
A classic voxel sandbox combined with in-depth progression through exploration, dungeon crawling and boss battles. Spend every minute discovering new weapons, abilities, resources, enemies, structures, mechanics and tools. With a strong focus on discovery, variety and creativity, the world is yours.
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About
Allumeria takes a classic voxel sandbox and combines it with in-depth progression through exploration, dungeon crawling and boss battles. You will constantly be discovering new weapons, abilities, resources, enemies, structures, mechanics and tools. The game has a strong focus on discovery and creative freedom.
Allumeria provides advanced building tools not present in other games. You can change the shape of any block on the fly. Want glass stairs? Want a dirt fence? You can do it! Allumeria has a full RGB light engine. Create dimly lit cozy cabins, or bright neon cities. Monsters only spawn on natural blocks, so you are free to experiment with dark and light! The Paint Roller allows you to paint ANY block in the game, with no limitations. Want to use bricks, but grey isn't your style? Just paint them blue! Multiple palettes are available, from colourful, to earthy, to pastel.
Allumeria focuses on providing an in-depth experience for every biome. Your story starts in the forest biome, and you will travel to other biomes in a quest to become more powerful. Each biome has brand new resources, enemies, mechanics, dungeons and bosses, top to bottom. A single biome represents an entire new chapter of your story, not just a new grass colour.
Allumeria has a simple but diverse combat system. As you progress, more abilities and weapons open up. Start with simple swords and crossbows, then expand your arsenal with explosive bombs, shock arrows, fart guns, snowball cannons, boomerangs, shuriken launchers, frying pans, baguettes, and a myriad of other wacky items. You will uncover equippable trinkets that expand your movement abilities, allowing you to sprint, granting regeneration, gliding, flying, jumping and climbing.
Allumeria is an Early Access game. This means the game is going to continue being updated with new content and fixes to improve it even more, with community feedback in mind. The game has already been shaped by many peoples ideas, suggestions and bug reports, and it will continue to improve with your help. The game is already packed full of content, but there is so, so much room to grow.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 437 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не хватает визуала при нажимании кнопок лкп и пкм, смотрится слегка сыровато, а так игра супер
I really like the colors in this game and the atmosphere. Number 1 complaint is the mobs feel really beefy and overall janky. On top of this there should be no reason there is 100 enemies all in one spot non stop spawning it makes the overall gameplay annoying. Let me explore a little in a cave without being attacked every second with enemies that dont stop spawning, same with above ground the mobs at night are insane with the amount there is. Again they are way too beefy and janky. Not sure if there is a map you can craft or find but there being no map when you start is also annoying i have no idea how to find my way back to my base or where im going. I really hope the sorting system gets worked on a little more so i can quick sort and sort to items that are the same. The game is overall good but needs some adjustments.
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Languages: English
Hours played at review time, across 439 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Shows potential, but as is, it's not ready to be sold. You can walk to the border of the map in 5 minutes.
I would like to say that if you are looking for something similar to Minecraft this is its own game in a good way with tons of new features and things to do i have not done survival yet, but in Minecraft my fav thing is building and this game thrives in that category. Is some bug right now but in a few more updates and a few more new blocks this game could have BIG potential. amazing game for building 9.7 out of ten.
This game tries to be both Terraria and Minecraft which is genuinely a interesting idea, however the execution is not. This game copies the following from other well established titles: Character system from Terraria. Boss mechanics and bosses from Terraria like the desert worm. Ore system from Terraria. Crafting system from both Terraria and Minecraft Inventory system of Terraria. Tree feller like Terraria Vanilla. Items are ripped straight from Terraria like the Cactus sword. Multi-Biome block generation from Minecraft. Water/Lava Physics from Minecraft. Terraria like UI and Pixel/Voxel Textures. Terraria mobs like the flying eye creature. Off hand from Minecraft and breaking block animations. Copies NPC system from Terraria. Copies Advancement system from Minecraft. Flint on the ground from Minecraft modpacks/Valhiem. Minecraft character blockyness and nametags above head. Hogs from Valhiem that attack back. Pros: The Multiplayer through Steam is nice but Minecraft Bedrock (not Java) has PC Multiplayer built in already. You can always get the Essentials mod for Minecraft for multiplayer. Terraria also has built in Steam Multiplayer. Temples/dungeons that generate in Minecraft/Terraria. Some of the shading looks nice. The leaves and tree textures are nice. Cons: World is finite and not very large Game has annoying quick sand in deserts like Minecraft's powdered snow. You just start randomly sinking into a pit. Terrain generation is bad. Structures unnaturally generate in water with gaps of air. Trees have sections missing sometimes. Ore generates under water too much. Quick sand is everywhere (just take it out or put it in dungeons only). Too many mobs spawning at night (if you thought phantoms were bad wait until you see this game). Game has farming system but no hunger bar. The food only heals you like alpha Minecraft. Mobs can see you through walls. Only three dungeons. No durability on tools. Conclusion: It has too many flaws and takes so much from already established games. The game just lacks so many crucial mechanics right now to justify purchasing. At this point just mod Minecraft and don't play an asset flip for $9.59. TLDR: It copies so much from other games and is a complete EA Asset Flip. It has some charm but I cannot recommend this game. I am surprised Microsoft and Re-Logic haven't DMCA this game yet off Steam?
