Overview
This week’s goal was to continue development of the Gemstone Grotto area and bring it to a finalized prototype stage. A lot of progress was made, especially on the visual side.
Details
Added the Starmap Cave entry point from Gemstone Grotto
Defined how much of the total map area will be included in the release
Began polish work on the entry room
Created numerous new visual assets for the cave
Laid out the Starmap Cave, including the gate itself
Next Steps
Next week, we’ll be focusing on finalizing both the Gemstone Grotto and Starmap Cave areas — applying full polish, and refining atmosphere, music, VFX, and all supporting details.
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Thanks for following the development of Plague Alchemist! If you’d like to stay up to date, follow the page and check back every Thursday for the next devlog.
- 🎒 Physicalized Backpacks — grab, stash, and swap gear straight from your shoulder
- 🚪 Sliding Doors — open, peek, or block enemies using real physical motion
- 🛡️ Ranger Armor Set — Reave’s first leather armor, balanced between Rogue and Fighter
- ⚙️ Menu Bar UI — quick access to settings, parties, and tools in one sleek interface
- 💥 Scarth Tyrant Entrance — a cinematic new intro for Reave’s fiercest boss
- 💎 Loot Chest Glow-Up — brighter effects and clearer rarity colors
- ⚰️ The Tombs — a new dungeon blockout filled with traps, secrets, and treasure

- 🎒 Physicalized Backpacks — grab, stash, and swap gear straight from your shoulder
- 🚪 Sliding Doors — open, peek, or block enemies using real physical motion
- 🛡️ Ranger Armor Set — Reave’s first leather armor, balanced between Rogue and Fighter
- ⚙️ Menu Bar UI — quick access to settings, parties, and tools in one sleek interface
- 💥 Scarth Tyrant Entrance — a cinematic new intro for Reave’s fiercest boss
- 💎 Loot Chest Glow-Up — brighter effects and clearer rarity colors
- ⚰️ The Tombs — a new dungeon blockout filled with traps, secrets, and treasure

This is a minor update for the game, thanks to your feedback!
Patch Notes:
- Fixed minor bugs, including the absence of some items in the merchant's shop;
- Improved the entire audio design of the game;
- Fixed the sounds of "Doors" in dungeons and "Healing."
The game demo has also received the 0.3.1 update with all fixes and improvements.
You can share your suggestions for game improvements or any bugs you find with us in the Game Community. We will definitely consider and try to implement your wishes!
-Fix to Sheep level 196 pieces achievement
-Home screen improvements
Sorry for the delay guys, we always hope to deliver the best experience in our games, we are a very small team, but we always want to improve and do the best in the games, thank you for waiting.
Quick update rolling out to the demo and playtest build today with several improvements based on your feedback:
Bug Fixes:
Fixed an issue where pressing ESC during the loading intro could cause unintended behavior
Removed inspector debug functionality from demo builds (dev tools were accessible, a few of you found them)
Improvements:
Added direct Discord link to the in-game feedback system - your input shapes Eurekas' development. If you like to participate or like to join the playtest, come chat with us here:
https://discord.gg/5TBVUDAndC
Polish pass on the Smite spell visual effects and feedback
Thanks to everyone who's been testing and sharing feedback, especially during the October Next Fest.
As always, every miracle costs lives. How many will you sacrifice?
In this update we’ve made several improvements to bring the world more alive:
Updated the environment generation algorithm
Added new environment objects
Environment objects now have dynamic visuals based on humidity levels
Refreshed conveyor textures
Updated visuals for resource nodes on the map
Fixed various bugs and issues
We’ll continue improving visuals and expanding the dynamic environment in upcoming updates. Thanks for following the development! 🌱
Improved transfer logic between containers and backpacks
Items are now moved only from the selected category
Option to transfer all items from the selected category, or fill available space by default (LOT category)
Better handling of overweight scenarios
Refined item addition after scrapping, aligned with the new 0.9.8.1 system
Improved overweight control during scrap operations
Quick Menu is now disabled while aiming down sights (ADS) to prevent accidental interactions
Empty medkits and bottles are now returned after using medkits or painkillers
These are required for crafting new medical supplies
The demo version will be available soon, and a new Early Access update is coming next week. You can expect not only fixes — but fresh content and new features as well.
See you soon, – The Developer
Mark your calendars!
The official Retro Rewind Demo will be available early morning on November 1st.
In the demo, you’ll experience a trip down memory lane! Open shop and play your first week as the proud new owner of a video store. This is the perfect time to get a small glimpse of what Retro Rewind has to offer!
For those who joined us during the open playtest, we invite you to jump back in! We’ve added plenty of new features, like a shady tape dealer offering exclusive movies, new colors and wallpapers to make your shop stand out and the Harvest Festival event to wrap up the demo. We’ve also made numerous improvements based on your amazing feedback (thank you again for all the support!)
Speaking of feedback, the demo is also a great opportunity for you guys to share your thoughts with us over on our Discord or in the Steam discussions! We’re still hard at work on finishing up the game and the more feedback we have now, the better our game will be on release.
Enjoy the demo!
Cheers!
The RR Team

Hey Loners,
JD’s back from the workshop. We’ve rebuilt his entire kit from the ground up to make every reload count. This update refines his rhythm, cuts the noise, and turns him into the precise, tempo-driven powerhouse he was always meant to be.
Alongside JD’s overhaul, you’ll find new SFX, visual polish, and a handful of key fixes to keep the picnic running smoothly.
Jade
Simplified for clarity and performance. Effects are easier to read mid-fight, with less visual clutter and smoother triggers.
Core Galore
- Fully reworked to link Overburden and Jade Cores generation directly to Fast Reloads.
- Your reload rhythm now fuels JD’s entire gameplay loop, feel the reload beat for better curio sinergy.
Tech Master
Now scales from Jade Cores pickups instead of reloads. Encourages smart positioning and tighter map flow instead of double-dipping on reloads.
Overall Kit Adjustments
More reload-based synergy, less random overlap with Devices. JD’s flow is now leaner, more reactive, and more rewarding for mechanical skill.
🗣️ Developer note: JD should now feel like a disciplined tinkerer; every reload is a calculated moment of power, not just a background animation.
Evolutions SFX
Interlocked Chains
Lotus Rhythm
Melted Light
Weather Cycle
Curios SFX
Late Rage
Lightning in a Bottle
Enemy buffs SFX for Burn, Chill, Freeze, and Shock
Improvements
Better decal rendering: fixed gloss, darkness, and incorrect display issues.
New condition icons: Blaze Rotation & Fire Devil
Stats micro-buff drops on Deposits
Completing a Hijinks with no Curio available now grants a minor upgrade.
Shop image and description updated on Discoveries.

Removed the permanent shop ping; it’s now visible via the compass instead.
Fixed Impostor rendering issues on some AMD GPUs.
Lotus Rhythm VFX no longer lingers after despawn.
Charger SFX no longer loops on the level-up screen.
Adjusted enemy teleport distance logic (affecting Willson and Camille).
Fixed Unlocking Skills background not displaying in Loadout.
Burn VFX for Weather Cycle Evolution is not being displayed.
Some sound effects are still undergoing adjustments and polishing.
JD has always been a tricky one to balance. He’s fast, technical, and built around reload timing, but over time, his kit got noisy.
This update strips away that clutter. JD now plays with intent. Every reload matters, every pickup connects to his flow, and his power curve feels steady instead of spiky.
After Ash's update, this is the second step toward making every character’s identity stronger and their builds more distinct.
See you in the Zone,