Interview with Red Mountain Games on Upcoming Deckbuilder AlcheMice

Say the words roguelike deckbuilder and you have my attention. Yes, I’m a sucker for them. I’ll spend way too many hours with one game, which many who play deckbuilders will do. Find a nice combination of builds, considering a meta, trying to break the meta, and the cycle continues. Eventually you look for a new spin, a new meta, or a new game to enjoy. Red Mountain Games is looking to be that next game to itch the scritch.

Having caught my eye and interest, it’s a game I’ve been following in development. Luckily for me, they were also open to talking more about AlcheMice. Read below as I ask about their inspiration, style, and the historical research that went into AlcheMice.

AlcheMice is your upcoming roguelike game, and it seems so different than your previous game, The Crown of Wu. What made you want to move towards such a different style of game?

JL, Art Director: It all comes from playing (a bit too much) Slay the Spire. A few years ago, it became Red Mountain’s Creative Director, JC’s favorite game, and after playing it, he realized that this type of game had significant potential. Roguelikes can be developed relatively easily with a small team and very limited resources (as was the case with our team), they offer great replayability and almost endless fun. 

JC, Creative Director: We knew that our strongest point was the art style our Art Director, Jose Leandro Antequera, had given to our studio’s brand, our passion for books, studying mysterious cults, and learning more about alchemy had to be put to use for the next project. By bringing all these elements together, we developed the formula for creating first Hermética, and then AlcheMice.

I have to know, what came first? The play on the word alchemist or knowing that you wanted to have a mouse as your main character? I love the play on the word so I’m very curious what came first. 

JC, Creative Director: First came the world of the alchemist. We knew (and still know) that we wanted to make games about alchemy since it has incredible potential to captivate people and evoke archetypal images, symbols, and artistically compelling content. 

Then the mouse came. Including a mouse as the main character was one of the first choices. We wanted to build a charismatic character capable of connecting with all kinds of audiences. Since it was connected to alchemy and esoteric knowledge, we always kept the idea of a mouse in mind (like a bookworm or a lab rat). We also knew that mice are shunned because they spread disease, and yet our mouse wants to free the city of Gran-Adah (Granada, 15th century) and his family from a plague by creating the Philosopher’s Stone. But everyone around him will oppose him because nobody likes mice. 

For us, the name came along and fit like a glove.

I’m really enjoying the art on the cards. (Image Credit: Steam)

Are there any deckbuilders you took inspiration from when creating AlcheMice? And what was something you knew you needed to have to make it stand out from other deckbuilders?

JC, Creative Director: Slay the Spire was a big inspiration for us, but other games like Monster Train, Inscription, or Loop Hero played a big role in AlcheMice’s start. What sets this game apart is its use of tactical gameplay mechanics involving movement and the practice of alchemy to enhance your card deck in an infinite number of ways.

The Philosopher’s Stone is something that shows up in media from time to time. What made you and the team want to include it as the final goal?

JC, Creative Director: For the alchemists of old, the philosopher’s stone was the “Panacea Universalis”, a cure for all diseases and a source of eternal life for whoever consumed it. In the game’s narrative, it represents the solution to all the protagonist’s problems, whose main conflict is the plague ravaging the city and the dwindling time he has to save all his fellow citizens and his family.  

Let’s just say it was a perfect fit. So, Tycoh, the protagonist, needs to obtain the recipe book of the legendary alchemist AlJabeer, who is buried in the Alhambra (along with his possessions, such as the aforementioned book), and, using those notes, proceed to craft the Philosopher’s Stone and thus be able to rescue Granada and his family from the clutches of the plague that is ravaging them

In the description you mention exploring the mystical side of 15th-century Granada. What was that research like? What made Granada the place you wanted to set AlcheMice in?

JL, Art Director: We spent months researching which cultural centers in southern Europe were the most important between the 12th and 15th centuries. Both Toledo and Granada were cultural melting pots, considered hubs of learning and the exchange of knowledge. In both cities, interest in alchemy was growing since it was considered at the time to be a kind of science, although alchemists referred to themselves as Natural Philosophers. 

Our first deckbuilder, Hermética, was set in the city of Toledo, and we learned how to bring aspects of our culture into our work, allowing us to create a unique medieval adventure. In the case of AlcheMice, we moved to Granada because we wanted to create a more colorful world, aided by the presence of Arab culture in those centuries. This offered us vibrant colors, intricate patterns, and a distinctive architecture like the Alhambra, which would transport the player into a unique adventure with nuances from our own culture 

To document the alchemical processes, we have spent three years compiling information from ancient treatises to practical alchemy manuals, and all other valuable information on the subject.

Every game needs a shop of sorts right? (Image Credit: Steam)

What’s one of your favorite aspects of the gameplay loop?

JC, Creative Director: I love the challenge of completing “the mission” before the end of the third day. I love dealing with time pressure and managing resources. I especially like the Benefit/Handicap build, which is one of the hardest, since you don’t have the advantage of extra energy or dealing more damage, but it usually yields better cards as loot, which are more fun.

