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Allumeria

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Allumeria

Infinimelon · Published by Infinimelon · Official site ↗

Very Positive — 93% positive (599 reviews) · 24 achievements

Last updated 6 Oct 2026

A classic voxel sandbox combined with in-depth progression through exploration, dungeon crawling and boss battles. Spend every minute discovering new weapons, abilities, resources, enemies, structures, mechanics and tools. With a strong focus on discovery, variety and creativity, the world is yours.

Early AccessOFLC pgCo-opFull Controller Support
-20%

£7.19

£8.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

£7.19£8.99

Price history

4 Sept 2026Lowest: £7.19 · Highest: £7.196 Oct 2026

Adventure, Early Access · 2026 · More £5 - £15 games

Embark on a journey of exploration and progression in Allumeria, an adventure sandbox that invites you to uncover new weapons, abilities, and structures. Dive into a realm where every corner hides surprises and challenges await in the hands of Infinimelon's early access release.

About this game

Allumeria takes a classic voxel sandbox and combines it with in-depth progression through exploration, dungeon crawling and boss battles. You will constantly be discovering new weapons, abilities, resources, enemies, structures, mechanics and tools. The game has a strong focus on discovery and creative freedom.

Advanced Building Tools

Allumeria provides advanced building tools not present in other games. You can change the shape of any block on the fly. Want glass stairs? Want a dirt fence? You can do it! Allumeria has a full RGB light engine. Create dimly lit cozy cabins, or bright neon cities. Monsters only spawn on natural blocks, so you are free to experiment with dark and light! The Paint Roller allows you to paint ANY block in the game, with no limitations. Want to use bricks, but grey isn't your style? Just paint them blue! Multiple palettes are available, from colourful, to earthy, to pastel.

Depth, not Breadth

Allumeria focuses on providing an in-depth experience for every biome. Your story starts in the forest biome, and you will travel to other biomes in a quest to become more powerful. Each biome has brand new resources, enemies, mechanics, dungeons and bosses, top to bottom. A single biome represents an entire new chapter of your story, not just a new grass colour.

Combat and Variety

Allumeria has a simple but diverse combat system. As you progress, more abilities and weapons open up. Start with simple swords and crossbows, then expand your arsenal with explosive bombs, shock arrows, fart guns, snowball cannons, boomerangs, shuriken launchers, frying pans, baguettes, and a myriad of other wacky items. You will uncover equippable trinkets that expand your movement abilities, allowing you to sprint, granting regeneration, gliding, flying, jumping and climbing.

Early Access

Allumeria is an Early Access game. This means the game is going to continue being updated with new content and fixes to improve it even more, with community feedback in mind. The game has already been shaped by many peoples ideas, suggestions and bug reports, and it will continue to improve with your help. The game is already packed full of content, but there is so, so much room to grow.

System Requirements

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Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: 5th Gen Intel i3 or Equivalent
  • Memory: 6 GB RAM
  • Graphics: Intel HD Graphics 5500 or Later
  • Storage: 1 GB available space
  • Additional Notes: Requires at least 2GB of VRAM. Requires OpenGL 3.3 minimum.

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 / 11
  • Processor: 10th Gen Intel i5 or Equivalent
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 1650 or Equivalent
  • Storage: 1 GB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    September Progress Update

    Hey everyone! It's been almost a month since Allumeria has hit Early Access now. You may have noticed that the past 2 weeks I have stopped putting out bugfix updates, and the reason why is that I am currently working on a new content update!Towards the end of the last post I made I discussed working on some side systems and trying to have some fun with it. The two systems I ended up picking to add/improve were weather and fishing. WeatherWeather is something I wanted to add very early on but was also one of the first things on the chopping block when I wanted to cut scope down. This first iteration of the weather system will likely be very simple with minimal gameplay impact, although I would really like to add a lot of depth and complexity to it over time. The way it's currently implemented allows for individual biomes to override or control their own weather conditions, and is very modular. New weather types can easily be added by mods or myself and custom biomes can choose what weather they will have. Registering Global WeatherRegistering Local WeatherThe weather system itself is quite modular and its behaviour and the effects it has on the player can easily be overridden. As an example, acid rain that damages the player would be possible, or extreme wind that pushes you. (Not saying these will happen, just that these are possibilities within the system)The things I have left to work on are:Saving the weather state to the save fileSyncing weather state in multiplayerMuffling rain sound when indoorsThunder stormsI originally wanted to add some unique content to this system, such as new monsters and items related to rain, storms etc, but I want to prioritize update frequency in these early days so that you don't feel like I've left you hanging. So for now, it's likely going to be visual + audio only, but the door is wide open for hooking into this system and adding new things down the line.FishingThe current fishing system in Allumeria was made in a single week, so...
    Read full article on Community Announcements (Unomelon)
  • Patch NotesOfficial

    0.15.14 - Collision Fix

    Bandaid fix for the issue where you clip through blocks rarely. Technical explanation: it occurs when you are in a positive coordinate for an axis. You walk towards a block at x or z 0 and release the W key before touching the block. This causes the movement interpolation to perfectly align you with the EXACT edge of the block. Kind of like finding the limit of a slope in calculus. Due to some weirdness at the 0,-0 boundary this causes the collision check to fail and allows you to walk straight though after being aligned. I say I have done a bandaid fix because I was able to solve it by not allowing the movement intepolation to use infinitely small values, instead being capped at a length of 0.01. This does mean the bug technically remains but the likelyhood of it occuring is extremely, extremely rare. The setup I was using to replicate the issue no-longer works. Fixed a bug where you could place blocks inside of Forest Jelly, deleting it and skipping progression. Changed loot of undergrowth crates to better reflect the materials and items in the area. Reduced the rarity of the faceless miner enemy again. (from a weight of 2 to 4 in the forest, 5 in the undergrowth and 6 in snow and desert) I apologise for the collision fix and the forest jelly fix breaking the current speedrun strats, but these also have a negative effect on regular gameplay. (Especially the collision bug, I got a LOT of reports of that happening randomly) This will (hopefully) be the last bugfix update for 0.15, I would like to start working on 0.16 so I can make some bigger changes and additions.
    Read full article on Community Announcements (Unomelon)
  • Patch NotesOfficial

    0.15.13 - Tooltip Fix

    Fixed an issue where the crafting ingredients for a recipe will be cut off slightly when the expanded crafting menu was open to comply with Steam Deck verification.
    Read full article on Community Announcements (Unomelon)
  • Patch NotesOfficial

    0.15.12 - Quick Multiplayer Fix

    The new handshake packet was not being called correctly for Steam p2p connections. This was causing multiplayer connections to fail, but has been fixed with this update. I apologise for the issue.
    Read full article on Community Announcements (Unomelon)
  • Patch NotesOfficial

    0.15.11 - Painted Trees and Worm Pickaxe

    snow no longer shows up inside rooms painted saplings will grow a tree with painted leaves watering can will grow saplings creating a character or world with the same name will now automatically append a number to the end of the folder to prevent overwriting old saves world/character selection buttons will now show the folder name in the description so you can differentiate ones with duplicate names added a netcodeVersion flag to increment if the netcode is incompatible added a version check for the handshake packet. Now if you try and join a server that doesn't share the same version/protocol it will kick you added worm pickaxe that can break the final tier of blocks (dungeon stuff), drops from the worm boss added recipes for cobalt and palladium plated stone changed plated stone recipes to give 4 blocks per ingot instead of 1 fixed steam deck resolution being 720p instead of 800p made it so that controller glyphs are always shown on steam deck
    Read full article on Community Announcements (Unomelon)

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