Game review
Ways of Alchemy
6.5 / 10
- Developer
- RocketBrush Games
- Publisher
- RocketBrush Games, Gamersky Games
- Released
- 22 August 2025
- Platforms
- Windows
- Genre
- Simulation
- Monetisation
- One-time purchase, no DLC or in-app purchases.
- Players
- Single-player only
The short version
Ways of Alchemy casts players as a medieval alchemist brewing potions from card-based ingredient combinations, hiring adventurers, and building a business while evading the Inquisition — a card-driven crafting-and-narrative sim that wears its Cultist Simulator inspiration openly. Steam's aggregate reads Mostly Positive at 79% of 122 English-language reviews, and this review read all 26 negative reviews plus a sample of the positive side.
Almost every review in this sample, positive or negative, references Cultist Simulator or Book of Hours directly, and the comparison mostly lands in the game's favour — even critical reviewers call it "a GREAT ONE. Perfect if CS was not enough." What holds the aggregate back is a specific, repeated structural complaint: the game is genuinely engaging for the first five to ten hours, then a lack of meaningful automation turns later play into repetitive manual grinding for the same scarce ingredients. A smaller but real cluster of reviewers report save corruption specifically. This review checked the developer's own public update history and found something unusual for this library: near-weekly hotfixes and content updates continuing from the game's September 2025 launch through at least January 2026, including a public "Looking Ahead" roadmap post — active support well beyond what most games in this price range receive.
Biggest strengths
- A genuinely well-regarded entry in the Cultist Simulator-inspired card-crafting genre, praised even by critical reviewers for its theming, card art detail, and an integrated grimoire system that tracks recipes without needing an external wiki
- Unusually active, well-documented developer support: this review's check of the public update history found near-weekly hotfixes and content updates from launch through at least January 2026, including a public roadmap post outlining upcoming features
- A more forgiving, less punishing pace than its main genre comparison point, according to multiple reviewers who've played both
Biggest weaknesses
- The single most repeated structural complaint across the negative-review sample: the game is genuinely engaging for the first five to ten hours, then automation options prove too limited to meaningfully offset a shift into repetitive manual ingredient-gathering and crafting
- A real, if smaller, cluster of reviewers report save corruption or lost progress specifically, including one 186-hour reviewer and another who reports the bug recurring after the developer's own fix
- Multiple reviewers flag a specific balance problem: money and key ingredients are bottlenecked together, making early progress feel blocked rather than merely slow
Who it's for: Fans of Cultist Simulator, Book of Hours, or Stacklands who want a cosier, more forgiving entry in the card-driven crafting-sim genre, and who are comfortable with real mid-game grind and a chance of hitting a save bug.
Our recommendation: A good buy for genre fans, especially given how actively the developer has kept patching since launch — go in expecting the well-reported slowdown after the opening hours, and keep manual save backups given the reported corruption issues.
6.5 / 10
Introduction
Ways of Alchemy casts players as a medieval alchemist: brew potions from card-based ingredient combinations, hire adventurers, discover recipes, and grow a shack into an alchemical empire, all while staying ahead of the Inquisition. Developed by RocketBrush Games and published alongside Gamersky Games, it launched on Steam on 22 August 2025 at NZ$26.29. Roughly a year on, its 122 English-language reviews sit at 79% positive, Mostly Positive. This review read all 26 negative reviews in that sample alongside a range of the positive side.
A genre comparison that mostly favours the game
Nearly every review in this sample, on either side of the aggregate, brings up the same reference point unprompted: Cultist Simulator, and its spiritual successor Book of Hours. That comparison mostly works in Ways of Alchemy's favour. "Pretty much a Copy & Paste of Cultist Simulator, but a GREAT ONE. Perfect if CS was not enough," reads one positive review. Even reviewers who don't recommend the game concede real quality: "I want to love this game, it scratches the Cultist Simulator style of game very well," reads one detailed negative review before detailing its specific problems. The card art draws particular praise — "way more detail than most people would ever notice without zooming in to admire it," one reviewer wrote — and the built-in grimoire, which tracks discovered recipes without needing an external wiki, is specifically called out as a genuine quality-of-life improvement over its genre inspirations.
