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Alchemist's AlcoveNewsAlchemist's Alcove: The Rebirth Update
In-game event

Alchemist's Alcove: The Rebirth Update

Alchemist's Alcove · published 30 Sep 2026, 03:40 UTC · build 25618225

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Hi all! It’s been quite a long time since the game has been updated. But now, Alchemist’s Alcove is receiving its first real content update!

For a long time, I've felt like Alchemist’s Alcove was “completed” and only made relatively minor changes to it, mainly bug fixes and QoL features/items. That being said, there was still some stuff rummaging around in my head that I wanted to add and some weaknesses of the game I wanted to patch up.

The largest weakness of the game is definitely the lack of spell variety. Most spells are simply damage increases to previous spells, rather than focusing on meaningful differences between each spell. The vast majority of meat in discovering new items was in discovering “meta items” that allowed you to create new branches and paths throughout the crafting tree, creating quicker and more efficient paths to more powerful spells and tools. But when those spells and tools are all just damage increases, it can make discovering them a touch less exciting. As such, I’ve added 10 new items to the game to hopefully spice up spell discovery:

  • 4 New Summon Spells

  • 3 “Hex” Debuff Spells

  • 2 Protection Buff Spells

  • 1 New Healing Item (3 Variants)

One of the gates for these spells is a new Miniboss encounter: the Treants! I’ll avoid going too much into spoiler territory, but they are a buffing unit that summons enemies. Facing them without a plan can be dangerous, but a properly prepared alchemist will dispatch of them with ease.

I’ve also been thinking for a while about post-game content. Once the player has forged the Philosopher’s Stone and discovered all the recipes, what is there to do?

To answer this question, I’ve added a new, hidden area within the Alcove featuring entirely new enemies that have new mechanics! Most importantly, this area holds a key item that will allow you to access a new ending!

I’m really excited about the new area and ending, and how everyone will react to it! I think it neatly ties up some of the questions that were, until now, unanswered within the game.

I hope you all enjoy the new update!

- Adam

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Game update30 Sep 2026BugFix: Faerielight Wands No Longer BrokenApologies everyone! I had turned off some code to test something out in the game. I thought I had turned it back on, but I was wrong! Faerelight Wands and Beacons should be working normally. If you have a save already loaded, you may need to enter and exit your beacon rooms before being able to use their corresponding wands. Apologies again! - AdamGame update12 Mar 2026Hotfix #3Keyboard localization fix · Music alterationsGame update10 Mar 2026Hotfix #2Potential fix for issues loading save files directly after beating the game · Rainbow Vomit allows you to cycle through colors for Beacons and Wands. Ingredients: Blood, Toadstool, and Lapis Lazuli/Ultramarine. · Increased Carbide Dagger's damage from 4 --> 8