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Full Steam announcements and update articles for this title.
Hello Alchemists,
Summer is heating up and so is the Steam Summer Sale! Alchemist's Garden will be on sale for 20% off for the duration of the sale (starting June 25th). If you’ve had the game on your wishlist, now is the perfect time to dive in!
To celebrate summer and our first sale we also have a small update that includes some new decorations and other improvements to the game!
We also just hit over 100 reviews recently at over 95%, so that's a big milestone! I really appreciate all the amazing feedback from everyone!
Added 9 new decorations, some with a summer theme. Happy Summer!
Added new end of game sequences for completing the game and also collecting 100% of the decorations.
Visual: Updated the floor tile for the first location.
QoL: Highly requested - Forage animations are basically instant when skip animation is enabled. Forage at much faster speeds now!
Balance: Slightly reduce costs of a few early game talents
Balance: Slightly increase the value of recipes that use uncommon and rare ingredients
Thanks again to everyone for the amazing support!
Out with the old, in with the new! The old capsule went into the cauldron and our Master Alchemist brewed up this awesome new capsule art!
I feel this new look perfectly encapsulates the spirit of the game. Take a look at our updated Steam page and let me know!
Thanks again for all the support!
Art by Fernando Abravanel (bravanart).
Hello Alchemists!
A little update, I'm getting a new capsule made and that's currently in progress. I'm also working on the mobile version of the game that was requested by some of ya'll. It'll be on both Android and iOS!
I'm also working on a new game idea and will have more to share with everyone in the next few weeks.
QoL: Fill Slots from decoration collection will now respect the selected filter. If a filter is selected it will only fill slots with decorations that match that filter.
QoL: When your shop is full and out of space Sprout will only nudge you about it every 5 minutes! No more annoying pop ups!
QoL: Added more space to the edge of shop so you can scroll further to the sides without having the UI cover the shop.
QoL: Further decreased transition times when foraging with the 'skip animations' option enabled.
UI: Updated talent tooltips to clarify that certain talents apply starting on the next run.
UI: Updated 'Hide Decorations' button tooltip to clarify what it does. If enabled it hides the decoration overlays on the shop (the square buttons on the shop floor).
Bug: Fixed a bug where Alchemical Insight procs resulted in failed recipes not being recorded (Thanks @kimpira)
Thanks again for all the amazing support!
Hello Alchemists!
It's been 2 weeks since the launch! I want to thank everyone who has supported my game and appreciate all of you playing it!
I've added a small content update to the end of the game so the ending has a little more surprise to it! Also some bug fixes, especially with the foraging strength upgrade. It wasn't properly applying so the last level might have felt more frustrating than it should have been. Sorry for any inconvenience!
Feature: New hidden content. Take a look after the last talent and see what's in store... No more in the change log to keep it a surprise!
Bug: Fixed a bug with the level up status panel where the old and new income per item was the same.
Bug: Fixed a bug where foraging strength talent wasn't being properly applied!
Slightly increased the sprite in dialogs so he's bigger.
Some more performance improvements with the shop and scene loading that hopefully alleviates some crashes that a few players experienced when transitioning scenes.
Let me know what you think!
And as always, thanks for all the feedback and bug reports. Keep them coming!
If you enjoy the game, please take the time to leave a positive review. It really helps small games like this one and I really appreciate it!
Thanks for playing!
Happy Friday Alchemists!
The work continues and I have more updates! All the sound effects were adjusted and the volumes should all be normalized now. Some of them were quite loud and I didn't realize until I played with headphones, so thanks for letting me know!
In addition to some UI improvements I've added a cool animation for the crafting station.
Visual: Improved the crafting visuals. The crafted items are now visible and animated above the cauldron after each craft, giving it a little extra juice!
QoL: Added a new dialog sprout explaining the talent tree
UI: Further readability improvements on shop UI panels.
UI: Added tooltips to upgrade icons.
Balance: Objective rewards have been increased so they are more meaningful.
Fully normalized all of the SFX volumes. Everything should sound more balanced now!
