AlcheMice
AlcheMice - Steam Charts & Historical Stats
A tarot roguelite deckbuilder. Explore historical player activity and pricing for AlcheMice. A current player-count observation is unavailable.
AlcheMice player count and price summary
- Current players
- Unavailable
- All-time peak
- Unavailable
- 24-hour player change
- Unavailable
- Current US price
- Price unavailable
No current player-count observation is available; unavailable values are not estimated.
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System Requirements
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel i5-2300/AMD FX-4300
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1050 or equivalent
- DirectX: Version 11
- Storage: 5 GB available space
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: Intel Core i7-12700KF 3.6 GHz
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1070 or equivalent
- DirectX: Version 11
- Storage: 5 GB available space
Additional Information
*languages with full audio support
Pricing Information
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About This Game
A tarot roguelite deckbuilder. Play a card to move like a chess piece: the knight's jump clears traps and reaches high ground. Strike with action cards and brew alchemy into your deck. Three days, then the loop resets at dawn and you keep only your deck and whatever you locked in the chest.
Detailed Description
Feature List
Explore the mystical side of 15th-century Granada's history, set in a unique art style
Choose one power-up and one drawback before you start the run
Uncover beautifully crafted isometric dungeons
Discover more than 250 tarot cards with unique abilities
Shift the camera around the battlefield and choose your favorite setting
Experiment with countless materials in the lab
Brew more than 30 predefined alchemical recipes
About the Game
AlcheMice is a tactical roguelite deckbuilder where every card is a tarot card, and the movement cards carry you across the board like chess pieces.
Three days. One time loop. You keep your deck and whatever you put in the chest.

Two kinds of cards, one hand
Action cards attack, defend, heal, and reshape the battlefield. Movement cards carry you across the grid exactly the way their chess piece moves: the queen, bishop, and rook cover four tiles, the king steps one, and the knight leaps clean over the traps in between and onto high ground, where your attack range grows by a tile.
Every turn you spend energy on both. Action cards are cheap, and a flask can drop a card's cost to nothing, so moving well and hitting hard in the same turn is exactly what you are aiming for. Where you stand matters as much as what you play.

A deck that evolves
Earn new cards from every encounter and evolve them with alchemical artifacts. Tailor the deck to your playstyle and combine offensive, defensive, tactical and alchemical effects into unique synergies.
No two dungeons alike
Multi-level, grid-based dungeons hand-designed around the mystical landmarks of 15th-century Gran-Adah, where traps, loot, enemies and obstacles are generated fresh every run.
Terrain is not scenery: take cover, turn the layout against your enemies and destroy them in the most creative ways you can find. Rat guards and tetrapod armours stand against you by day; when night falls the dungeons shift and floating skulls and batpirs come out.
Smash vases, cut down the night-comers and clear a dungeon to earn rewards. Choose your loot: gold, new tarot cards or alchemical resources.

Brew your deck
Buy ingredients across Gran-Adah, learn recipes as you progress, or discover them by experimenting. Grind, mix and cook until you have alchemical flasks.
Infuse them into your cards to change what those cards do for the rest of the run: fire, poison, acid, lightning, or mind control. Every infusion changes how a card works, and the risk it carries, and every infusion is lost when you die.
Three days, then it all resets
At dawn on the fourth day, the curse rewinds the loop. Your deck stays, and so does everything you stored in the chest; every other recipe, ingredient, and item is lost.
Mastery comes from reliving the same three days better than the last run.
The story
You are Tycoh, a young apprentice alchemist whose family has been devastated by a mysterious fever. You asked the witch Gusparda for help, signed a flawed contract, and picked a power-up and a handicap that trapped you in the loop. Buried in the Alhambra lies the notebook of the legendary alchemist Al-Jabeer, and with it the recipe for the Philosopher's Stone, the one thing that can cure your family and the city along with them.
Will you break the curse, or become part of it?
About the Game
AlcheMice is a tactical roguelite deckbuilder where every card is a tarot card, and the movement cards carry you across the board like chess pieces.
Three days. One time loop. You keep your deck and whatever you put in the chest.

Two kinds of cards, one hand
Action cards attack, defend, heal, and reshape the battlefield. Movement cards carry you across the grid exactly the way their chess piece moves: the queen, bishop, and rook cover four tiles, the king steps one, and the knight leaps clean over the traps in between and onto high ground, where your attack range grows by a tile.
Every turn you spend energy on both. Action cards are cheap, and a flask can drop a card's cost to nothing, so moving well and hitting hard in the same turn is exactly what you are aiming for. Where you stand matters as much as what you play.

A deck that evolves
Earn new cards from every encounter and evolve them with alchemical artifacts. Tailor the deck to your playstyle and combine offensive, defensive, tactical and alchemical effects into unique synergies.
No two dungeons alike
Multi-level, grid-based dungeons hand-designed around the mystical landmarks of 15th-century Gran-Adah, where traps, loot, enemies and obstacles are generated fresh every run.
Terrain is not scenery: take cover, turn the layout against your enemies and destroy them in the most creative ways you can find. Rat guards and tetrapod armours stand against you by day; when night falls the dungeons shift and floating skulls and batpirs come out.
Smash vases, cut down the night-comers and clear a dungeon to earn rewards. Choose your loot: gold, new tarot cards or alchemical resources.

Brew your deck
Buy ingredients across Gran-Adah, learn recipes as you progress, or discover them by experimenting. Grind, mix and cook until you have alchemical flasks.
Infuse them into your cards to change what those cards do for the rest of the run: fire, poison, acid, lightning, or mind control. Every infusion changes how a card works, and the risk it carries, and every infusion is lost when you die.
Three days, then it all resets
At dawn on the fourth day, the curse rewinds the loop. Your deck stays, and so does everything you stored in the chest; every other recipe, ingredient, and item is lost.
Mastery comes from reliving the same three days better than the last run.
The story
You are Tycoh, a young apprentice alchemist whose family has been devastated by a mysterious fever. You asked the witch Gusparda for help, signed a flawed contract, and picked a power-up and a handicap that trapped you in the loop. Buried in the Alhambra lies the notebook of the legendary alchemist Al-Jabeer, and with it the recipe for the Philosopher's Stone, the one thing that can cure your family and the city along with them.
Will you break the curse, or become part of it?