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Alchemists Review

Alchemists

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Release: February 21, 2025
Publisher: WASD Game Studio
Developer: WASD Game Studio
Genre: Horror
PEGI: 18
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5.0 - Gameplay
          
 
7.0 - Video
          
 
7.0 - Audio
          
 

“Alchemists” is a cooperative horror game that combines elemental magic with ghost-hunting mechanics. Up to four players take on the roles of modern-day alchemists, using the classical elements—air, fire, water, and earth—to perform rituals and cleanse haunted locations. The concept is intriguing, and the game’s eerie environments initially promise a chilling, team-based adventure. Unfortunately, while the premise is strong, the execution leaves much to be desired. 

At its core, “Alchemists” revolves around a ritual-based gameplay loop where players must locate and use elemental artifacts—representing earth, water, air, and fire—to banish supernatural entities haunting various locations. Each session begins with players spawning into one of several maps, such as the Abandoned School, Demon Village, or Trasmoz, with new maps reportedly added monthly.

The gameplay follows a structured but repetitive loop. Players explore the map to find elemental items like fire crystals or water vials, use ghost-hunting tools such as EMF readers, spirit compasses, and alchemical lenses to detect paranormal activity, and bring the correct items to the central ritual circle. Rituals are performed by placing the elements in the correct order, often requiring puzzle-solving or deciphering clues scattered throughout the environment. As each ritual stage is completed, the entity becomes more aggressive, increasing the tension and urgency.

Each element has a distinct visual and audio cue, and players must often split up to cover more ground, making communication essential. The game supports one to four players, and while solo play is possible, it’s significantly more challenging due to the multitasking required.

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Players are equipped with basic tools like elemental detectors to identify which element is needed next, protective sigils that act as temporary wards against spirits, and an alchemical codex that tracks clues and ritual progress. While functional, these tools lack depth. There’s no crafting system or meaningful upgrades, and their interactions with the environment are limited. For example, the fire element doesn’t burn obstacles, nor does water extinguish cursed flames—missed opportunities for immersive mechanics.

Some rituals require solving environmental puzzles, such as matching symbols to elemental glyphs, rearranging alchemical runes in a specific sequence, or decoding cryptic messages left by previous alchemists. These puzzles add variety but are often reused across maps, reducing their novelty over time.

The spirits haunting each map vary slightly in appearance and behavior, but they generally follow a predictable pattern. They remain passive during early exploration, become aggressive after each ritual stage, and are capable of disabling lights, locking doors, or teleporting players. Despite this escalation, the AI lacks unpredictability. Once players learn the ghost’s behavior, it becomes easier to avoid or outmaneuver, reducing the fear factor. 

Visually, “Alchemists” does a commendable job. The lighting and textures create a convincingly creepy atmosphere, and the maps are detailed enough to immerse players in their ghost-hunting roles. The stillness of the environments adds to the tension, especially during the first few playthroughs.

However, the visual polish can’t mask the game’s mechanical shortcomings. The tools and equipment used during rituals are basic and lack depth. There’s potential for creative interactions—like combining elements or using tools in unique ways—but the game doesn’t explore these possibilities. 

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The co-op design is arguably “Alchemists’” strongest feature. Playing with friends adds a layer of fun and strategy, especially when coordinating rituals under pressure. But the lack of a progression system severely hampers replayability. There are no unlockables, skill trees, or persistent goals to keep players engaged long-term. Without incentives to return, the game struggles to maintain its initial appeal. After a few sessions, most players will feel like they’ve exhausted the experience. 

“Alchemists” is a game with a compelling concept and a solid foundation in cooperative horror gameplay. Its elemental ritual system and atmospheric environments show promise, but the shallow mechanics, lack of progression, and repetitive gameplay loop hold it back. For players looking for a short, spooky co-op session with friends, “Alchemists” might be worth a discounted pickup. But at full price, it’s hard to recommend without significant updates or added content.

 

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blank Kevin Austin has been in gaming journalism in one way or another since the launch of the Nintendo Gamecube. Married and father of 3 children he has been gaming since the ripe age of 6 when he got his first NES system and over 30 years later he is still gaming almost daily. Kevin is also co-founder of the Play Some Video Games (PSVG) Podcast network which was founded over five years ago and is still going strong. Some of his favorite gaming series includes Fallout and Far Cry, he is a sucker for single player adventure games (hence his big reviews for Playstation), and can frequently be found getting down in one battle royale or another. If it's an oddball game, odds are he's all about it.

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