JL, Art Director: For some team members, it’s going to buy outfits and cards from the witch haha. But in my case, I’m more of a laboratory person. Finding new recipes, or memorizing the ones you’ve already made for future runs, finding new ingredients and brewing vials that allow you to build a super strong deck. Getting to know the cards and discovering the best vial combinations for your deck is an awesome feeling! 

Alex, Programmer: My favorite part is definitely the sheer number of strategic possibilities offered by combinations of cards, items, and gear. You can play a match and build a very solid deck with exactly the cards you need, upgrading them and making them stronger. On the other hand, you can play a run entirely by chance and let luck decide whether you emerge victorious. I think we have combinations for every type of player, and that’s something we’re very proud of.

Maria, Social Media Manager: My teammates have said it all, but I love the “endlessness” of AlcheMice. You can never run tired of it since you can choose your path. 

Take the grapes to the mortar and see what comes next. (Image Credit: Steam)

Creating recipes doesn’t seem like an easy task. What was the creation of these recipes like to define them for players? 

JC, Creative Director: The practice of alchemy was made up of closed-off procedures that were quite complicated to follow. We’ve tried to simplify the processes so we could incorporate certain procedures into the gameplay. 

We mapped out what the standard operating procedures would be and broke them down into simple steps using the equipment found in the workshop: the athanor, mortar, retort, flasks, fermentation vessels, etc. Each resource must be processed in one of the devices, and the result must then be transferred to a new one. The recipes guide you, and that way you achieve the desired result promised by the recipe itself. But you can experiment on your own as you learn how to process the resources. As you progress, you can begin to practice free alchemy, mixing more than one resource in the devices to obtain more complex and elaborate products.

The tarot cards created for the game are all quite beautiful. What was it like creating so many cards for the game? Does the team have a favorite? 

JL, Art Director: To be honest, it’s a really fun process. Since tarot consists of archetypal figures, it allows us to avoid being too literal with the card’s gameplay function and gives free rein to the artistic process and the interpretation of symbols, not just from tarot, but from alchemy as well. This lets us create unique and fun cards, both in terms of art and gameplay. 

JC, Creative Director: For JL, Art Director, one of the most fun cards might be the Pigeon Shower. With a little bit of luck, you just might get it! 

What benefits will you choose in AlcheMice? (Image Credit: Steam)

We know the game is still about a year out from release, but hopefully a demo soon. In the meantime, what are some pieces you’re really excited for players to explore? 

JC, Creative Director: We’ve got a bunch of new characters lined up, with incredible mechanics, and the first Level 2 dungeons, which are absolutely fantastic! Including some very, very interesting environmental mechanics. We can’t wait for the playtesters to give them a try and see what happens!

JL, Art Director: Artistically, I think one of the parts players will enjoy the most is the final map, which will be a reconstruction of certain parts of the Alhambra. For now, that’s all I can tell! 

Maria, Social Media Manager: It’s so hard to say only one thing, I’m excited to read everyone’s reactions while enjoying AlcheMice! I can’t wait for the joy that one dev feels when players are having fun and discovering all the secrets hidden in the game. But, if I had to say one, I’d totally point out something secret you’ll be able to do with alchemy!

Alex, Programmer: I can’t decide between two things: the new cards and unique items we’re developing, which make builds so much more interesting; and playing Alchemice with a controller, especially on the Steam Deck, is super addictive!

(Editors Note: Love to see when a game is already thinking about Steam Deck. Deckbuilders on hand helds are literally the stuff of dreams. At least they are if you’re me. Guess we can expect to see Steam deck verification on this one.)

Is there anything else you want future players to know about AlcheMice?

JC, Creative Director: We are going to do everything we can to deliver a unique experience that players will enjoy as much as we enjoy creating it. We also want to thank everyone for their support, since it is super important for us during these remaining months of development! 


A huge thank you to Red Mountain Games for taking the time to answer my questions. Citing inspiration from Monster Train and Slay the Spire, AlcheMice is definitely one I’m watching closely. You can follow along too by checking their progress on Twitter to see updates. If AlcheMice is something up your alley you can also wishlist it today on Steam.

Let us know if this is one you’ll be following closely in the comments below. Want to chat with us in real time? Join the Gamer Social Club discord for game nights, news, and more!

Stephanie "Candyxbomb" Richards

Stephanie, aka Candy, is a Puerto Rican variety streamer, charity fundraiser, catmom, anime fan, and gamer. She's been gaming since the early 90s and quickly began a love affair with JRPGs when she stumbled on Final Fantasy VII for the first time. Her favorite genres include RPG/JRPGs, tactical games, visual novels, and murder mysteries. Find her @candyxbomb on X.

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Interview with Red Mountain Games on Upcoming Deckbuilder AlcheMice

Stephanie "Candyxbomb" Richards

Stephanie, aka Candy, is a Puerto Rican variety streamer, charity fundraiser, catmom, anime fan, and gamer. She's been gaming since the early 90s and quickly began a love affair with JRPGs when she stumbled on Final Fantasy VII for the first time. Her favorite genres include RPG/JRPGs, tactical games, visual novels, and murder mysteries. Find her @candyxbomb on X.

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