Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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100% positive of 3 · 3 user reviews · Live from Steam
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A pixel art RPG about alchemy, discovery, and a plague caused by colliding magical and non-magical realms. Progress through the world in a calm pace with no combat.
Live data from Steam, tracked by SteamPlayerBase.
Works, but may need extra effort. Results from Valve's own testing.
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What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 100% on 2026-11-01 → 100% today (3 reviews)
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
PATCH NOTESADDEDAdded the first dungeon - the Earth dungeon.Added a new potion - Glacial Draught.Added the map surveying and map reveal systems.Added a World Map button to the HUD.Added a help entry explaining Earth Dungeon mechanics.Added a sign marking the b…
PATCH NOTESADDEDAdded new system: Codex (HUD button on the right side of the screen).Added new system: Recipes (HUD button on the right side of the screen).Added new system: Fast travel.Added new system: Orders billboard.Added new system: Quest item inventory.…
Hey.Been really hard at work on the next update, but I wanted to break the radio silence a bit.It has been more than a month since the last update, but be assured, there is stuff cooking. The next update will bring a substantial amount of new content. As of no…
The first patches were focused on fixing the most immediate issues and adding some important quality of life improvements. With those mostly out of the way, the next step is to start expanding the game again. The next update will focus on: - Adding more NPCs. …
Added - Mining sound effects. Removed - Unfinished door entry in Plains that lead to Cliff-Alley. Changed - Reduced wait time during scene transitions. - Trying to enter Edgar's tent now shows a message that it's in development. - Trying to enter Witches hut n…
Hey everyone,PA’s Early Access launch has been moved to May 25th.We know this is close to the previously planned date, and we’re sorry for the short notice.During additional internal testing, we confirmed that the current save system is not robust enough for E…
Hey there, alchemists!A small update on what has been going on with Plague Alchemist recently.Development has slowed down a bit over the past few weeks. I feel like I have been slowly burning myself out for quite a while, so I have taken some time to get mysel…
Plague Alchemist 2026 RoadmapNow that Plague Alchemist is firmly in Early Access, it is time to look forward.Content is now the main focus, and we plan to add a substantial amount of it by the end of 2026.The roadmap image covers the key milestones, but it is …
DisclaimerThis first build is a small foundation release. It contains roughly 1 hour of playable content, depending on playstyle, and is focused on the core systems: exploration, gathering, ingredient analysis, brewing, recipe discovery, quests, and world inte…
Before release, we want to be very open about what this first Early Access version is.What’s in the first build?The current build is focused and limited in scope. There is roughly 1 hour of gameplay right now, depending on how you play.It introduces the first …
Development Update — Data System OverhaulA pretty big behind-the-scenes milestone has been reached for Plague Alchemist.We’ve finished building a completely new data management framework, and the first build running on it is now stable. This system replaces la…
Setting the stageThis will be the last post before Plague Alchemist enters Early Access. There are only three weeks left, but the amount of work still to do to be fully prepared feels like a lot more than that.We wanted to take a moment to explain what Plague …
Overview This week’s goal was to define the new zone outline and prototype it fully. We actually made more progress than expected and even streamlined parts of the backend to make this kind of work faster in the future.Details The zone now has: • Outline • Par…
Overview This whole thing took over a month, but it’s finally done. The big picture is clear now—and so is the fact that there’s a lot to do before Early Access.Details The Early Access scope freeze was all about laying everything out. A few hundred documentat…
Overview This week’s focus was on finalizing the Early Access scope freeze. It has taken longer than expected, but the mountain of documentation for the freeze is finally close to completion.Details The process is about 95% complete, with the remaining work fo…
Overview This week’s focus was on finalizing the Early Access scope freeze — defining exactly what will be included in the first playable release.Details The process is still underway, and as expected, the scale of an open-world RPG becomes staggering once eve…
OverviewThis week’s goal was to get our scope in order and gain a clear picture of what needs to be delivered for Early Access.DetailsThe game has grown quite large over time, and getting a full overview of deliverables will take at least two weeks instead of …
Overview This week’s goal was to finalize the codex system both visually and technically. I’m happy to say the system is now fully operational in the development build.Details Here’s a breakdown of the key work completed:Fully connected the UI, allowing player…
Overview This week’s goal was to bring the codex system to life. It was implemented in a placeholder state previously, but now we have fleshed out the concept and the visual style.Details Codex is a system where all the unique creatures and resources are recor…
Overview This week’s goal was to continue development of the Gemstone Grotto area and bring it to a finalized prototype stage. A lot of progress was made, especially on the visual side.Details Added the Starmap Cave entry point from Gemstone GrottoDefined how …