A downloadable game for Windows and Linux

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Alchemist is a "traditional" roguelike dedicated to crafting, resource management and world interactivity. It's still an early version and a lot will be added later.

What you can expect:

  • Detailed 64x64 tiles, soft lighting and special effects.
  • Unique alchemy system with raw materials refined into essential components that represent abstract qualities: "something sinister" can be a bat wing, or a spider net, "something verdant" is a bunch of leaves or a young branch. Those components are then used to create potions and tools.
  • A dozen of recipes and many more ingredients to gather.
  • Highly interactive environment. A lot of objects in game can be interacted with in many ways: smash barrels, shatter walls, fell trees, start wildfires, then douse them.
  • Fully fledged dialogue system.
  • A journal to track the quests.
  • Dangerous enemies with custom AI that require you to pay attention to their habits but become easy if you do.
  • Unlimited number of procedural areas to explore, available through the world map.
  • A lot of flavor text in item descriptions, object descriptions and recipes.
  • Music composed specifically for the project. Sound effects for many of the actions.
  • Full support for either keyboard or mouse control.

I really love feedback and listen to all of it, even if I don't always agree. I will be happy to hear your suggestions or criticism.

Donations are entirely optional but greatly appreciated.

For my development updates, you can subscribe to my youtube channel.


Download NowName your own price

Click download now to get access to the following files:

Alchemist 0.0.3b 190 MB
Alchemist 0.0.3b (.love package) 188 MB

Development log

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But it seems works with the last LÖVE version, 11.3, sorry.

Ubuntu 18.04.5 LTS

Nvidia GeForce GTX 1050 blob driver 460.80

LOVE 0.9.1 (Baby Inspector)

Alchemist 0.0.3b (.love package)

$ love Alchemist.love
Error: functions/tryCompilingShader.lua:1: attempt to call field 'getSupported' (a nil value)

stack traceback:

    functions/tryCompilingShader.lua:1: in main chunk

    [C]: in function 'require'

    shaders/gradientOutlineShader.lua:1: in main chunk

    [C]: in function 'require'

    functions/colorIcon.lua:1: in main chunk

    [C]: in function 'require'

    models/interface/images.lua:1: in main chunk

    [C]: in function 'require'

    models/player/playerActions.lua:1: in main chunk

    [C]: in function 'require'

    models/player.lua:3: in main chunk

    [C]: in function 'require'

    models/world.lua:1: in main chunk

    [C]: in function 'require'

    main.lua:4: in main chunk

    [C]: in function 'require'

    [string "boot.lua"]:360: in function <[string "boot.lua"]:241>

    [C]: in function 'xpcall'

The version of love you're using is incompatible with the project. 0.9 is way too old.

(1 edit) (+1)

so i came to ruins went down and there is one small room only but i can hear the sounds from behind the walls. is this a bug or i 'll get a pickaxe later?

i really need key reassigning, cause jumping between Z and E is uncomfortable.

There are probably illusory walls somewhere in the room. Try equipping a torch and walking near them.

You can destroy walls with fireball/shockwave potions and it can make your way easier but this shouldn't ever be necessary to reach the end of the dungeon.

We are planning to add keys remapping later on in development, thanks for confirming that it's needed. Also it might be more convenient for you to scroll through actions with mouse wheel, if you're using a mouse, or through 'A' menu.

yeah. accidentally scrolled my mouse and found out about this. xD


Fantastic game, loved the ideas on it and eagerly awaiting for more content. One criticism I would point though is that gathering large quantities of ingredients became tedious a little later into the game, my suggestion would be to make common ingredients 4x rarer but yield 4x more, that would also increase the dopamine hit of finding them.

(1 edit)

Thanks. The game economy is likely to change but it's already moving in the direction of more condensed item sources.


I feel like it could really use some things to streamline gathering- some things I thought of: 

A "gather all" button that grabs everything within reach 

Making the s/highlight function a toggleable mode that you don't have to re-enable every time you want to look at things

Some kind of upgrade that extends your reach early on, just because while I understand the reasoning for it only being one tile, it sure is annoying to need to be that exact with your positioning

A checklist of ingredients you can add to.

More readily available fuel, because I don't know if I'm missing something maybe but I'm like constantly out and my only way of getting more involves venturing ever further into snake territory. Just a small renewable source would make things so much less frustrating.

>Making the s/highlight function a toggleable mode that you don't have to re-enable every time you want to look at things

There already is an option for this in game. Aside from that, I will consider those suggestions. As for easy sources of fuel, you could try burning the forest for charocoal or fell the trees with shockwave.

Thanks for the tips!

the toggle breaks on alttab

Alt is an alternative key for loot highlight as many games use this. So alt-tab causes it to switch as well.

snakes should avoid slithering towards you, not necessarily run away, but they shouldn't willingly walk into range of you (and then proceed to attack you in "self defense")

or if they do slither towards you, you should be able to stay still to avoid them biting you...

(1 edit)

It makes sense but that would probably make the snakes way too easy to avoid. Which is already a pretty trivial task. Consider this case as though the snake was trying to intimidate the intruder and when that failed, attacked.

Would you add things like the ability to create homunculus, chimera or even golems in future update?

I will be adding a lot of new things as time goes on (which will quite possibly include what you mentioned) but for now my targets are mostly about setting up the core gameplay loop.


I'm finaly trying it ! I would have liked to do it sooner but I'm working a lot + school.


Looks good, UI is a little strange to use, however it has a lot of potential. Exited to see where it goes!


love the idea and interactions, im looking forward how it goes!