- The Earth Dungeon Update - 26 August 2026
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 broken bridge as under construction.Added tooltip hints for repairable world objects in the Codex.Added movement-speed effects for different terrain surfaces.Added new item: Wheat Brew.Added new item: Ice gill.Added new item: Frost gland.Added a mechanic to freeze enclosed bodies of water (ponds, lakes).Added General Store selling rope.Added Wisp as a usable fishing lure.Added ice footstep audio.Added double-click armor/tool equipping.Added fog to the Misty Forest.Added an additional window light in player house.Added Earth Dungeon floor maps for Levels 1, 2, and 3, Mistveil Forest, and the Seal Room.Added a cutscene when encounteri…
- Major Update — New Content & Systems - 23 July 2026
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. Quest items now have their own dedicated inventory, accessible from the player inventory UI.Added new help entry: Specialists.Added new help entry: Environmental repairs.Added new area: Gemstone Grotto.Added new area: Gemstone Grotto Chasm.Added new area: Town Hall.Added new area: Butcher Store.Added new quest: Grotto Mine Incident.Added new quest: Transport stop - Willowhaven.Added new quest: Transport stop - Plains.Added new quest: Transport stop - Misty Forest.Added new quest: Builder's License.Added new quest: Demanding Requests and Asking Orders.Added new item: Sugar.Added new item: Jam.Added new item: Coal.Added new item: Ir…
- Large Content Update in Progress - 3 July 2026
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 now:new itemsnew armor set — armor should now actually give stats and be usefulnew areanew interior, possibly more than onenew NPCsnew questsnew potion — if the technical side gets solved, because this one is tricky, then it should be a very cool potion to use, not just for this update, but in the long rundialogue polishing on some quests — I am not a writer, so this is taking much longer than expected, and not all quests will be fully polished yetThis one is taking quite a long time because, now that content is being properly added, quite a few things popped up that needed to be solved on the technical side, such as:centralized lock…
- Plague Alchemist 2026 Roadmap - 5 June 2026
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 not meant to list every single thing that will be added. New quests, areas, items, discoveries, improvements, and fixes will continue to be added throughout development, even if they are not all shown directly on the roadmap.Since Early Access launchThe first weeks after the Early Access launch have been focused on immediate fixes, game stabilization, and quality of life improvements.We received a lot of useful, actionable feedback and have done our best to act on it quickly.The first 2 patches have yielded in total:8 new additions10 changes to existing stuff27 fixesand also 1 removal - the elusive invisible door to nowhere.We plan…
- Patch Notes — Version 0.1.2 (Release date: 30.05.2026) - 30 May 2026
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. - Fixing a hard-to-track quest bug where saving and loading in specific cases can soft-lock quest progress. - Adding new content. ------------------------------------------------------------ Added - Help entry describing the brewing process. - Dialogue box when a body of water has nothing to catch yet. - Dialogue when the player has too low fishing rod tier to catch anything in a body of water. - "Unstuck" button. - Inventory "Sort" button. - Special tooltip section for food items showing what buff the food item gives. - Food recipes can now be discovered by picking up one of their ingredients. - Crate with some rope items near Pau…
- Patch Notes — Version 0.1.1 (Release date: 26.05.2026) - 26 May 2026
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 now shows a message that it's in development. Fixed - Small vials missing from the General Store stock. - Bushes and decorative flowers would occasionally render on top of player incorrectly. - Broken button scaling in the crafting menu. - Broken button scaling in the quest journal. - Collider bug where players could walk on water near the docks in Willowhaven. - Feedback system failed to properly send the ticket author's name. - Sending save file in the feedback system would use the last save, which often would not be accurate of the ticket being made. Now when sending a ticket with save file attached, the game will automatically s…
- Plague Alchemist is now available in Early Access - 25 May 2026
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 interaction.We want to be very clear: this is not a full RPG yet. It is the beginning of Early Access, and the game is planned to grow through updates.FocusOur immediate focus after launch will be:fixing bugsimproving claritypolishing the core systemslistening to player feedbackexpanding the amount of playable content through regular Early Access updatesTransparencyOur plan is to release monthly Early Access updates, with smaller patches released sooner if urgent issues or important bugs appear.We also plan to publish a 2026 roadmap as soon as possible, so players can see what we are building toward and what kind of content is planned…
