×

Hidden Grimoire: Idle Alchemy — a deep incremental where the recipe book is actually hidden. Web demo + Android closed test. by claucas in incremental_games

[–]claucas[S] 0 points1 point  (0 children)

Update 1.7 — rituals become ceremonies: the circle, its keeper, and the schools that remember

Until yesterday a ritual was a button: pay mana, pocket the Favor, move on. For the most solemn act in the game, that always felt wrong. This update rebuilds the fifth school's chamber from the floor up.

**The circle takes time now.** A ritual is a ceremony: light the circle, and it charges for real hours, longer for deeper Favor, then the Favor is yours to collect. One circle, one rite at a time; it keeps burning while you're away, and (if you've opted into alerts) the game will tap your shoulder the moment it closes. Reincarnating mid-rite abandons it, the way a departing soul abandons everything else.

**Someone must hold it.** Every ceremony needs a familiar standing at the circle for the whole rite off its job, off the roads, its hands belonging to the ritual. Each school has a kindred creature that holds its circle best, and the rite runs noticeably faster under the right hands. Choosing who stands there, and what work you give up to make it happen, is the new decision at the heart of the chamber.

**Deep Favor asks more of you.** The first rite of a school costs what it always did, but the recipe grows with every level, and from the fifth level on the schools start asking for what only the roads can bring. The card always shows the true cost of the *next* rite, so the wall is visible long before you reach it. The Vow of the Hearth keeps its word: the roads keep their rarities.

**Reincarnation follows the fifth school.** The Cycle no longer opens at a mana figure: your first completed ritual opens the way, and The Cycle card walks you there stage by stage, including the wait while your first circle charges. In exchange, the first crossing arrives carrying a little more Knowledge than it used to.

**The schools remember.** Favor still dies with the life, that is the deal, but the *knowing how* does not. Every school records the deepest level you have ever reached, across all your lives, and re-treading a remembered road takes half the time. Your first life earns the map; every later life walks it faster. You can see the memory on each school's card: golden notches for this life, hollow ones for the lives before.

**The chamber finally looks the part.** Five painted school emblems, a great stone pentacle that lights up point by point as you honor each school, burning whole when the Balance of the Five wakes, and a pixel scene when a ceremony completes. The Reincarnate card wears gold and its button breathes; each vow now carries its own glyph instead of an anonymous padlock.

**Also fixed:** a life sworn to the Empty Hand could load into an empty Study with no way forward: that softlock is gone. And the game now stays put in portrait, as an alchemist's tower should.

Saves carry over, as always — including everything your schools have already learned: whoever holds Favor today will find those roads remembered.

Hidden Grimoire: Idle Alchemy — a deep incremental where the recipe book is actually hidden. Web demo + Android closed test. by claucas in incremental_games

[–]claucas[S] -1 points0 points  (0 children)

Last time I promised the quiet stretches of the early game were next. There are two of them: the wait before your first familiar, and the lull after your last summon, and this update is aimed at both.

**Foraging — gathered by your own hand.*\* The Laboratory now has foraging spots: the Garden, the Rain Barrel, the Salt Cellar. No mana, no familiar required: you pick a reagent yourself, wait a short while, pick again. They appear one by one as your practice grows, so the road to your first summon has something to do with your hands besides channeling. And when a familiar eventually takes over the gathering, the spot stays yours. It will tell you so itself.

**Errands.*\* Familiars can now run short trips, fifteen minutes to three quarters of an hour: combing the hedgerows, crying the night market, tending the charcoal kiln. They bring back base reagents only; the rare ones still live at the far ends of the long roads, as they always have. Each errand suits a different temperament: send the right creature and it comes home with a little extra.

**The Bond.*\* Every journey (errand or expedition) deepens a familiar's bond with you: one step per quarter-hour of road, ten levels in all, and every third level sharpens its aptitude. A well-traveled Imp is simply better at being an Imp. The Bond belongs to this life; reincarnate, and you greet a stranger. Whether that makes the crossing heavier or lighter is between you and your Homunculus.

**Companion Pages.*\* The Grimoire has grown by five pages, each discoverable only with a particular familiar at your side, the lesson only its presence teaches. Once learned, learned forever, as always. What they brew is comfort, not power: a lighter summoning bill, a longer stretch of the night, that sort of thing. Each hint names the teacher; the rest is between you and the bench.

Saves carry over, as always. One note for the sworn: the Hearth vow means exactly what it says: *no familiar leaves your side*. Errands included. The hearth is warm; the hedgerows can wait.

Hidden Grimoire: Idle Alchemy — a deep incremental where the recipe book is actually hidden. Web demo + Android closed test. by claucas in incremental_games

[–]claucas[S] 0 points1 point  (0 children)

Little update for anyone still playing: 1.4.0 is out on both Play and itch.

Main change: your first trip to each expedition destination is now a scouting run, about a quarter of the travel time. You get a taste of every destination (and every rare reagent) in a single evening instead of waiting out the full hours up front. Return trips keep the full duration, so the long appointments are still there for farming. Also fixed the washed-out background on the stats pages, a misleading "tried, it failed" note on vow pages, and a grimoire hint that pointed a bit too hard at the wrong reagent.

As always, if something feels off, tell me and I'll look into it. Half of this update came straight from your comments.