Alchemy Survivors · published · build 25236441
Hello survivors!
Based on the changelog length this week, you'd think this might be a small update. However, we spent all week on performance and squeezing out as much performance in all situations as we can; we want to make sure the game is playing smoothly on all devices.
We've also been hard at work replacing a lot of our placeholder assets and UI with release-ready art and polish. There's still a lot more work to be done there before our full release (this month?!), but you'll notice a completely redesigned inventory and crafting experience at the Alchemy Table and Alchemy Altar.
Check out what's new below:
Added a key shortcut to inventory lists that toggles whether item tooltips are shown.
Redesigned the player inventory, equipment panel, and stats panel.
Redesigned the Alchemy Table crafting UI.
You can now equip/unequip weapons and equipment directly from your inventory list.
You can now see all your equipped weapons and armor in your inventory list while crafting.
Medium is the new default graphics quality for new installs and for the Steam Deck preset. Existing installs keep their saved setting.
Added a new "Ultra" graphics quality level. Enemies cast real shadows and depth of field uses Bokeh only on Ultra. High uses Gaussian depth of field and scenery shadows; Low/Medium use more performant skew-shadow silhouettes.
Tons of improvements to late-run performance. The per-frame cost of the renderer no longer climbs with run length. Expected result: the game should be roughly as performant 30 minutes into a run as it is 3 minutes into a run.
There are now far fewer network messages sent/received while collecting gems and coins in a multiplayer MOBA match in Genesis Rift.
Lots and lots and lots of targeted performance improvements across nearly aspect of the game.
Sin-Eater's lifesteal healed it every physics step while touching you, i-frames or not. Fixed.
Enemy on-hit effects and contact-triggered abilities now fire only when a hit actually lands.
Fixed some sprites swapping to the wrong art (a health potion, a muzzle flash, a burst) when a potion was auto-drunk or a weapon fired.
Fixed a bug where MOBA-only structures (like Arcane Tower) could appear as enemies in daily challenges.