- Plague Alchemist launches into Early Access in 2 days - 22 May 2026
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 version of the core loop:exploringgathering resourcesanalyzing ingredientsbrewing potionsdiscovering recipesslowly figuring out the rules of alchemyOur goal is to get the basics and the main mechanics right before we build more content on top of them.What should you expect?If you are looking for a large RPG already, we want to be honest: Plague Alchemist is not there yet.This first Early Access version is a foundation build. It is here so players can try the core systems, tell us what works, tell us what does not, and help shape where the game goes next.What we’re focusing on after launchDuring the first 3 months of Early Access, o…
- Data System Overhaul Milestone - 8 March 2026
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 large parts of the previous backend and is responsible for managing things like world entities, save data, and the overall state of the game.What makes this milestone particularly meaningful is that when this work started, there were some very large unknowns about how such a system could even be built and integrated into the game. The architecture had to be explored, tested, broken apart, and rebuilt multiple times before a clear direction emerged. Getting it to the point where it now runs as part of the game is honestly a tremendous step forward.There’s still work ahead. Quite a few systems are currently incompatible with the new fr…
- Early Access Launch Update - 20 February 2026
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 Early Access. While saves work in the current build, future updates could break compatibility and risk player progress.Since Early Access depends on frequent updates, this isn’t acceptable. We’re reworking how progress is stored to make saves stable and safe across updates.We’re also using this time to finish and polish the first chapter and refine several core gameplay systems before release.Thank you for your patience. We’ll share more updates as we get closer to launch.— Ingus, Developer of Plague Alchemist
- Few words before Early Access Goes Live - 7 February 2026
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 Alchemist really is, set expectations, and share how things will look going forward after the Early Access launch.Final shape of Plague AlchemistRelatively recently, Plague Alchemist went through a big change: the removal of all combat and death mechanics.Originally, we wanted to create a game that involved combat and build a portion of the gameplay around it. But when the actual release dates came onto the horizon, we realized that creating all the combat systems, the surrounding content and art, and the immersive world we envisioned simply wasn’t realistic to the degree we wanted. We had to make a difficult choice: sacrifice comb…
- Weekly Devlog – Mistveil woods - 12 December 2025
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 • Partial technical setup — entities now correctly render behind the cliff height layers (colliders are still missing) • Feature placeholders — bridges, blockers, points of interest, etc.Right now we’re experimenting with better ways to place vegetation so it feels more organic. The old method just scattered objects randomly, which didn’t look natural. The new approach groups vegetation into clusters with some scatter, and even though it’s still a work in progress, it already looks much better than before.Here are some screenshots from the process:Next Steps Next week, we’ll focus on finishing the zone. That means finalizing all props,…
- Weekly Devlog - Early Access scope freeze (pt.4) - 4 December 2025
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 documentation pages later, it’s wrapped up.While doing this, we also cleared up quite a few unclear systems—cooking, recipes, discovery, and a bunch more. Crafting especially got a proper overhaul. It’s now rule-driven instead of “this looks like it fits here,” which means adding new content later will actually make sense and won’t turn into chaos.These 4 weeks really lit up the road ahead, and there’s plenty of work waiting. We also had to force ourselves not to shove every new idea into Early Access; everything tempting was written down and moved aside so we stay focused.Managing items, recipes, quests, and dozens of systems at once turned…
- Weekly Devlog - Early Access scope freeze (pt.3) - 27 November 2025
