
Alchemist's Awakening
A fantasy sandbox where your weapon, your building block, and your golem-servant are all made of the same nine elements. Interesting concept, rough edges you'll feel immediately.
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About Alchemist's Awakening
I came into this one expecting a shooter-adjacent combat sandbox, something where the elemental magic would at least feel snappy. What I found instead is closer to a voxel survival builder with PvP bolted on. Alchemist's Awakening is a first-person open-world survival game built around a single core premise: nine primary elements that you mix, recombine into building blocks, and fire at enemies. Fire a fireball, conjure a wind burst, pull an iron sword out of thin air. On paper that combat loop sounds reactive enough to hold attention. In practice, hit detection feels loose, enemy AI telegraphs poorly, and the stamina bar doing double duty as a mana bar creates awkward pacing in any fight longer than thirty seconds. The building side is where the game actually earns its more patient fans. Unlike Minecraft's grid-snapping, Alchemist's Awakening lets you place blocks with more freeform precision, which is either liberating or confusing depending on your background. You can build machines using element combinations: a wind turbine to harvest the Wind element, rail systems powered by Metal plus Electricity, rotating structures via a Rotor block. The golem-crafting mechanic is genuinely clever. Build something humanoid, animate it, and it will follow you, guard your base, or farm resources. Its strengths and weaknesses depend on its shape and the element blocks you used to construct it, which means your build choices have real downstream consequences. That is the game at its best. Multiplayer exists in both co-op and PvP flavors, and server creation is straightforward enough that small groups can run their own. Steam Workshop support means custom maps and scripted block behaviors can be shared, which extends the game's lifespan beyond what the base content alone would justify. The PvP element combat could theoretically be interesting at a competitive level, but with a community this size you are not finding a full server on demand. Player counts have never been high, and that ceiling caps what the multiplayer modes can deliver right now. The rough patches are real. The crafting interface combines a spell system and a material recipe system in a way that reads as confusing on first contact, and the game offers minimal hand-holding to sort it out. Companion AI can get wedged on terrain during combat, leaving you exposed at the worst moments. The review split on Steam sits at a mixed 68 percent positive across roughly 355 reviews, which tracks with a game that has genuine ideas but inconsistent execution. Post-launch updates added biomes, horses (tamed by combining Electricity, Crystal and Metal), new mob types like Panthers and Lava Golems, and armor found through world exploration rather than crafting. The developer kept updating, which counts for something. This is a solo or small-group experience, best suited to players who want to tinker with systems rather than win a gunfight. If your motivation is PvP combat quality, time-to-kill feel, or a populated competitive ladder, nothing here is going to hold you. The elemental combat is a flavor on top of a sandbox, not the main dish. Go in expecting a low-friction creative session with occasional hostile interruptions, and it delivers that reasonably well. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7/8/10
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- OpenGL 2 compatible card with 1 GB of memory, nVidia® 4XX+/AMD® 5XXX+
- Processor
- 2 GHz
Recommended
- OS
- Windows 7/8/10
- Memory
- 8 GB RAM
- Network
- Broadband Internet connection
- Storage
- 4 GB available space
- Graphics
- OpenGL 3 compatible card with 2 GB of memory, nVidia® 7XX+/AMD® 7XXX+
- Processor
- 3 GHz
Reviews & Ratings
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Game Info
- Developer
- OsarisGames
- Publisher
- OsarisGames
- Release Date
- Jun 3, 2019