
A roguelike deckbuilder where alchemy fuels your cards, dice shape your fate, and sins whisper in your ear. Build your deck, forge your path, and decide what kind of soul you’ll become. All buffs react to one another as proper alchemy should do!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 30 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

The world was broken by hubris. Alchemists once tried to create perfect life, and their failures left scars across every nation. The result where the Humunculi — beings born from sin, each embodying pride, wrath, greed, and more.
You play as Fumiko, a homunculus unlike the others. She is a blank slate, born without sin, searching for what it means to be human. Along her journey, she’s joined by companions with their own voices, histories, and reasons to travel east. Together you’ll cross deserts, jungles, ruined kingdoms, and holy empires — each with its own sayings, traditions, and secrets.

At its core, The Hollow Alchemist is a roguelike deckbuilder. Combat is fast but thoughtful, built around elemental combos, buffs, debuffs, and companions. Every run offers new choices, new cards, and new fragments of story to uncover.
Water buff extinguish Burns - Wind buffs increases your Burn - Earth buffs absorbs water etc. etc.
you get the idea... all your buffs interact with each other as it is proper alchemy at works during the fights!!!

The road isn’t just about battles. On the nodemap eastward you’ll stumble into quiet villages, war-torn ruins, and the occasional eccentric homunculus who insists on testing you with puzzles that are… let’s say, creatively designed.
Each Sin you confront leaves a mark. Marks grant you power, but they also change you. The more you use them, the more their voices creep into your own. The challenge is not only to survive — it is to decide what kind of being you will become.

Beyond the standard cards, you can also create your own. Unleash your creativity and combine the four elements however you like!
We can’t wait to see what wonders you’ll bring to life—awaken the alchemist within!

Build decks from Fire, Water, Earth, Wind — or just pummel your enemies if that’s more your style.
Dice-based mana makes every turn a mix of strategy and luck.
Summon companions who fight (and occasionally sass) alongside you.
Explore thirteen nations, each with its own history, culture, and flavor of trouble.
Face your family of the Seven Sins.
Roguelike runs with branching stories and plenty of reasons to come back.

The Hollow Alchemist is inspired by the roguelikes we all love but leans, at least a bit more into narrative. Cards aren’t just numbers — they’re fragments of alchemy, each tied to an element and a reaction. Buffs and debuffs stack in different ways, from steady burns to sudden collapses.
The story matters as much as the fights. This isn’t a faceless roguelike loop — it’s a journey about identity, sin, and humanity, with companions who bring their own perspective to the world. Some moments are light and colorful, others dark and reflective.
Yes, it’s a game about building decks. But more than that, it’s a game about building a future.
I AM SCARED TO ASK BUT... if you like what you see...would you leave a wishlist?

Reviews
I started playing it and I thought it felt pretty good at the beginning. It was pretty interesting to have you be free roaming at the camp for you to talk to your companion and just wander around and look at a reference book. There was also no starting tutorial which felt a bit weird since there were mechanics such as using your companion during the fight which wasn't explained. But then on my third fight it was raining. The rain and thunder were SUPER loud and none of the sound settings would lower or mute it. I had to stop playing. Until that gets fixed, I can't really recommend it.
Full disclosure, one of the developers asked for feedback in a server I'm in. Finished the available content and was happy with it. The deck-building works well, as most of the cards I got felt effective. There's a lot of options to customise your deck in each camp and town as well, and passive bonuses you can get that can augment your strategy. The alchemy system is interesting but in the demo I didn't find a lot of reason to engage with it; often there are so many buffs and debuffs floating around that it's best to focus on barrier (which prevents damage entirely) and fortify (armour persists through each turn), and then burn through with pure damage. The balance was fine, I'm not particularly good at these types of games but I managed to muddle through to the end of what's there with a decently lucky build. There are free-roaming sections and I was surprised that there were some mechanics tied to this, like vaulting ledges and pushing blocks. It played well but then these mechanics are used nowhere else so far that I could find. I had some performance issues but my PC is very old at this point. Most of the animations are fine although the face animations need a little work. The game immediately defaults after the free-roaming opening to a standard roguelike branching tree of nodes aside from the towns, and some short story sections. The developer appears to have patched out parts of the story which is a shame. It's a difficult thing to have in a roguelike and I admit I was dreading having to go through a good part of it again on subsequent playthroughs, but it is a unique selling point and I hope that in the future they manage to integrate it in effectively. Perhaps by allowing the player to skip scenes they've seen before, or through meta-progression that allows you to jump to later acts of the story on subsequent runs.
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Languages: English*, Japanese**languages with full audio support
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