Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 23:53 UTC.
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2026-09-11 09:50 UTC · Community Announcements · metacarpo
We are excited to share the Monster Alchemy Roadmap!To give you a clear look at what’s coming, we’ve broken our development plans into four phases. We're aiming for roughly three months per phase, though exact timing may shift as development progresses.Phase 1New Room: The Forge - Craft equipment to boost your monsters' stats. Certain gear will offer custom effects that act like a second passive skill.UI & Quality of Life - Smoother menu navigation, monster search filters (Type, Tier, Mutation), and controls rebinding alongside blur reduction and camera smoothness settings.Quest Tab Overhaul -
2026-09-11 09:25 UTC · Community Announcements · metacarpo
-Combo Master Achievement now works correctly -Queued effects after ending a battle (Status, healing etc...) should trigger faster. -Fixed some NPC dialogues Skills Fixed: - Blazing Slash - Burning Cyclone - Combustible - Molten Generation - Ripe Taker - Sea Guardiam - Soothing Bubble Minor fixes
2026-09-10 10:01 UTC · Community Announcements · metacarpo
The day is finally here! Monster Alchemy is officially live in Early Access on Steam!If you told us a year ago that our game would reach 25,000 wishlists, we wouldn't have believed it. As a small team, we started this project simply out of our shared love for classic RPGs, monster-taming, and crafting mechanics. Getting to build this world and share it with a community as passionate as this one has been a dream come true.🧪 What to Expect in Early AccessFrom day one of Early Access, you’ll be able to jump right into the core Monster Alchemy loop:Synthesize & Fuse: Forget catching monsters in t
2026-09-08 10:12 UTC · Community Announcements · metacarpo
We're updating the demo with some fixes and some QOL features.New feature: Press any key to skip the summoning animation.Now the order in which monsters mine resources is based in Workspeed (previously was based on team position)Now turn orders are based 100% on agility stat (Before if 2 monsters had similar agility values, a monster with a lower agility could attack before based on team position)Now passive skills like "Stick Afficionado" or "Burglar" also work from the Support Party. (Before only worked if they were in the main party)The passive skill "Group Hunting" now works correctly.The
2026-09-01 07:49 UTC · Community Announcements · metacarpo
We’ve just pushed a major update to the Monster Alchemy Steam demo!Your Progress Will Carry Over to the Main Game Starting with this build, 100% of your demo progress will carry over directly into the Early Access release on September 10th.To enable this transfer system, this update will reset your previous demo progress once, but you won't lose your hard work. You get to keep all your monsters! You can use them once you build the Monster Manager.New Zone: Marlo Forest We’ve expanded the playable area! You can now venture into Marlo Forest!Update Highlights:Save Transfer Ready: Everything you
2026-08-11 16:36 UTC · Community Announcements · rgtumbra
After a lot of work, testing, changes, broken things, fixed things, and probably a few more broken things before launch, we’re almost there. We’re really excited to finally get the game into your hands and see what you think. There’s still plenty we want to show you before release, so join us on Discord and keep an eye out for what’s coming next. Early Access launches on September 10th. See you there! Team Metacarpo
2026-06-30 10:49 UTC · Community Announcements · rgtumbra
We officially hit 10k wishlists!!! 🦖To celebrate, we wanted to show you how far Monster Alchemy has come. Here is a little look at how much the game has evolved from its chaotic early prototype days to what it is today. Thank you all so much for believing in this project and being on this journey with us!
2026-06-05 14:26 UTC · Community Announcements · rgtumbra
Hey everyone! Umbra here, back with another update on Monster Alchemy's development.This has been one of our most exciting months yet, we've introduced systems that fundamentally change how you interact with your monsters. Here's what's new:Monster PassivesEvery monster you craft now comes with a passive ability, a permanent bonus that's always active, whether you're in combat or exploring. Some passives enhance your battle strategy directly, others change how you gather resources in the wild.The New Chimeric ChamberCrafting has been split into two dedicated systems. The cauldron handles mater
2026-05-02 13:19 UTC · Community Announcements · rgtumbra
Hey everyone, Umbra here again with our second devlog! We've got a full video breakdown linked below if you want to see it all in action. After one month of grinding with your demo feedback front and center, we've poured our efforts into three major areas to make Monster Alchemy feel tighter, more purposeful, and way more engaging. You called out slow traversal and empty zones, we listened and rebuilt from the ground up. 1. Map Overhaul We've completely reworked the demo maps, taking inspiration from Pokemon-style layouts and tighter Metroidvania flow. No more dead zones or aimless wandering,
2026-04-03 17:30 UTC · Community Announcements · rgtumbra
Hey! :) I'm Umbra, a member of Team Metacarpo.We've been working on Monster Alchemy for over a year now, and a few weeks ago we took the step that scared us the most: releasing the open demo. Today I want to share how it went, what you told us, and where we're headed from here.But first, for those of you just joining us: Monster Alchemy is an open-world RPG where you don't catch monsters. You create them. (If that sounds interesting to you, you can support us by adding it to your wishlist :p)Honestly, it was a mix of relief and adrenaline. We really had no idea how the public would receive our
2026-03-18 10:03 UTC · Community Announcements · metacarpo
Hi everyone ! Quick update. First off, thank you to everyone who played the demo! The feedback has been invaluable. We hear you loud and clear, and we're already working on the next version focusing on: Crashes & OptimizationUsability & More SettingsResource BalancingBecause we want to get this right, we are temporarily removing the demo from Steam next week. We'll be bringing it back online very soon with a new update that includes these fixes and some extra content. Join our Discord Server to stay tuned for more news, and thanks for your patience and support!
2026-02-20 15:13 UTC · Community Announcements · metacarpo
Thank you so much to everyone who tried the demo and sent us your feedback. It really helped us track down these issues and make things better. We hope this update makes the experience smoother and more enjoyable for you!Added a pop-up confirming the selection of your initial monster.Fixed a bug that sometimes corrupted saved data. (We believe it’s fixed, but we haven’t been able to test it fully yet.)Fixed a bug that allowed battles to start during a dialogue sequence.Fixed a bug that caused the game to lock up during the first cinematic.Fixed a bug that caused some drops not to display corre
2026-02-19 15:58 UTC · Community Announcements · metacarpo
The wait is over! The demo for Monster Alchemy is now LIVE on Steam! Create, fuse, and command your own unique creatures in this crafting RPG. Your monsters are your tools, your weapons, and your creations. Play the demo now! :
2025-09-23 07:56 UTC · Community Announcements · mitsukigamestudio
We are thrilled to officially unveil Monster Alchemy, a crafting RPG where you master the art of creating life itself. Synthesize unique monsters from scratch, fuse them into more powerful forms, and command them in strategic turn-based battles. Explore a world filled with ancient secrets, charismatic characters, and resources waiting to be transformed into your personal legion of guardians.Wishlist now to be notified when Monster Alchemy launches on Steam!
Full appinfo as delivered by Steam PICS, changenumber 38808720. Also at /api/app/4013510/raw.
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