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Alquiem

Alquiem

by Regalia Project

★ 88%
Price Free
Avg Players 0
Reviews 128
Released Oct 31, 2025
AdventureCRPGCasualDungeon Crawler
Offline progress
View on Steam ↗

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Alquiem blends oldschool RPG progression with idle mechanics, letting you build characters across multiple classes and talent trees while grinding for strength offline. It's a free-to-play medieval adventure where you can unlock premium content through extended play, appealing to players who enjoy relaxed, long-term progression and experimenting with different character builds.

About this game

Players, last 66 days

Peak 4 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▲ Recommended 43 hrs
A really good and free oldschool rpg. The progression is good and even without spending a cent, you can grind your way to the contents that is not free.
I think this game would rly skyrocket in popularity if it had an english translation.
2 found helpful Steam ↗
▲ Recommended 10 hrs
Alquiem is the kind of project that feels shaped more by passion than by convention, blending several familiar systems into something that doesn’t neatly sit in a single genre. Developed and published by Regalia Project, it draws heavily from classic RPG sensibilities while layering in idle mechanics and long-term progression systems that reflect more modern design trends. The result is a game that doesn’t aim for immediate polish or accessibility, but instead invites players into a slower, more deliberate experience built around experimentation and gradual mastery.

The foundation of the game lies in its character-building systems, which offer a surprising amount of flexibility for a project of its scale. Players are not confined to rigid class identities; instead, they can shape their character through a wide array of talents and abilities that allow for hybrid builds and evolving playstyles. Whether leaning into summoning mechanics, sustained damage, or resource-based strategies, the system encourages curiosity and rewards those who are willing to test different combinations. This openness gives the progression a sense of ownership, as each build feels like a personal creation rather than a predefined path.

Combat operates in an interesting middle ground between automation and player control. Basic actions play out on their own, creating a steady flow that keeps encounters moving, but key abilities require manual activation, giving players moments where timing and decision-making still matter. This hybrid approach creates a rhythm that feels neither fully idle nor fully active. It allows the game to maintain engagement without demanding constant attention, making it particularly well-suited for extended sessions where players can shift between passive observation and active involvement.

Exploration and combat are tied together through a dungeon-based structure that steadily introduces tougher enemies and more demanding encounters. As players push deeper, they encounter elite foes and increasingly complex challenges that test the effectiveness of their builds. The inclusion of endless-style modes adds another layer of longevity, encouraging optimization and long-term planning rather than short bursts of progress. It’s in these later stages that the game’s systems begin to interlock more meaningfully, turning what initially feels simple into something with more strategic weight.

Beyond combat, Alquiem expands its progression loop with a range of supporting systems that deepen the experience. Gathering and crafting play a significant role, allowing players to collect resources and transform them into useful gear or enhancements. These mechanics feed directly back into character progression, creating a satisfying cycle where time invested in non-combat activities still contributes to overall strength. The addition of a persistent hub or settlement system further reinforces this sense of continuity, offering upgrades that carry across runs and provide a steady sense of advancement even when individual attempts fall short.

One of the defining aspects of the game is its respect for the player’s time. Progress continues even when you’re not actively playing, making it easy to step away and return later without feeling left behind. This idle integration is handled in a way that complements the rest of the design rather than replacing it, ensuring that active play still feels meaningful while passive gains help smooth out the pacing. It’s a balance that gives the game a relaxed, almost routine-friendly quality, particularly for players who prefer long-term progression over constant engagement.

At the same time, the game’s independent development is evident in its rough edges. The interface, while functional, can feel basic and occasionally unintuitive, and some systems lack the clarity or refinement that would make them easier to grasp. There’s also a noticeable lack of broader accessibility features, which may limit its appeal to a wider audience. These issues don’t necessarily break the experience, but they do require a degree of patience, especially during the early hours when the game is still revealing how its systems connect.

Despite these shortcomings, there’s a strong sense of identity running through Alquiem. It doesn’t try to compete with larger, more polished RPGs, nor does it fully commit to being a pure idle game. Instead, it occupies a space in between, offering a layered experience that rewards both active engagement and passive progression. Its appeal lies in its willingness to let players find their own pace, whether that means diving deep into build optimization or simply letting the game run in the background while progress accumulates.

In the end, Alquiem is a thoughtful and ambitious hybrid that succeeds more through its systems and flexibility than through presentation. It asks for patience and a bit of experimentation, but in return it offers a steady, rewarding sense of growth that can be surprisingly compelling over time. It’s not without flaws, but for players who enjoy crafting their own path and watching it evolve gradually, it provides a uniquely satisfying experience.

Rating: 8/10
1 found helpful Steam ↗
▲ Recommended 79 hrs
J’ai vraiment bien aimé ce jeu. C’est un idle game super relax, bien meilleur qu’il n’en a l’air au premier coup d’œil.
Si tu aimes voir ta progression évoluer petit à petit, tester différents builds et regarder les chiffres grimper pendant que tu fais autre chose, c’est exactement ton style de jeu.

