• Register

Header 1SteamBannerAnimated1


Juice, the alchemist, is called to Caribou Creek to fight the demons that roam the lands. As your unique version of Juice you explore the wilderness that once was New England. Fight evil in classic action RPG isometric top down view and in bullet-time close combat.


Find and craft items with game-changing powers. Master BattleJuice Alchemist’s deck-building mechanics by arranging your compilation of flasks to suit your playstyle. Accentuate your character beyond character customization by using ritual magic as long-term buffs. Meet strange creatures from the Crossroads while the dark plot of BattleJuice Alchemist unravels.




Loot and Craft

As an alchemist you wear no armor and wield no sword, but you rain down fire on your enemies. Find flasks with unique properties in the wilderness or craft them at your workbench. In deck-building fashion you create a compilation of flasks which you randomly draw from.

Unique Skill System

In BattleJuice Alchemist, your flasks are your skills. Every flask can be used the normal way and at times in a supercharged, "jucified" way for stronger effects. Some flasks have powers attached to them that drastically change their effects when used, which allows you to develop your own playstyle.



Procedural Landscapes, Hand-crafted Towns

The world of BattleJuice Alchemist is separated into vast levels of procedural landscape. Every valley, sea, river, mountain, building, stone, tree and item is placed by a unique algorithm. This allows you to continue exploring after you completed the main story. Quest locations are still hand-crafted to tell compelling stories.


Dark Lands to Discover

You are influenced by daytime and weather effects and so are your enemies. But they are also buffed by the evermore spawning demons’ presence. Find dark altars to hold their influence at bay and discover many other secrets.



Classic isometric ARPG action

Fight your enemies from afar in classic top down view. Throw explosive or freezing flasks at them, prepare ambushes of explosive barrels. Use the “Frog Hop” flask to jump away from danger or right into close combat.


Close Combat with Bullet-time

Enter close combat with an enemy, where you can interact hands on by dodging or using smoke flasks to avoid being hit. Manage your resources and flasks during these intense one on one battles against your awe-inspiring enemies from the Crossroads.


DiscordItchBanner 1

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Hey folks,

this week I'd like to take you on a deep dive of how Patrick and I created a new enemy for BattleJuice Alchemist. Although I enjoyed being a solo dev a lot, I love working collaboratively like this. But this brings the challenge to establish pipelines and workflows as a team, where ideally everybody does what they are best at. So let me tell you how this little raven fella came into existence!

AllRavenAnimations 3MB

Patrick is an illustrator and animator by trade and has been helping me out for years before joining on a permanent basis now. He helped ironing out our art bible, so I did not need to explain to him any details of our guidelines and what we go for thematically and visually. I thought it best to make the skeleton and animations for our new winged enemy type myself, because Patrick does not work with them inside Unreal like I do. I wanted to get this done quickly without a lot of tinkering, so I asked Patrick to make a concept for our general bird skeleton. He came up with this within a few hours:


You can't imagine how much time this saved me. I am not good at visualizing concepts so I usually go into 3D right away and this sometimes turns out to not be very time efficient. But with Patrick's concept, I was able to create our bird skeleton really quick.


I then made the animations while Patrick started making the 3D model for the raven. As you can see, the bones in the skeleton are not bones as you would usually shape them for a flying creature: You would usually only make the bones of the wings, not the wing itself (a bit like Patrick illustrated them in green in his concept). I shaped the bones like full wings to be able to see how they overlap due to our segmented style.

SegmentedAnimations 3MB

In BattleJuice Alchemist we do not skin our characters, we segment them into individual pieces. This is not just an economic decision, but also because we are nostalgic for this art style. I asked Patrick if he wanted to say something about this...

"I’m a big fan of highly stylized game looks. Also working with segmented low poly characters, hand-drawn textures and cel shading creates unique design challenges.

For instance, imagine you’re trying to draw a classic cartoon chracter but it has multiple demon forms and was just frozen and shattered. Now you’re searching for pieces - wait which head is this or is it an arm? Will this edge be cel shaded or do I draw this outline myself? And remember, squares are divine and green is for demons! Well, working on BJA designs almost feels like ritual magic and I’m loving it."

In case you are wondering, he is referring to our color palette here, which does not allow the color green in any type or form ;) So Patrick made our raven model and textures and also designed the mutated variations.

RavenForms 3MB

I really like how everything came together and had a blast working on this. The raven is a very simple creature and I am sure you will be blown away with the more complex characters Patrick is currently designing.

This devlog has become long enough so I have to end it now. Have a great weekend everyone!


The Big Base Building Update: Patch Notes 0.23803

The Big Base Building Update: Patch Notes 0.23803


It has been a while since I updated the playtest version here on Steam, now the big base building patch is here!

DevLog: Our Demo & Steam Next Fest Wrap-up

DevLog: Our Demo & Steam Next Fest Wrap-up


Discussing our demo (which you can still play!) and looking back on Steam Next Fest.

DevLog: Our Secret Visual Improvement

DevLog: Our Secret Visual Improvement


How we improved textures to make characters more vivid.

Happy Holidays!

Happy Holidays!


Happy Holidays and Exciting Updates from Alchemical Works


What a cool looking game! Can't wait to see more of a gameplay.

Reply Good karma Bad karma+2 votes
AlchemicalWorks Creator

I totally missed your comment, but better late than never: Thank you so much, I'm glad you like the game so far :)

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.


Latest posts from @alchemicalworks

🥳🎉We are happy to announce that Alchemical Works is now a member of the German Games Industry Association… T.co

Jul 12 2023

The Abandoned Hills are quite crowded these days and all their inhabitants have important things to do. 🔥 Wishlis… T.co

Jul 10 2023

Happy #ScreenshotSaturday! There are endless cultists in BattleJuice Alchemist, but the number in this video is fi… T.co

Jul 8 2023

We've been working hard on BattleJuice Alchemist and I'd like to share with you how we are creating new characters… T.co

Jul 7 2023

RT @ESDigital_Games: Steam event in honor of @DevGAMM is in full swing! 😎 Check out the event page: Bit.ly ✅ Add to y… T.co

Jul 5 2023