
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.
Modeled estimate, not a reported figure. How we estimate →
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 446 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Love this game, The progression is very fun
Absolutely amazing game!
A very very good game, lots of potential.
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Languages: English
Hours played at review time, across 449 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
OMG this game is great it is kinda like minecraft but it does singleplayer SO MUCH better then minecraft I can't wait to see where the game goes and hope to see the player base grow
Allumeria review as of 0.15 (early access launch): This game is a perfect blend between Minecraft and Terraria. I really enjoyed my time so far with it. I have finished all progression as of 0.15, it took me about 8 hours. Expect it to take 8-15 hours depending on your skill. The building is great with paintable blocks, rgb lighting, you can shape any block. This also gets rid of infinite variants of blocks which Minecraft suffers with. Progression is already very satisfying and promising. But expect a power creep, you get very strong very fast, and by the end game you're extremely OP. If that's not your cup of tea you may not like the progression. The bosses are fun but probably the weakest point of the game. Loot you find is almost always useful. And exploration is fun. You're rewarded for the time you sink in. However the game still has many bugs, but it's expected for something that just dropped in early access, and the dev is addressing them now. NPCs are especially very janky at the moment. Overall this is peak if you want an alternative to Minecraft and/or Terraria.
For the past few years, I've been on the hunt for a good minecraft replacement, and I think I've finally found it. I can sum up why in four words: *Allumeria respects my time*. The building tools are huge, and something I've wanted in minecraft-likes for years. It's shown off on the store page, and I downloaded the demo instantly. Purchased the game 20 minutes later. But also, the inventory is larger, and items stack more. There's not a hunger meter, instead food gives buffs. Weapons and tools aren't fragile, and don't break from usage. Furnaces don't use fuel, they're just another crafting station, and like Terraria, you can use *all* nearby crafting stations simultaneusly from your inventory screen. *Allumeria respects your time*. Also, *there's actually some video game to this video game*! I'm not deep enough in to say if this part is any good, but there's bosses and progression and loot and such things you'd expect from a video game, and I'm excited to find all that. I know it's a low bar, but it's a bar that minecraft and most minecraft-likes fail to clear.
Having played Minecraft a lot before but not Terraria, this game left me plesantly surprised. The game makes way for a lot of needlessly annoying aspect of the survival experience. No durability, no hunger system, no need to craft sticks/stairs/slabs, no unfair death making you loose everything. The material tier system & unbreakable dungeons are a really nice addition. Bigger stack sizes, bigger inventories are very welcome. The permanent health upgrade system is nice. I actually enjoy running being an upgrade. That being said, I worry a bit about the future of the game because I think the game design will need to be tighten and polished to reach its full potential. (I will be ignoring the technical issues for now since they are less subjective) 1. The progression feels a bit too fast. I was playing with my friend and we barely spent a few minutes on some of the tiers before going straight to the next. We cleared the snow biome way to fast, in a matter of minutes. 2. Too many items are given too fast and I can't fully apreciate them. Entering the forest dungeons and ice dungeons we got flooded with items that were quickly out-paced by better ones. There was way to many items to spawn the snow boss and we didn't have to explore at all. 3. Death doesn't feel punishing enough. I loose nothing but my position. There is barely any stakes in it. 4. The combat feels a bit lackluster, it's just "hold and swing". The real challenge comes from having multiple enemies at once but it didn't have me taking many decisions. I know it's meant to be simple, and the items are supposed to give it variety but that's not the feeling I was getting so far. Hopefully in the future different enemies & dungeons can incentivise a more varied play-style. 5. There wasn't much use for the food with the amount of available quick healing we had. 6. There isn't any non-intrisinc need for the NPCs yet. It would be nice to have a reason to care for them. 7. It is way to easy to loose your friends in multiplayer. Random idea/suggestions: - Some kind of subspace system. There could be extra dungeons or challenges in alternate dimensions. - Reduce crate spawn rate, reduce small potion spawn rates. There's no need to have that many of them. - Make forest dungeons less cluttered, extend the length of the coriddors a bit, don't put leaves on the floor. It - Add a step before having players enter the snow biome in the first place. The biome could be cold right away, forcing you to prepare before going in. - Make it still possible to have the health raise beyond 200pts in the later biomes, but require different kind of hearth beets that are harder to obtain. - Add some kind of ways to manage dealing with multiple projectile enemies. Some kind of item that can stun enemies while you deal with the ones near you? - Make the combat slightly more varied with different attacks. Louge attack if you sprint before attacking. Swinging your sword while jumping could make a falling attack that creates a small AOE. Holding the weapon could charge an attack instead of just repeatedly swing. Movement trickets could then affect how you fight and create some nice combinations! For the time being, I feel like "just adding more content" won't cut it in the future. But I have hope!!!! I had an amazing time playing it so far, and I am hopeful for the future. Don't be afraid to reach out for help with the project. Don't be afraid to make drastic changes. - stuw
Nice
Гра прикольна але не вистачає української мови
Not fun.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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