Thanks everyone for playing and supporting my game! I really appreciate it. If you've enjoyed your time in Alchemist's Garden, please consider leaving a positive review, it really helps out a lot!
Happy crafting!
Hell Alchemists!
Just a late night update with a bunch of small improvements and UX/UI updates! Just wanted to shout out @Mr. Moyer for being so diligent and attentive in providing feedback on the game! Really appreciate it and it helps me make a better game!
QoL: Added a decoration stat panel that can be toggled in the shop with the quill button in the top right corner. This will make it easier to see all the current bonuses from the decorations on display (Thanks @Mr Moyer).
UI: Improved the readability of some of the UI pages with better colors (Thanks @Mr Moyer).
UI: Enlarged the size of the minimize button on the objective panel so it's easier to press. The objective panel can also now be toggled from the objectives book (top right corner).
Normalized some of the shop SFX volumes
If you have any suggestions or bug reports, feel free to use the in-game forms or post them in the community hub! I read every comment!
As always, thanks to everyone for playing the game. I really appreciate all the positive support and reviews the game has gotten. It really helps out!
Hello Alchemists,
Another update with some new features, quality of life changes, as well as bug fixes! There is now an option to craft the maximum amount of a recipe with one click.
The gif is a bit funny as it makes the ingredients look like they're going in both directions. But they're all going into the cauldron! Steam has a size limit for gifs so I had to upload a low frame rate clip.
Next up is the foraging size upgrade. I've seen a few questions about how it works and confusion about whether the upgrade was working or not. To clear up the confusion I've created new icons as well as added more descriptions to the upgrade text.
The icons are a little small but the bars inside each grid represents the strength. So the center tile starts at max base damage 3. The outer start at 0, and can be upgraded to do 1, 2, or 3 base damage.
Only so much you can fit in a 16x16 icon though!
Basically the first levels increase the size of the foraging too, up to a max of 3x3.
The next levels from 5-12 increase the strength of the side hits.
For example, let's say the tiles of location 1 have 3 hp.
The base damage of the main hit is 3, while the base damage of the side hit is 1. That's why for location 1, you would need +1 strength for the size upgrade to be able to clear tiles in 2 hits. Hope that clears things up, let me know if you have any more questions!
Feature: One of the most requested feature, craft max! This will allow you to quickly craft the maximum possible quantity of a recipe with 1-click. This is available once prestige is unlocked and quick craft is enabled.
QoL: Added on screen buttons for navigating the talent tree. Also enabled WASD movement for the talent tree (Thanks @Ulogisk)
QoL: Updated icons and descriptions for the foraging size upgrade to be more clear.
Balance: Mystic Resonance bonus reduced from 10% to 8%
Balance: Crucible Resonance adjusted to have 2 ranks instead of 3. The bonus per level has been increased from 5% to 6% to compensate.
Balance: Crucible Resonance II position swapped with Welcoming Aura III (to 1 slot later)
Bug: The upgrade objective now properly counts if an upgrade was purchased prior to the objective starting (Thanks @pepe`oO!?).
Bug: Fixed the hotspot of the custom cursors so they are more accurate (Thanks @Mr Moyer)
Some performance improvements with customer path finding and animations
I heard from some of you that you've experienced some frame drops or random crashes. While I haven't been able to identify them to determine whether they are one off things or a bug I will keep profiling the game and investigating. All the bug reports and feedback sent have been extremely helpful! Keep them coming. I will keep working to fix every single one! Thanks again for all the support and I hope everyone is enjoying the game!
Hello Alchemists!
Today we have a new feature that was requested by many of you, custom mouse cursors! Say good bye to the losing your mouse on the screen and choose from 10 of these highly visible cursor options.
Feature: Customize your cursor! Choose from 10 new pixel cursors in the Settings menu (or continue using the default one).
QoL: Decorations will automatically be placed randomly after prestige so the shop doesn't start empty.
Bug: Fixed an issue where tooltips would sometimes stay visible after pressing forage again.
