Full Release (v2)

Alchemy Unbound

A drag and drop crafting game that offers unbound possibilities. No limits, no direction, just pure creativity and endless crafting.

[h1]V2 is here![/h1] I know the updates have been few and far between, but the update is finally here. With all the changes, this game has basically been rewritten from the ground up. [h1]Fixes[/h1] [list] [*]Put the AI in its place (it should now generate things that make more sense) [*]Fixed element dissapearing when copy key was released [*]Optimized side list sort and filter to work better with thousands of items [*]Fixed issue with database files being overwritten after failing to load (it will now opt to not save instead of overwriting) [*]Completely overhauled data storage to reduce filesizes and load times. [*]Refined quit behaviour to hopefully close correctly all the time now. [*]Fixed rate limit errors showing as 'unknown' (or not at all) [*]Fixed dragging copied element to side menu removing the source as well. [*]Fixed a bunch of visual bugs with either color or layout (more noticable with the supporter theme) [*]Fixed smaller issues relating to item storage and visual bugs [*]Fixed error and debug logging not being available (you can now pass --logLevel ) to help with issue reporting [/list] [h2]Changes[/h2] [list] [*] Moved menu items into a side menu [*] Moved some statistics server side, now there are save based and user based statistics (the user statistics are the accurate ones) [/list] [h1]New Features[/h1] [h2]Freeplay Mode[/h2] Freeplay mode is a new mode that allows you to input custom starting items. It also: [list] [*]Uses the same AI as standard mode [*]Has a 1000x bump to the max depth cap on combines [*]Allows for more characters and numbers in the items [/list] This mode costs credits to use and is a completely optional part of the game for people who are committed and want to support the game. [h2]Daily / Weekly Mode[/h2] These 2 new modes provide 4 items as a target with credit rewards (may change in the future), something to strive for when you dont know what other game to play :). These items are divided into groups. These numbers may be altered in the future if they are too hard etc. [list] [*][b]Easy:[/b] Base recipe with a depth of 2-25 [*][b]Medium:[/b] Base / AI recipe with a depth of 2-100 [*][b]Hard:[/b] Base / AI recipe with a depth of 100-1000 [*][b]Random:[/b] Completely random item [/list] [h2]Store and Themes[/h2] Support the game with items from the store, from some themes (sorry im no designer but i tried my best) to items to help combining. Credits will only be used in freeplay mode, see the top right of the screen for how many credits you have [h2]Other Features[/h2] [list] [*] Added performance list setting, this list is not as pretty but will improve performance when scrolling through thousands of items (but IMO at that point searching is easier) [/list] [h1]Potential Roadmap[/h1] I still believe this game is yet to reach its full potential. I already have some ideas i have had that i want to put to users to get some feedback: [list] [*]Leaderboards (the backend is already prepared for it) [*]Wiki race style competitions with friends [*]Speedrun timer (goes along with the first idea) [*]Co-op profiles. [*]Favorite / Hide items in list [/list] [h1]Known Issues[/h1] It seems crazy to release the full game with known issues, but these are minor things that require a huge ratio of time to figure out / fix compared to leaving them in. If they bring more issues then i will fix them sooner. [list] [*]Credits amount will sometimes de-sync when spam crafting items, or adding new items. This is only visual. [/list]