Where the mid-game slows down
The negative-review sample converges tightly on a specific structural problem rather than scattered individual complaints: the opening hours work, and then the game's lack of meaningful automation becomes a real burden. "Enjoyable for the first 7-10 hours and then the slog starts to set in," one reviewer wrote. "There are so many ingredients that are a pain to acquire and progress very rarely give you anything interesting." Another, more pointed: "There is ZERO automation, you slowly clicking things to make a coagulation potion? thats basically exactly what you will still be doing 10 hours into t[he game]." A separate, recurring complaint ties directly into that grind: money and key crafting ingredients are bottlenecked together, so several reviewers report struggling to progress at all in the early-to-mid game, not merely finding it slow.
A smaller but real cluster of reviewers report something more serious than pacing: save corruption. One reviewer with 186 hours invested reports running into it directly; another writes plainly "Saves are broken... after many hours i got the bug again" in a review edited after the developer's own fix apparently didn't fully resolve it. UI friction compounds these issues for some — one reviewer reports right-click serving double duty for both placing cards and closing windows, risking an accidental loss of an in-progress card layout on a misclick.
An unusually active developer
What sets this review's overall assessment apart from many other small-scope indie titles in this library is what this review found checking RocketBrush Games' own public update history. Rather than the silence or single post-launch patch common elsewhere in this campaign, the record shows near-weekly activity: a November 2025 quality-of-life and stability update, a December 2025 content update adding cooking and new mechanics, a public "Looking Ahead" roadmap post previewing what's coming, and a run of hotfixes continuing into January 2026 — five months of sustained, documented support after launch. That same update history confirms the "Yule Spirits" holiday event some newer players found frustrating and confusing is real, intentional seasonal content rather than a bug, introduced in a dedicated December 2025 "Winter Treats & Yule Spirits" update. Steam's own achievement data backs up a game with real staying power for engaged players: completion declines gradually from 95.7% for the easiest goal down to single digits for the hardest, a steadier curve than the steep early cliffs seen in more thinly-supported titles.
Verdict
Ways of Alchemy earns real, specific respect from fans of its genre inspiration, with detailed card art and a genuinely clever grimoire system standing out even among its critics. The consistent complaint — a real slowdown into repetitive grinding once the opening hours pass, alongside a smaller but real save-corruption risk — is worth taking seriously before buying. But this review's check of the developer's own public record found unusually active, ongoing support months past launch, a real point in the game's favour that should ease concerns about whether its rough edges will ever get addressed.
Pros and cons
Pros
- A genuinely well-regarded entry in the Cultist Simulator-inspired card-crafting genre, praised even by critical reviewers for its theming, card art detail, and an integrated grimoire system that tracks recipes without needing an external wiki
- Unusually active, well-documented developer support: this review's check of the public update history found near-weekly hotfixes and content updates from launch through at least January 2026, including a public roadmap post outlining upcoming features
- A more forgiving, less punishing pace than its main genre comparison point, according to multiple reviewers who've played both
- Real replay incentive from Steam's own achievement spread, which shows steady, gradual completion decline rather than a steep early cliff, consistent with a game that rewards continued engagement
Cons
- The single most repeated structural complaint across the negative-review sample: the game is genuinely engaging for the first five to ten hours, then automation options prove too limited to meaningfully offset a shift into repetitive manual ingredient-gathering and crafting
- A real, if smaller, cluster of reviewers report save corruption or lost progress specifically, including one 186-hour reviewer and another who reports the bug recurring after the developer's own fix
- Multiple reviewers flag a specific balance problem: money and key ingredients are bottlenecked together, making early progress feel blocked rather than merely slow
- UI complaints recur: card clutter with no easy way to search or organise, and at least one reviewer reports right-click both placing cards and closing windows, risking accidental card loss on a misclick
- A seasonal "Yule Spirits" holiday event drew specific frustration from newer players who encountered it before understanding its counter-mechanic, though this review confirmed via the developer's own patch notes that it's real, intentional holiday content rather than a bug