 to 30. - Blunderbuss reload animation can be cancelled with dodge, skills or weapon swaps. - Added a new bullet effect Blunderbuss. - Blunderbuss pellets now do not travel till they hit, it has a medium range (75 percent from mid to edge of screen, approximately).
We aim to make Blunderbuss a close-mid range weapon that can deal high damage.
We are aware of the situation this version of melee weapon and Blunderbuss can feel similar as both are for close range even though they have their own differences. As we add more weapons, we will return to solve the situation if it still persists.
As for the bugfix and backend improvements : - First time you change direction with melee attacks did not hit before, this has been fixed. - Sound effect of Training Button has been fixed. - Stamina usage system have been revamped to include more actions, and be easier to modify. - Pellet's visuals and colliders have been optimised to use less processing power.
As what we are working on next: - We are working on Level up system. We have tried various experience increment curves. And we have been adapting all maths to Unity. In this way , we have developed a level up simulation. Thus we can also check all possibility.
- We will add a poise system to the game, so not every hit from an enemy will interrupt you.
- We are working on new levels with their visuals.
That would be all for this week, cheers 👋
Demo Update
Hello everyone!
We have enabled our demo again for the festival, it has been updated and will stay a longer period of time. We will regularly update the demo with upcoming changes so stay tuned.
Here are the update notes:
- War Room (Menu where you select levels) have been revamped with new animations, UI elements and a bigger area. - Armamenterium Room (Menu where you equip and craft armaments) have been updated with animations. - Bellator now comes equipped with default items. - Starting weapon has been changed to Blunderbuss. - Crank Gun is disabled for the demo. We will update it in the future. - Main Base menu added to the game, with full animations. (You no longer directly go to Armamenterium). - Training Area visuals have been changed. - Library visuals have been added to the game, but mechanics are not implemented. We will use the Library Room for a compendium of enemies, weapons, equipment and lore. - Several skills have been added to the game. Leveling up is disabled for the upcoming demo, but you will be able to see unlocked skill from the Mutation Chamber. - A visual effect have been added for "Adrenaline Pump" skill when it occurs. - UI Buttons for the Main Base have been revamped with new animations. - 4 NPCs have been added to the game. 3 of them are functional and provide info about gameplay and lore. - Enemies now drop their weapons when they die, purely for visual effects. - New sounds have been added to the game. - A new soundtrack has been added to the game. - A small tutorial level has been added to the game, which plays only once and introduces basic movements and skill use. - Melee attack animations now can be cancelled with dodge. - You can build defensive towers now. Only available tower right now is Ballista Tower. Towers can be build on elevated safe grounds, indicated via UI element. - Updated Fire Level 2 (Magma Reserves). Area where the lanes become parallel have been lengthened. We also added a Tower Platform, so you can now build a Ballista Tower in the level. Overall, difficulty of the level should have been decreased with the additions. - Lava has been updated with shader effects, which can be observed Level 1 and Level 2. - Several visual bug have been removed, including depth corrections.
Update to the Demo
Changes to reduce the difficulty of first 2 levels and improve overall gameplay : - Fire Level 1 (Blacksmiths' Wing) rearranged the layout to make the choke point of the enemies further away from the exit. - Fire Level 1 (Blacksmiths' Wing) Man Power increased. - Fire level 2 (Magma Reserves) Man Power increased. - Fire Level 1 (Blacksmiths' Wing) number of enemies have been increased, but their spawn rate adjusted. Flawless Victory conditions adjusted accordingly. - Oriental Warrior and Oriental Slinger move speed reduced by %10 (5.5 to 4.95) - Oriental Slinger damage is decreased by 30% (50 to 35) - Enemies can no longer target you when you are jumping or climbing. ( Previously enemies would instantly know where you are going to land as you jump over or climb over obstacles, and would start their attack behaviour before you can react properly.) - Ceiling Dart Trap damage is reduced by 30% (50 to 35) and it's cooldown is reduced by 33% (15 seconds to 10). Ceiling Dart trap cannot hold a wave by its own now, but fires more frequently, thus combined with other traps it kills more enemies than before.
Bug Fixes : - Ghost placement of the traps have been fixed. ( Previously, on rare occasions, when you try to place a trap it would disable the area as if it was placed, but no trap would be placed and no resource would be spent ) - Losing ability to Dodge bug have been fixed. ( Previously, on rare occasions, you would lose your ability to dodge until you get damaged again ) - Being stuck on half movement speed have been fixed. (Previously, on rare occasions, you would stuck at half movement speed after firing ) - Going into negative numbers in Crafting Resources have been fixed.
If you are interested about Castle of Alchemists and its development cycle, don' forget to join our Discord