Oh, forgot to mention: if the game feels slow, try enabling hyperspeed (from ingame menu or Profile -> Preferences).
It’s not lag, but I still need to tweak default values for an optimal game feel…
Hi!
No worries about getting the game for free! I might even set the base price to zero at some point, once I figure out a way to monetize it some other way (DLC mostly) without adding ads or usual F2P micropayments.
Anyway, I’ve (finally) released version 1.2.2 which should be performing way better; I hope you can test it at some point and have a better experience :)
As for the game status, I don’t really know either x) I still have a lot of features and content (at least 3 more islands) I want to add so it’s definitely not final stage, but I think it’s also far from a alpha version. I guess a vague “early access” fits, somehow?
Happy new year everyone!
This update comes later than expected because I worked on other projects last month and shifted the focus of version 1.2.2 because the game’s performances were not good enough for my taste. I reduced the scope of new features (that will come with 1.2.3) and reworked internals to optimize many things, then spent a couple weeks fixing regressions x)

Note that some of these could be postponed again if I end up releasing 1.2.3 earlier to get some important fixes out there.
I have just enabled the community section with discussion board, with the unfortunate side effect that previous comments cannot be seen anymore… Will see if I can bring them back in some way; I have saved all of them for now.
I am working on version 1.2.2 which includes a lot of internal changes and should be released this month. In the meantime, there are two known issues with current version 1.2.1:
While still being largely playable on most hardware, the game is not as light as one could expect from a puzzle game, and minor lags can be experienced. This is being addressed on 1.2.2, which is why the update will take more time than usual (need to re test everything to hunt for regressions).
this game seems to cook my laptops both on windows and linux during several brief sessions, didnt expect it to be so demanding that it would cause fan noise but it does fsr. […] what i found is that noise generally lasts about 3 minutes while pause inbetween seems to be 5 min average. so basically fans spin louder 3 to 4 times within half an hour on average.
Thanks @spoiledbobcat for the report!
Alchimix can be played with gamepad, and officially supports xbox and Nintendo Switch controllers. Due to a mistake on version 1.2.1, other controllers, which can be used to play Alchimix, will crash on screens that have a “Menu” button..
This can be fixed easily by putting this 255KB patch file res1.pak inside your game folder (so alongside res.pak): 1.2.1 patch files
Thanks @WanderingShadow for the report!
Sorry it took me a bit more time than expected; turns out I’m not comfortable doing a re-release at the moment because I’m in the middle of big internal changes for next version and I don’t want to mess things up..
Luckily, a fix can be applied by just providing the image that the game is looking for. I’ve been able to confirm the patch does work when applied to 1.2.1 with an old usb gamepad x)
Just put this 255KB (had to replace the whole spritesheet) res1.pak file in your game folder (alongside res.pak) and restart the game:
https://kla.bz/shared/d-LAOGRzgKv_-XHwsyAgQ_WP3_z6GiwD2N4qDLSpgWQ
Let me know if you prefer other ways to share the file or if you have trouble applying the patch
Hi, thanks for your comment! I assume that’s about the downloaded version, not only the web demo?
This is a bit surprising but not totally unexpected. The framework I’m using is hugely based off GPU usage, which might not be available (or low end) on your laptop so CPU might have to do more work (and work that is not optimized for a CPU to do).
I’ve also been adding stuff lately, so the game really does more stuff than before, and is currently single threaded (mostly), and might not give enough pause to the CPU (though outside the occasional GC spike, it’s fine here with a old-ish computer).
I should be doing another optimization pass in the coming weeks/months (depending on the time I manage to spend on Alchimix); hopefully that’ll make it good enough for your laptop!
Agree with these; I just got the money ticker and then the bet amounts (well, money in general) and rapidly even the games outcome didn’t matter much; I was just getting xp to unlock stuff, and then I’d pretty much just need to go all-in a few times with basic strategy to get to 10B.
Also fun fact: you can win with a 4 x) the dealer should be made a bit smarter and stop asking for card when he’s already winning..

Still enjoyed playing it :)
I added Alchimix.AppImage to the downloads, it worked for me on a Bazzite VM. Please try it and confirm if it worked for you too 🙏
(indeed Bazzite is special when it comes to dependencies; it didn’t let me install dependencies like ubuntu-like distribution, but wanted a self-contained app..)
Edit: seemed to be missing other dependencies on a non-Bazzite system, will update the AppImage but it should already work for you
Can you try running it from a terminal? (running ./alchimix inside the extracted zip’s directory)
Also, using itchio app https://itch.io/app did work for me in all my tests and supports auto updating, if that’s something you’d be interested in. (edit: and would fit nicely in such a distribution I think?)
Will look into your distribution to see what dependencies you might need.
Loved this game, and its kid mode :)
Note to non-windows users: this game can run on linux and non-M1 mac:
hashlink-latest-linux-amd64.tar.gz (or the mac version for mac) from https://github.com/HaxeFoundation/hashlink/releases/tag/latestchmod +x NuclearBlaze)