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What do you think?

I'm really suprised this has only 84 followers, the game's graphics are wonderful and the premise looks really imteresting. Good work, keep it going.

those graphics slap tbh

That game looks awsome. Great Work!

Will there be mac support once this gets fully released?

i legit thought the main guy looked like a fucking wendigo or some shit until i looked closer bruh

BattleJuice Alchemist is a singleplayer RPG combining classic top-down combat with third person bullet time. Explore the gloomy wilderness, learn ritual magic, solve riddles, craft alchemical potions and combine them in deck-building-like fashion to fight the demons overrunning the lands.

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Juice, the alchemist, is called to Caribou Creek to fight the demons that roam the lands. As your unique version of Juice you explore the wilderness that once was New England. Fight evil in classic action RPG isometric top down view and in bullet-time close combat.

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Find and craft items with game-changing powers. Master BattleJuice Alchemist’s deck-building mechanics by arranging your compilation of flasks to suit your playstyle. Accentuate your character beyond character customization by using ritual magic as long-term buffs. Meet strange creatures from the Crossroads while the dark plot of BattleJuice Alchemist unravels.

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UNIQUE ITEMS AND CHARACTER BUILDS

Loot and Craft

As an alchemist you wear no armor and wield no sword, but you rain down fire on your enemies. Find flasks with unique properties in the wilderness or craft them at your workbench. In deck-building fashion you create a compilation of flasks which you randomly draw from.

Unique Skill System

In BattleJuice Alchemist, your flasks are your skills. Every flask can be used the normal way and at times in a supercharged, "jucified" way for stronger effects. Some flasks have powers attached to them that drastically change their effects when used, which allows you to develop your own playstyle.

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EXPLORE A DARK WORLD

Procedural Landscapes, Hand-crafted Towns

The world of BattleJuice Alchemist is separated into vast levels of procedural landscape. Every valley, sea, river, mountain, building, stone, tree and item is placed by a unique algorithm. This allows you to continue exploring after you completed the main story. Quest locations are still hand-crafted to tell compelling stories.

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Dark Lands to Discover

You are influenced by daytime and weather effects and so are your enemies. But they are also buffed by the evermore spawning demons’ presence. Find dark altars to hold their influence at bay and discover many other secrets.

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ENGAGING COMBAT

Classic isometric ARPG action

Fight your enemies from afar in classic top down view. Throw explosive or freezing flasks at them, prepare ambushes of explosive barrels. Use the “Frog Hop” flask to jump away from danger or right into close combat.

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Close Combat with Bullet-time

Enter close combat with an enemy, where you can interact hands on by dodging or using smoke flasks to avoid being hit. Manage your resources and flasks during these intense one on one battles against your awe-inspiring enemies from the Crossroads.

#rpg #action #loot #singleplayer #crpg #dark #darkfantasy #postapocalyptic #stylized #isometric #topdown



teen
Cartoon Violence
Fantasy Violence
Animated Bloodshed
Mild Language
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I use a 3D mouse to record pans and tracking shots right in Unreal Engine. Maybe a lot of people do this, but I think it is really cool and it saves me a lot of time spent on animations.

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Occult charms in Caribou Creek, based on the concept art by Felix Tisch. Adding small things like these charms give places so much character and consitency, I'm really happy about the collaboration with Felix.

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More concept art by Felix Tisch and how it ended up in the game: straw people protecting Caribou Creek. I really like these guys, they don't talk back as much as the old guards.

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I recently overhauled the see-through effect when big objects block your vision. I'd love to get some feedback!

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I got some wonderful concept art from our art director Felix Tisch, here is our new alchemist's workshop. It is an old blacksmith's shop that has been repurposed for our alchemist's needs.

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Using some simple cloth simulation to make an improvised tent for our game. I found the workflow quite effective and want to use it more in the future.

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I'll be posting a bit about overhauling Caribou Creek. First up: the interior of the alchemist's workshop. This is where you spend a lot of time crafting potions, so I thought it would be nice to have some cool utensils lying around.

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It's patch-Friday! We implemented the dash-move everybody has been waiting for and did an overhaul of our hub town Caribou Creek. As a bonus, hear me ramble about AI generated artwork from tools like Midjourney and their use when making a game. Devlog:

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A place of arcane power coming to life. A single Hell Skull is not too dangerous, but things get complicated during combat. A black hole saves the day here although a simple dash might have been as effective.

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A quick montage of site with arcane power in BattleJuice Alchemist. They are marked by skulls and mushrooms. They come to life and spawn Hell Skulls when you use arcane skills close to them.