Submontium - about the game

A first-person strategic RPG of historical alchemy

A grounded, handcrafted take on early 17th-century Bohemia. No combat - science defines every step you take.

World

Karlovy Vary in the early 17th century form your hub and your pressure cooker. Bathhouses, workshops, guild houses, backrooms, and cellars connect into a dense, walkable city. You move between laboratories, furnaces, and patrons - balancing reputation, access, and scarce materials. There are no weapons and no combat; the conflict lives in ambitions, scarcity, and risk.

Systems

  • Playable alchemy built on real procedures - distillation, calcination, dissolution, precipitation, crystallisation, and thermal control with systemic outcomes.
  • No combat loop - progression comes from knowledge, experimentation, negotiation, and managing failures like cracked glassware, bad reagents, or unstable furnaces.
  • City-scale strategy - patrons, rival alchemists, guilds, and suppliers shape what you can attempt, buy, or access at any given time.
  • Persistent consequences - your choices in the lab and in the city echo across future opportunities, prices, and trust.

Tech

Submontium is built with Unreal Engine, Blender, Marmoset, and Mari. The focus is on realistic stylisation: physically grounded materials, consistent texel density for hero assets, and first-person interiors lit by fire, glass, and stone. Systems are designed to be reproducible and transparent - if a reaction fails, it fails for understandable reasons.