Thanks again for all the great suggestions and support. I wouldn't be able to do it without you guys!
Hello Alchemists!
Happy Monday! Here's a few quality of life changes and bug fixes. Some of them were suggested by multiple people so I wanted to get them out ASAP. I'll have a bigger update sometime this week but didn't want these quick fixes to be kept waiting!
QoL: Added a hotkey to 'forage again' (Spacebar). I heard that you wanted to forage faster and now you can go as fast as you can hit spacebar!
QoL: Added a cooldown between Sprout popping up for dialog so that if your shop is full he doesn't keep spamming you
QoL: Improved the scrolling experience when using mouse wheel, previous scroll speed was too slow. You can also scroll by dragging the panel with your mouse (Thanks @WittyAdrian)
Bug: Fixed an issue where status text such as +1 Energy in foraging would block clicks (Thanks @Watt)
We've had a lot more new alchemists the past weekend, so welcome everyone and thanks for supporting my game! I hope you have been enjoying the game and having fun. If you have any bug reports, feedback and suggestions feel free to drop them in the community hub or in-game feedback forms!
Hello Alchemists,
Busy Sunday with lots of new players! We hit a new high of 170 concurrent players today. I'm very excited and happy to see so many of you enjoying my game! Thanks for playing and all the support!
And as always, here are some more quality of life improvements and bug fixes. Thanks for all the suggestions through the community hub and feedback forms!
Feature: Quickly find the decorations with the bonus you're looking for by using the filter. (Thanks @Maron)
QoL: Added an indicator in the forage completion panel that shows how many decorations from the current location have already been discovered. (Thanks @Maron)
QoL: Added an indicator on decorations to show when 'new' decorations are found in the forage completion panel. (Thanks @Hiddey)
Bug: Fixed incorrect recipe income values for Helm of Domination and Resonance Necklance (Thanks @IdleCub)
Bug: Fixed issue where talent tooltip wouldn't work when mouse was directly in the center of the screen (Thanks @richtex)
Hello Alchemists, It's been a busy weekend post launch and I have another set of improvements and fixes!
IdleCub also just posted a very cool gameplay review of the game. It's always a ton of fun to watch others play my game and really encouraging as an indie dev. Check it out here and show it some love! If you make your own video or stream I'd love to see it as well!
QoL: Added new dialogs from Sprout to introduce some features after prestige
QoL: Added more information and tips on how to place decorations. Decorations can be quickly populated from the decorations panel (hotkey: B) and also individually by clicking on the decoration slot in the shop
QoL: Added a toggle in settings to disable camera shake when foraging (Thanks @richtex)
Bug: Fixed a bug where the close button wasn't working for the settings panel while foraging
Bug: Fixed a visual error where Angel Statue displayed the incorrect sprite in foraging mode (Thanks @Hiddey)
Bug: Fixed typos and improved talent descriptions
Thanks everyone for the continued support, reviews, and feedback! Every little bit helps, if you see any issues feel free to submit a bug report in the community hub or in-game feedback form!
How cool! Check out this play through of Alchemist's Garden by Nerfed Reflexes. Looks like he enjoyed it and had a lot of fun! If you're on the fence about whether the game is for you this might help you out!
It's always so fun to watch people play and enjoy my game. Thanks!
Hello Alchemists,
Happy weekend! Hope everyone is enjoying their weekend as well as finding some time to forage and craft some potions!
Good news is there hasn't been any new bug reports since the last update so this change just includes some quality of life (QoL) improvements and performance improvements.
I also created new capsule art. Not convinced as to which one is better yet, but let me know if you have any thoughts!
QoL: The game will now autosave every 5 minutes. This will help avoid losing too much progress if your computer crashes or something.
QoL: You can now hide uncraftable items so that the recipe book only shows items that you have enough ingredients to craft.
Some performance optimizations for the shop when there are high amount of customers.
Thanks again for all the support and reviews, as well all the bug reports and suggestions. Keep them coming!
Hello Alchemists,
Another day, another patch!
