Frequently Asked Questions
What is Alchemist?
TLDR: Alchemist is a narrative exploration and adventure game presented in a visual novel style.
Each playthrough is short and intentional, but the bulk of the experience comes from playing multiple times and uncovering new paths, meeting new characters, and unlocking new stories.
The game is still in development, but we are aiming for each playthrough to be around 30–60 minutes, this will vary if you want to explore more, or if you want to sit back and read more casually.
Who is making Alchemist?
TLDR: Mossbird is just the two of us right now!
Mossbird is a small Melbourne-based team:
Dylan Imeneo (Hey, that's me!) is handling audio, narrative, and art.
Matthew Bernard is handling programming, design, and tech art.
There is also a whole bunch of stuff that we work on together, and we fill gaps wherever we can.
We also need contractors for QA, legal, and marketing, though most of this will only be possible once we have funding.
What kind of story does Alchemist tell?
TLDR: Alchemist is trying to be a more complex storytelling game, where things actually change as you play.
Alchemist leans heavily into:
Complex, literary-style writing full of description and symbolism. You should feel like the world around you is alive.
Myth and legend, eldritch forces, fantastical creatures, and the wanderlust that comes with an unexplored world.
Themes of change, growth, and consequence; Alchemy is the study of change, so the characters, experiences, and story should change along with you.
Cosy potion making and exploration, combined with cautious adventuring in a sometimes dark world.
Several people have described Alchemist as the Dark Souls of cosy games, take from that what you will!
What about music and audio?
TLDR: Music is a huge focus for us, we have lots planned for later in development.
We’re creating:
Original music inspired by folk and renaissance music.
Character-specific songs (performed in-world).
Ambient soundscapes which fit the scenes and effects provided.
We don't want sound to just be in the background, it should form part of the storytelling of the world, like real music does. Audio usually happens later in development and Alchemist is no different, but we are planning ahead to make it exciting when we get to drop it in. We also have a little musical stretch goal in mind... Stay tuned! (lol, stay tuned, nice one).
Is Alchemist difficult?
TLDR: Alchemist is approachable for everyone, like storytelling itself ought to be.
In the traditional sense, Alchemist is not a difficult game. There is no dexterity requirement for the game, we want everyone to be able to enjoy the game.
The challenge comes from decision-making, managing resources, taking risks to explore different possibilities, and re-playing the game to find all the extra bits.
What stage is development at?
TLDR: We are in alpha.
Right now, Alchemist is in alpha, but:
It’s already playable and the build is (mostly) stable
Core systems (alchemy, dialogue) are working and in testing now
The narrative system is solid. We can expand on what we have immediately, and add complexity as we need to.
We’ve spent a lot of time getting the systems right so we can now expand content efficiently.
What are you working on next?
TLDR: We are working on getting a demo made as soon as possible!
Our immediate goal is to:
Build a polished version of Act 1, which will be a substantial demo
Expand content using our existing systems while we test and implement new systems
Get a Steam page up and running, so that developments can be shared there (Steam page is done, but currently pending review)
If things change, the best way to know is either to ask us directly via email or socials, or sign up for announcements via our mailing list.
Are you seeking funding?
TLDR: A crowdfunding campaign is in the works as we speak! Please stay tuned!
We are looking at crowdfunding for after PAX (Oct 2026)
This is crucial and will help us:
Pay developers (current work has all been volunteer)
Fund QA testing, as well as audience testing
Cover software, legal, social, and marketing costs
When will it release?
TLDR: We don’t have a final release date yet, so much is dependent on funding. Oct 2027 is a tentative timeline for release.
Our approach to ensuring we make a good game is:
Build a large portion of the game and polish it internally.
Grow the game to the end point, and patch in fixes and content dynamically.
Expand the game based on funding and community support.
Release when the game is ready to be released, instead of keeping to deadlines that make no sense for people who actually want to enjoy what Alchemist has to offer.
We will share clearer timelines once we’re further along, and as soon as our Steam page is approved.
What platforms will it be on?
We’re currently developing for Windows.
Once we have controller support, Steam deck should also be an achievable goal.
Other platforms like Switch are possible, but depend on resources after the initial release.
What’s the long-term vision?
TLDR: Alchemist should be a game that people can enjoy playing, and that we can be proud of.
We want Alchemist to be:
A complete title that plays to the strengths of Indie charm and design.
A meaningful creative work that people enjoy playing.
A project that we can keep adding content and fixes to as long as we want to, or are able.
A foundation for future projects if economic realities allow.
It’s also about building something that reflects the creativity of the Victorian games scene, which we are very lucky to be part of.
How can I support the project?
TLDR: Stay in touch with us!
Right now, the best ways are:
Stay on this mailing list
Follow and share the social posts
Tell friends who might enjoy the game
Give feedback when we release the demo
Come see us at expos when we are around
And when the time comes, support the crowdfunding campaign!
