Competitive alchemy

A S T R A Luna Divide

Take the materials. Brew what you shouldn't.
Carry three mercenaries to a win.

Five minutes a match. One dose decides it.

The fighting resolves on its own. What settles the match is everything before it — what you took, what you brewed, and the moment you throw a potion into the fight.

  1. 01

    Team reveal

    The moment matchmaking resolves, both rosters open. Reading your opponent starts here.

  2. 02

    Material draft

    Take what you need, or take what they need. Anything you leave becomes their weapon.

    60 sec

  3. 03

    Alchemy

    Design the quality, the side effects, the payload. Three potions at most. Play it safe, or carry the side effects for the power.

    60 sec

  4. 04

    Battle and intervention

    Combat runs by itself. Who, which potion, when. Both sides commit in secret and both reveal at once.

    2 – 3 min

  5. 05

    Result and research

    What one match taught you about a material comes back as your next draft decision.

Two moons keep rewriting the right answer

The blue moon and the red moon wax and wane on separate cycles. Which one is full decides which brews land and which fall flat.

Blue moon

Life  ·  Purity  ·  Mind

Healing and cleansing grow. Hold your team's condition together and win by not breaking. The cycle that rewards the low-risk brew.

Red moon

Madness  ·  Flame  ·  Mutation

Damage and mutation spike. Brews that accept their own side effects cut deepest. The cycle for players who take the risk.

Materials in season, potion lines that surge, status synergies that catch on. The environment shifts week by week and season by season, so running one build forever stops working.

Mass production, met with one-of-a-kind design

Your opponent is the state alchemy bureau: an organisation that strips out the safety, manufactures at volume, and hands the results to the military.

The bureau

One formula, by the crate,
for anyone. Crude, and it buries you.

You

One vial for this fight only,
designed for this one person.

You don't hire the mercenaries. You implicate them.

You are an alchemist working outside the state. Your teacher is dead, you blame the country for it, and you intend to finish the work that killed him. You are not a good person. The story opens with you finding people at their lowest and trading them a way out in exchange for testing your potions on them.

Five mercenaries, each carrying a different ruin — a berserker who killed his own side, and four others. What starts as using them as test subjects gives way, chapter by chapter. Half of your anger turns out to have been right. Half of it turns out to have been aimed at the wrong person. Learning which half is which is the story.

Where things stand

Platform
Web browser (desktop)
Price
Not yet decided
Release
Not yet decided
Demo
In preparation. It will cover the opening of Chapter 1 through the first battle, plus a practice mode for brewing.

Player-versus-player, ranked and unranked, is not part of the demo. When we have a date, it will be posted here.