Game review
Spell Alchemist
6.1 / 10
- Developer
- hermurx
- Publisher
- hermurx
- Released
- 11 May 2026
- Platforms
- [Windows]
- Genre
- Simulation
- Monetisation
- Paid
- Players
- Single-player only
The short version
Spell Alchemist takes the dig-and-craft formula popularised by games like A Game About Digging a Hole and layers an alchemy system on top, and reviewers largely agree the idea works — for as long as it lasts. Most reviews describe a short, three-to-five-hour session that's genuinely fun while it holds together, undercut by cramped inventory and storage limits, a grind-heavy late game, and a digging loop that goes from central mechanic to afterthought the moment automated miners take over. At its low price, most reviewers call that a fair trade; a smaller group found the trade-off wasn't quite worth it.
Biggest strengths
- A fresh spin on the digging-game formula, adding an alchemy and spell-crafting layer that several reviewers say sets it apart from similar titles
- Widely considered fair value for its low price, with most reviewers finishing in three to five hours and feeling satisfied with what they paid
- A relaxing, chill pace that several reviewers specifically praise, alongside music one reviewer called "fire"
Biggest weaknesses
- Persistent complaints about tight inventory and storage limits, requiring frequent trips back to base even with upgrades
- Once automated miners unlock, several reviewers say there's little reason to keep manually digging, thinning out the core loop early
- Some reviewers found resource gathering and potion crafting tedious and grindy, especially late-game recipes requiring large quantities of refined ingredients
Who it's for: Fans of short, cheap digging and resource-crafting games who don't mind rough edges and want something they can finish in an afternoon.
Our recommendation: Worth picking up at its low price if you enjoy digging/crafting games and can tolerate tight inventory management, but temper expectations for length or replay value.
6.1 / 10
Digging for Ore, Crafting for Spells
Spell Alchemist is a short, single-developer game about digging down through procedurally arranged terrain, gathering ore and other resources, and hauling them back to a crafting station to refine into increasingly powerful spells — the eventual goal being a healing spell strong enough to cure a mysterious disease threatening the world above. It sits squarely in the lineage of digging games like A Game About Digging a Hole, but reviewers consistently point to the alchemy and recipe system layered on top as the thing that gives it its own identity, developed and published solo by hermurx.
Reception in a 34-review English-language sample is solidly positive and matches the wider Steam aggregate closely: 26 positive to 8 negative in the sample (76%), against a 72%-positive overall score. That consistency between sample and aggregate makes the sample a reliable guide to what reviewers actually think, and the throughline across it is remarkably consistent regardless of overall verdict — most reviewers, positive or negative, are responding to the exact same handful of strengths and weaknesses.
A Loop That Starts Strong and Thins Out Fast
The digging-and-crafting loop draws real praise early on: reviewers describe finding the combination of resource-gathering, a stamina-limited "mana meter" governing how much digging you can do before needing to recharge, and turning raw materials into spells and equipment as genuinely satisfying. One reviewer called the alchemy addition "a smart move to make the game feel fresher in the genre," and another noted there simply aren't many other alchemist-themed digging games to compare it to.
That said, several reviewers flag the same structural problem: once players unlock automated miners, the incentive to keep manually digging collapses. One reviewer put it plainly — "once you get the auto miner you never touch an ore again" — and another found the same was true of a flight spell once a teleporter became available, since the flight controls made it awkward to clear obstacles compared to just walking or porting through. A couple of reviewers also described the split between digging and crafting as leaning much further toward crafting than the title might suggest, with one estimating the balance at "80% alchemy and 20% digging" — a ratio some enjoyed and others found disappointing if they came in expecting a primarily digging-focused game.
Inventory Limits and Grind Are the Most Repeated Complaints
By far the most consistently cited frustration, across both positive and negative reviews, is how tightly the inventory and storage systems are capped. Multiple reviewers describe carrying only a handful of stackable item slots even at maximum upgrades, forcing frequent return trips to base to offload resources — one reviewer summarised it as spending "a good part of the game... just teleporting to your autominers and back." Several specifically asked for quality-of-life additions like a proper chest system, the ability to drop or manage stacks more efficiently, and larger base inventory capacity from the start.
Layered on top of the inventory friction is a grind some reviewers found excessive for a game this short: refining raw ore into the specific quantities needed for late-game recipes is repeatedly described as tedious, with one reviewer noting some end-game potions require "a heck of a lot" of a single ingredient double-refined into something else first. One negative review reported a more serious issue — the game freezing after roughly an hour of play with no autosave in place, wiping their progress entirely, a rare but clearly frustrating failure mode given how short the game already is.
Several reviewers offered specific, constructive suggestions rather than blanket complaints, which points to real engagement with the game rather than reflexive negativity: requests for a pinnable recipe so players don't have to remember ingredient lists mid-dig, a faster wings spell since one reviewer said it "needs a bit more speed" once the digging depth increases, and better digging-power balance across the upgrade tiers. One reviewer specifically called out the second tier of the dig upgrade as feeling weaker than the tier before it, suggesting the progression curve isn't always tuned consistently as players advance.
Short, Cheap, and Mostly Worth It
Length and price are where the sample converges most clearly. The overwhelming majority of reviewers finished the game in three to five hours, and just as many explicitly weigh that against the roughly NZ$5–8 asking price and come away satisfied — one reviewer called it "a good little game" worth "a few hours of play," while another said the developer "nailed it" for the price even acknowledging the short runtime. A minority disagree strongly enough to recommend against it, with one describing it as feeling "more like a concept demo than a full game" given its lack of replay value, and another citing the small inventory and grindy resource loop as enough to sour the shorter runtime rather than complement it.
Verdict
Spell Alchemist earns credit across its review base for a genuinely likeable hook — digging married to alchemy — and for pricing itself honestly against a short, three-to-five-hour runtime that most reviewers feel matches what they paid. Where it loses ground consistently is in the details: tight inventory and storage limits that reviewers raise again and again, a digging loop that becomes optional once automation kicks in, and a late-game grind that some found more tedious than rewarding, plus at least one report of a progress-destroying freeze. None of that outweighs the positive consensus, but it tempers it — this reads as a charming, well-priced side project with real rough edges rather than a polished must-play.
Pros and cons
Pros
- A fresh spin on the digging-game formula, adding an alchemy and spell-crafting layer that several reviewers say sets it apart from similar titles
- Widely considered fair value for its low price, with most reviewers finishing in three to five hours and feeling satisfied with what they paid
- A relaxing, chill pace that several reviewers specifically praise, alongside music one reviewer called "fire"
- A crafting system reviewers describe as intuitive without being overly complex, approachable even for players new to sandbox crafting
Cons
- Persistent complaints about tight inventory and storage limits, requiring frequent trips back to base even with upgrades
- Once automated miners unlock, several reviewers say there's little reason to keep manually digging, thinning out the core loop early
- Some reviewers found resource gathering and potion crafting tedious and grindy, especially late-game recipes requiring large quantities of refined ingredients
- Very short with limited replay value, a dealbreaker for a handful of reviewers even at the low price
- One reviewer reported the game freezing after about an hour with no autosave, losing their progress entirely
Screenshots
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Combat and spellcasting underground, where the mana meter doubles as the resource limiting how much digging a player can do before recharginghermurx -
The cauldron where gathered ore and resources get refined into spells, the crafting hook reviewers say sets the game apart from similar digging titleshermurx -
A buried chest find, part of the digging loop reviewers say thins out fast once automated miners take overhermurx -
How the review scores each part of the gameWanderer Editorial -
The short versionWanderer Editorial