Bug: Restored ability to move left and right in the shop with the WASD keys. This was a bug introduced in 1.03. You should be able to move around the shop using the mouse (drag) and with the WASD keys
Bug: Quick craft had visual errors when pressing recipes quickly
Bug: Achievement earning is more reliable now and will keep trying to update steam with achievement unlocks. This should make achievement unlocking more consistent.
Achievements: Alchemy III reduced from 2,500 to 1,500 to be less grindy
Thanks again for all the support and reviews, as well all the bug reports and suggestions. Keep them coming!
EDIT: There was a issue where you couldn't re-open the crafting menu after prestige. This should be fixed in the update released just now. I missed it in testing before rolling out the last update and it was caught by one of you. Thanks for bringing it to my attention and I'm sorry for any inconveniences!
Hello Alchemists! Thank you everyone for supporting the game! I've read all of your feedback, reviews, and suggestions and have been amazed by all the support.
Just a quick update with some quality of life (QoL) changes and bug fixes.
QoL: Add toggle to skip upgrade result pop ups. This reduces the friction when quickly upgrading.
QoL: Add 'quick craft' to instantly re-craft existing recipes while skipping the result panel. This reduces the friction when quickly crafting.
QoL: Added a display at the end of forage to show how many total starlight essences have been collected in that location.
Bug: Fixed position of Energy Wellspring talent floating text
Bug: Crafting quest was not taking into account items crafted before quest begun.
Bug: Fix a rare edge case where the quest panel was showing as uncollectable even though the last quest was alrady completed.
Achievements: Trillionaire achievement wasn't working properly due to the value being too high for steam stats! I have renamed it to Sprout and it should be achievable by just entering the game. Sorry for any inconvenience!
Thanks again for all the support and reviews, as well all the bug reports and suggestions. Keep them coming!
Hello Alchemist's
Hope everyone is having fun on launch day! Just a small patch to fix some bugs reported by you guys as well as support for windowed mode.
1.01 Change Log:
Added support for windowed mode and resizing
Fixed a bug with a shop location where there weren't enough display shelves to display all items
Fixed a bug where Starlight Finder and Legendary Alchemist achievements were unobtainable
Thanks for all the bug reports and suggestions. Keep them coming!
Hello Alchemists! Today is the day, Alchemist's Garden is finally here!
I've been working very hard on the game and I'm very excited for everyone to finally be able to play it! Thanks everyone for all the support and feedback along the way. I can't wait for you to jump in and try it. Check out the launch trailer below and grab your copy on the store page (10% launch discount!)
I don't want to spoil too much but here's a game play trailer for a quick preview.
If you have any feedback, comments, or suggestions, feel free to leave them in the community hub / forum. I promise to read every single one!
Get it now on with the 10% Launch Discount!
Thanks for all the support and happy foraging!
The wait is almost over! We are less than two weeks away from release. It's time to get excited and check out our new gameplay trailer!
Relaxing, incremental progression built around foraging, alchemy, and crafting
10 unique locations to explore
Experiment with 40 magical ingredients to discover over 65 unique recipes
A skill tree featuring upgrades for foraging efficiency, shop expansion, and marketing
80+ decorations to collect and furnish your alchemy shop
A short, sweet, and low-stress experience designed with a prestige system for added replayability
We are less than a month away from launch! We've been working very hard on building this game and can't wait for everyone to start foraging, crafting, and building their alchemy shop!
Check out our gameplay trailer for a sneak peak:
Relaxing, incremental progression built around foraging, alchemy, and crafting
10 unique locations to explore
Experiment with 40 magical ingredients to discover over 65 unique recipes
A skill tree featuring upgrades for foraging efficiency, shop expansion, and marketing
80+ decorations to collect and furnish your alchemy shop
A short, sweet, and low-stress experience designed with a prestige system for added replayability
Don't forget to wishlist the game to get notified the second you can play! Every wihlist helps and we appreciate all your support!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Alchemist's Garden, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Alchemist's Garden statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.