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Castle Of Alchemists News

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.