Il m’a fallu environ une cinquantaine d’heures pour tout compléter, et honnêtement, j’ai passé un bon moment du début à la fin.
Il y a plusieurs builds possibles pour les personnages (certains bien plus puissants que d’autres), et c’est toujours satisfaisant de trouver la bonne combinaison qui fait tout exploser.

La progression est fluide et bien pensée, même si le rythme ralentit un peu sur la fin. J’espère vraiment qu’ils vont rajouter du contenu, parce que le jeu a une excellente base et mérite d’être développé davantage.

C’est tout à fait jouable en Free to Play, mais il faut s’attendre à un peu plus de grind. Rien d’excessif, juste un peu plus de patience.

Si tu as grandi avec les jeux Flash ou que tu aimes les jeux au look rétro avec une ambiance tranquille, Alquiem vaut clairement le détour.
C’est gratuit, c’est détendant, et ça a juste assez de profondeur pour te garder accroché pendant des dizaines d’heures.

Je recommande sans hésiter à tous les amateurs de jeux idle ou rétro.
1 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

English translation now available in BETA

14 days ago
After three months of work, the English translation is finally complete and available in beta ✅Access the beta in the game's Steam properties, using the code helix4821999Join the official discord server https://discord.gg/nHgv8bVzXKYour mission will be to track down any missing or incomplete translations and, if possible, suggest better translations where needed. I know there are still a few translations to be done in Pandemonium for affixes or dodge and interrupt text.There are two main elements to distinguish: images and text. The text can be changed with a single click. Images, however, are only downloaded if your Steam client is set to English. If you still see images in French, that is the reason. Thanks to this system, the game's file size is the same for everyone, saving approximately 300 MB of spaceOver 700 images were translated by hand in Photoshop, and more than 3,000 text elements via dedicated plugins—bearing in mind that RPG Maker isn't really designed for thisI am currently rebuilding the English store page from scratch, wait and see ːpraisesunːOnce everything has been thoroughly tested thanks to your valuable feedback, I will prepare for Alquiem's release. It involves more than just a simple update: I need to translate all the game guides and trailers, as well as create a brand-new promotional campaign for the occasion—a process that will take several months. On top of that, I have to factor in the release of WoW Forever 😂 and the fact that I am moving house. I therefore estimate the launch will take place in early 2027.

The Autumn Sale is here 🍁

25 days ago
If you want to treat yourself in Alquiem, it's now or never:Take advantage of this until October 8th!ːyubiː 50% off the Eridian Artifact ːDoomBoltː (Infinite Gems via farming)ːyubiː 30% off the Emblem of Chaos ːriftfireː (8000 Gems)ːyubiː 25% off all other MTX ːstGoldenPigːPS: I'm still working on the English translation + YouTube, of course + Warplague/Gladium + I'm moving soon, so things are hectic, but we'll get there! Two and a half months of work already done; we're nearing the finish line ːsteamthumbsupː

Update 2.1

68 days ago
English-speaking and international friends : Im still working hard on the full english translation for 2.5 release ːsteamthumbsupːAs expected, it will take about four months of full-time work—and even that is hard to estimate, given how much there is to do. I’ve already handled the most tedious part: translating all the image files, which requires recreating every single one in Photoshop. Here are a few examples.Petite mise à jour corrective avec en bonus des nouveautés pour le mode Guerre des Royaumes ːimperialcrossːNouvelle Héroine de Guerre : Guenièvreːyubiː Grace à ses talents défensifs uniques comme "Trône d'Or de Camelot" elle est le premier héros du jeu a influer votre personnage (le seigneur) dans ses combats en donjon. Elle peut aussi générer une grande quantité d'or facilement au cours de chaque guerre.Nouvelle Relique Martiale : Couronne Empyréenneːyubiː Cet artefact ancien améliore les coeurs max du héros équipé et créer une nouvelle façon passive de farmer les gemmes radieuses gratuitement. Relique qui combote parfaitement avec la Reine Guenièvre.Correctifs DiversCorrection d'un bug rare qui n'occtroyait pas l'arme lors d'un perfectionnageLe passif rituel occulte du Nécromancien se déclenchait sans avoir mis un point de talent pourMonstre voleur bien ajouté au pool du bastion des pariasÉquipement héritage Regard d'Hasmodia réelle condition niveau de personnage 10 (avant 7 par erreur)Lors de la création d'un nouveau monde (nouvelle save) la forge chekait encore vos anciens craft, désormais synchronisé avec la saveHeader Texte clarifié du perfectionnage dans la forgeMasquage des talents non débloqués des héros de guerre Expérimental ːretreatːJe vais déployer le fruit de mes expériences en hardcoding (sur des mois de taff) de l'engine pour que le jeu ne freeze plus en cas d'unfocus de la fenetre, de mon côté ça marche bien mais cela pourrait causer des problèmes importants selon les système d'exploitation de chacun et tout un tas d'effet boule de neige, do...

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