fuzz
Liturgist
https://spellsweaver.itch.io/alchemist
Was briefly mentioned in this thread. In Alchemist you play as a faust bargained apothecary. It's a low fantasy setting, you're not a wizard nor a common adventurer - it takes knowledge, time and resources to prepare yourself to be in any fighting capability. Lots of fun, in-world fitting descriptions/instructions (Mix untainted metallic dust with water. Get it to the boiling-point. Dissolve something dead and something umbral in the hot water to invite rot and decay. Pour the boiling liquid into the bottle).
Game has a story-line, the main quest acts as a guide, introducing keybindings, UI elements and game mechanics to prepare the player for the increasingly harder dungeons. There is no experience gain from killing monsters (hi, Infra Arcana), you're progressing by finding occult, practical or academic tomes of knowledge, which you can then use to progress through your research tree, unlocking various potion/item recipes, determined by the path you've chosen.
There is some imsim stuff going on: fire made from the molotov cocktail you've thrown has a chance to spread to the connecting tiles, if there's a wooden object in it's path (table, chair) it will burn, barrel full of gunpowder will explode, barrel full of wine will have it's contents evaporated; one of the possible interactions with tiles is pushing, you can throw a freezing potion on a creature and push it into the endless pit; monsters have varied behaviours, bats are fast and aggressive but fear fire, so you can juggle your torch and puch'em to a pulp; there's monster in-fighting ie. frogs are passive and flee when injured, snakes will not attack unless provoked, frogs get bitten if accidentally pathing into a snake and die, leaving a corpse that you can loot for ingredients; locked doors can be opened by throwing metal dissolving potion on a lock, by using lock-picks or just by kicking them in.
Game has surprisingly lots of sounds for a solo developed roguelike, really immersive. We have a weather system with proper ambiance, graphical and gameplay effects: sudden rain in the early adventures will make your common offensive fire potion useless, on the upside cold-blooded creatures take longer to do any actions; windy weather will spread fires faster; storms occasionally drop lightning stunning everything. Game tracks time, distilling ingredients, crafting potions takes a while, there's at least one quest that is time sensitive. In general each interaction takes one minute, there's a day-night cycle and from the dev's youtube videos, there will be seasons with appropriate weather that comes along with it.
There's no endless scrolling open-world, you've got a central hub from which you can travel to different locations. Locations get saved so you can come back if you've missed something or discovered some new way of getting resources. I was really low on something metal, while exploring abandoned farmhouse I noticed there were a few nails to pickup where there were broken doors, so I backtracked to already explored places to smash few of those myself and get on with the production of rustic potions. Also saw that there are these special gloves that can break down huge crystals, will have to come back later on to alleged heretic's home and harvest stuff he had in the basement.
The "free" version that you can download has all the content of the paid one. There's a Linux version too, but it was running with higher CPU temps (especially in the main menu) than a Windows version via wine. Go figure.
Was briefly mentioned in this thread. In Alchemist you play as a faust bargained apothecary. It's a low fantasy setting, you're not a wizard nor a common adventurer - it takes knowledge, time and resources to prepare yourself to be in any fighting capability. Lots of fun, in-world fitting descriptions/instructions (Mix untainted metallic dust with water. Get it to the boiling-point. Dissolve something dead and something umbral in the hot water to invite rot and decay. Pour the boiling liquid into the bottle).
Game has a story-line, the main quest acts as a guide, introducing keybindings, UI elements and game mechanics to prepare the player for the increasingly harder dungeons. There is no experience gain from killing monsters (hi, Infra Arcana), you're progressing by finding occult, practical or academic tomes of knowledge, which you can then use to progress through your research tree, unlocking various potion/item recipes, determined by the path you've chosen.
There is some imsim stuff going on: fire made from the molotov cocktail you've thrown has a chance to spread to the connecting tiles, if there's a wooden object in it's path (table, chair) it will burn, barrel full of gunpowder will explode, barrel full of wine will have it's contents evaporated; one of the possible interactions with tiles is pushing, you can throw a freezing potion on a creature and push it into the endless pit; monsters have varied behaviours, bats are fast and aggressive but fear fire, so you can juggle your torch and puch'em to a pulp; there's monster in-fighting ie. frogs are passive and flee when injured, snakes will not attack unless provoked, frogs get bitten if accidentally pathing into a snake and die, leaving a corpse that you can loot for ingredients; locked doors can be opened by throwing metal dissolving potion on a lock, by using lock-picks or just by kicking them in.
Game has surprisingly lots of sounds for a solo developed roguelike, really immersive. We have a weather system with proper ambiance, graphical and gameplay effects: sudden rain in the early adventures will make your common offensive fire potion useless, on the upside cold-blooded creatures take longer to do any actions; windy weather will spread fires faster; storms occasionally drop lightning stunning everything. Game tracks time, distilling ingredients, crafting potions takes a while, there's at least one quest that is time sensitive. In general each interaction takes one minute, there's a day-night cycle and from the dev's youtube videos, there will be seasons with appropriate weather that comes along with it.
There's no endless scrolling open-world, you've got a central hub from which you can travel to different locations. Locations get saved so you can come back if you've missed something or discovered some new way of getting resources. I was really low on something metal, while exploring abandoned farmhouse I noticed there were a few nails to pickup where there were broken doors, so I backtracked to already explored places to smash few of those myself and get on with the production of rustic potions. Also saw that there are these special gloves that can break down huge crystals, will have to come back later on to alleged heretic's home and harvest stuff he had in the basement.
The "free" version that you can download has all the content of the paid one. There's a Linux version too, but it was running with higher CPU temps (especially in the main menu) than a Windows version via wine. Go figure.
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