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 focused on fine-tuning and documentation.While the freeze is technically done, we’re still locking in every item and recipe for Early Access. Each step depends on the last — items link to resources, resources to zones, and zones to systems — so progress moves like a chain reaction.Once complete, we’ll have a crisp, high-resolution picture of the full Early Access scope.Next Steps Next week will focus on completing documentation and finalizing the last dependencies in the scope freeze.Thanks for following the development of Plague Alchemist! If you’d like to stay up to date, follow the page and check back every Thursday for the next d…
- Weekly Devlog - Early Access scope freeze (pt.2) - 20 November 2025
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 every system and asset is laid out in full. Roughly 85% of the freeze is now complete, with the remainder planned for finalization and refinement next week.High-level metrics of what to expect (still can change, but much less than previous update):10 NPC's (of which there will be 1 specialist NPC)1 Dungeon13 Enemies1 Boss6 Quests12 Zones2 Shops2 SecretsBeyond the core content, the world will also feature hidden treasures, repairable structures, leymarkers for map discovery, ambient critters (bees, frogs, lizards, etc.), environmental hazards, status effects, and narrative encounters — all built to make exploration feel alive. In total…
- Weekly Devlog - Early Access scope freeze (pt.1) - 12 November 2025
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 one.With timelines tightening, a lot is being trimmed from the Early Access scope to focus on delivering the highest possible quality for the remaining content.High-level metrics of what to expect (subject to change):10 NPCs1 Dungeon1 Boss11 Zones5 Quests (likely to increase significantly)And much more still being defined.Next StepsNext week, the Early Access scope freeze continues.BonusAs a small bonus, we’ve also been working on the game itself. Here’s our new NPC — a character with a unique mechanic not often seen elsewhere.--Thanks for following the development of Plague Alchemist! If you’d like to stay up to date, follow the p…
- Weekly Devlog – Codex (pt.2) - 6 November 2025
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 players to navigate smoothly between panels.Built the backend framework so new entries can be added easily in the future.Polished the visual style for codex illustrations and created internal art guidelines to ensure consistency as we expand the system.Added drop rates for codex cards tied to two resource groups — Glimmergroves (regular trees) and rocks.Next Steps Next week will be a major milestone: we’ll be defining a clear and realistic scope for the Early Access release. This will involve a full inventory of all systems, mechanics, and content to ensure we deliver a solid, focused experience.--Thanks for following the development of…
- Weekly Devlog – Codex (pt.1) - 30 October 2025
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 recorded by the player in the book for more detailed explanation and a nice visual representation.Currently in the early access release we plan to include Flora, Creature and Mineral categories for the codex.MechanicsThe original placeholder system intended to unlock a codex entry upon meeting a new entity (which could be entered in the codex) immediately, but the new system will require the player to harvest/defeat/mine/... that entity until a specific card drops. Once this happens, it can be used to unlock the codex entry.We felt that this would allow us to give more value and more weight to the moment when the player finds a card tha…
- Weekly Devlog – Gemstone Grotto development (pt.2) - 23 October 2025
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 much of the total map area will be included in the releaseBegan polish work on the entry roomCreated numerous new visual assets for the caveLaid out the Starmap Cave, including the gate itselfNext Steps Next week, we’ll be focusing on finalizing both the Gemstone Grotto and Starmap Cave areas — applying full polish, and refining atmosphere, music, VFX, and all supporting details.--Thanks for following the development of Plague Alchemist! If you’d like to stay up to date, follow the page and check back every Thursday for the next devlog.
- Weekly Devlog - Gemstone Grotto development (pt.1) - 16 October 2025
OverviewThis week’s goal was to map out the new Gemstone Grotto mining cave. The layout now spans multiple excavated tunnels, dead ends, and collapsed passages. While still in early polish, the area already establishes the tone of what’s to come — the disappearance of the miners and the first hints of something unnatural stirring beneath Willowhaven.DetailsMost of this week focused on shaping the cave’s structure — defining tunnels, collapsed sections, and key chambers. To speed up layout work, a small in-editor tool was built to generate randomized tunnel patterns, which were then manually arranged and refined into the final cave layout.Basic fog and flicker lighting were added to test atmosphere and visibility. Ambient cave audio and an early music pass help establish mood. Prop placement has started around mining tools and debris to give the area a sense of past activity. Upcoming po…