I don't mean to be dramatic, but right now I'm actually loving this game. I have made both modpacks and mods for Minecraft; some with 600+ mods. Why so many? Well, after many attempts and failures to make the game more engaging for my friends and I, we all came to the realization that the game has many fundamental issues. These issues get in the way of making it a challenging survival and exploration experience for us. For us It had many lack luster mechanics and progression systems as well as contradictory incentive structures. This game currently seems to fix many of the issues I have had with Minecraft and other 3d block voxel games such as vintage story. Allumeria actually gives me the same fun as early Minecraft and pre-hardmode Terraria does. Here's some reasons listed below: World gen: I've been using the abstract preset. It generates the surface terrain in layers and honestly it allows for some of the most interesting engagement with traversal I've seen in all of the block voxel genre. I don't feel the need to build grindy contraptions but rather navigate with careful thought and planning for resource gathering. Combat: While not the most heart pounding, it definitely keeps my attention with the simple yet core enemy variety and their ability to swarm in various combinations. This makes overcoming them fun. I also enjoy the high spawn rate--it keeps the fight for survival going. Building: Honestly, chess master level thinking when it comes to the building system. I appreciate all blocks having different shapes (such as slabs and stairs) rather than each shape being their own independent block. This reduced much of the inventory fiddling and time wasting I would have done running to and from a crafting station to simply change the shape of a block from full block to a slab. On top of this the dev actually gave the player an incentive to build. There are 'resident NPCs' like in Terraria that move into suitable housing. Honestly, this has me building like I haven't in years. Ofc there will be flaws in an early access game, but so far I'm glad I got it and and will continue to have fun playing it. I could go on and on but overall I really appreciate this game and hope to see it continue to add to its really good core.
(This review was written from the perspective of having finished a multiplayer world.) Pretty rough around the edges so far. The progression of the game past the forest dungeon feels lacking in variety, all being the same task of just get the new ore/go to the new dungeon. The boss fights are also pretty boring and easy (may be a multiplayer issue due to lack of scaling). The other systems currently in place are fun and interesting when they work but are very prone to bugs. I really do like the building. the sheer amount of potential you have in being able to shape nearly every block is very fun to experiment with. After having played this it makes me wish I had the ability to shape blocks in other sandboxes as well. I can't really recommend multiplayer right now as it is very buggy, and progressing scales badly the more people you have because the world is quite small. I'm not going to refund this game because the most fun parts are very good and I want to see what it'll be like when the rough edges have been smoothed out.
it's a really fun mix of mc/terraria, lots of block coloring/style to choose from for builders. the world is semi small now but i'm guessing this will change over time as the dev adds more content. it's a bright and colorful overworld filled with dark dreary dungeons in the underworld. i hope in the future to see more crafting and weapon/armor options along with more unique trinkets that maybe can be combined to make even stronger/better ones.
Seems like there is a lot of variance to Allumeria, and therefore your experience may vary immensely! Many are saying how vast and open and unique their gameplay was... I spawned less than a minute from the world border and walking for around 15-20 minutes allowed me to see all of 2 biomes, a maple and a birch forest with almost no terrain variance. I got kitted out in full silver, max HP with the beets(?), and gold weapons and spawned the first boss just to have it consistently be 20 meters higher than me in the air, its hitbox nonexistent or shifted, and heat-seeking ghost deer heads that will hit you for a third of your hp even if you dodge them? From what I can tell, you're expected to shoot/hit it with projectiles, which I was trying to do, but you can only get so far while the boss is pelting you with missiles that you have to evade while throwing/shooting. These missiles also travel through blocks apparently. There is no feedback when you hit one of the deer heads, so I don't imagine you can send them back. And when right clicking to block with a sword, I was still hit for full damage. It might be significantly easier in multiplayer from what I'm seeing in some other reviews. I understand it's an Early Access Game, but for Early Access I really don't want to be stuck inside of blocks, going mach jesus down a ladder to my death, visual stutter and rubber-banding while going up ladders, visual stutter while using stairs, standing on air, look sensitivity settings not doing anything for your actual look sensitivity on controllers but instead increasing the speed of the inventory's virtual mouse, and numerous other bugs. Speaking of controllers: Controller support was a considering factor when I bought this game, just to find out that the controller gameplay and default bindings by themselves were almost enough to ask for a refund. The initial boss fight seems much more doable on mouse and keyboard as well, but movement and fighting (or anything else) is not entirely fluid or good-feeling on controller. There are a few QoL things that Allumeria does well over its predecessors, but otherwise it just feels really unpolished (Like most of the UI elements), buggy, and missing a lot of would-be QoL features. Would not recommend at this point in time, especially if you are looking at the controller support as a feature.
definitely needs some work, but it's fun until that first stupid boss
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