Alchemical Works is the independent German game studio creating the action roleplaying game BattleJuice Alchemist. German independent game developer Alain Brunotte started working on BattleJuice Alchemist in 2018. When Alain started the project, he did everything himself: from game design to programming, from concepts to all 2D and 3D art and even composing music. He recently expanded Alchemical Works into a team of very talented people. In early 2022, BattleJuice Alchemist received an Epic MegaGrant, a renowned grant by Epic Games.
Get ready to speculate, because here comes our April 2024 roadmap, packed with mysterious teasers and some less mysterious updates!
We're thrilled to roll out our first hotfix (0.28802), for BattleJuice Alchemist Early Access! This update focuses on addressing some bugs and implementing...
BattleJuice Alchemist has just launched into Early Access on Steam and the Epic Games Store!
Discussing our demo (which you can still play!) and looking back on Steam Next Fest.
How we improved textures to make characters more vivid.
Discussing the Magic of Animation Retargeting in BattleJuice Alchemist.
Exploring Vertical Diversity in Our Game World. We're taking a look at high mountains and deep lakes and the stuff between.
In our latest devlog, I unveil the secrets behind some of our visual effects, crucial for our hyper-stylized look. Join us on this mystical journey as...
Watch me play and ramble about new areas, mechanics and more!
Our Journey at Gamescom 2023 showing BattleJuice Alchemist.
Having vertically diverse landscapes or multi-storey buildings in top-down RPGs is not as trivial as you might think
Big overhaul and building a foundation for our cinematics in Unreal Engine.
Our creative process making an enemy while growing into a team.
Let me take you on a trip (that I actually didn't take myself) to Vilnius, Lithuania
Let's take a look at our power system in BattleJuice Alchemist.
The challenges of preparing BattleJuice Alchemist to be released in multiple languages.
We found a publisher and secured additional funding from multiple sources, so we can continue development without starving.
Let's have a look at how enemies' debuffs tie in with our new combat tower.
We added a shield ability to our enemies, let me explain a bit how it works and connects to other game mechanics.
It has been a while since I updated the playtest version here on Steam, now the big base building patch is here!
The day-night cycle has been mainly cosmetic so far. Now its time to shine has come and it is introduced with a bang (of UI animations).
Let me tell you a bit about the cinematics for BattleJuice Alchemist, the process of making them.
Explaining the functionality of our base building system with regards to power and new elements
I'm adding more advanced building options, watch me build the first real tower!
In this devlog I tell you a story of stupid mistakes I made to hopefully entertain you and talk about some fun principles and theories.
Taking a closer look on how base building requires re-thinking some systems such as multistory buildings and even controlling your character.
The basic setup for our tower crafting system is in place. It needs a lot more work, but I have some early visual impressions for you.
"Wait, that's no fair!" - Let's talk about randomness, fairness and decision-making.
Build a giant tower and summon it to the battlefield!
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