
You’ve inherited your uncle’s potion shop—and a huge debt. Better get brewing! Customize your store, hire heroes to gather ingredients, befriend (or romance) fellow vendors to learn new haggling strategies, and go head-to-head with competitors in this narrative-driven, deck-building shop simulator.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Sep 2 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 859 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this was without a doubt one of the best games i got the chance to get addicted to this year!! another indie surprise that deserved way more recognition and awards, just like Made in Abyss, this little game i wasn’t expecting anything from ended up surprising me so much and kept me glued to the screen the entire time without even noticing the hours going by!! it’s a highly addictive game and the more you progress the more content you unlock and the more hooked you get!! the story and characters are amazing too, everything is so well made and fun, and the reactions and poses the characters make while talking, especially the protagonist, make everything feel more unique and magical!! it might sound silly but it really made all the difference and turned the game into something unlike anything else, just like the relaxing music and the cute visuals. the main goal is to make potions and sell them to earn money and invest in your shop, but even though it seems simple at first, it’s actually a very complex game while still being super easy to get into. each potion has its own unique recipe, and every recipe is made up of different elements that go from letter A to letter E, and each ingredient contains one or more elements, so you have to mix different ingredients together to create the perfect potion, and the higher the amount of elements the stronger and more valuable the potion becomes!! for example a potion that needs elements A and B requires you to mix in the cauldron at least one ingredient with A and another with B, but you can also add one that has A+B and keep adding more until you reach the limit of ingredients that fit in the cauldron, aiming for the highest possible score to get the best potion possible. as you move forward in the story you unlock more characters to interact with and more upgrades for your shop, as well as new effects to help you along the way, you can even pay to send adventurers into dungeons to gather ingredients for potions and invest in marketing campaigns to make certain types of potions more valuable during the day. everything is really clever and well thought out, and if all that creative and free potion making wasn’t enough, the selling mechanic itself has a unique and addictive gameplay!! yes, every potion you sell turns into a duel against a customer, a card battle, and you unlock new cards with new attacks and effects as you grow closer to the characters in the game, and the cards create a turn-based system that keeps increasing the value of the potions!! you need to use your cards strategically to keep the customer’s interest as high as possible so you can make more profit from each sale while also avoiding getting too stressed and losing your composure during their counterattacks. it might sound like a lot, but it’s actually much easier to learn and understand than it seems when reading, because the game introduces each mechanic and new feature slowly and calmly, explaining everything clearly and giving you the freedom to explore all the content at your own pace, no rush and no big challenges. even the tournaments that happen every 10 days are pretty chill, since halfway through the time given you can already make the best potions to win each one, you just need to put in the time and actually play, no guides needed or overthinking, it’s all very casual and relaxing, which makes the whole experience even more addictive. just buy it and play it, for me it’s one of the best indie games ever made, a unique and wonderful experience from beginning to end!!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Japanese, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 861 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩得实在有点太坐牢了,在给好评还是差评中反复横跳犹豫不决……最后还是看在女主很可爱和画风很好的份上捏着鼻子给个好评。 [h2]但实话说不推荐购买。真的要入手的话建议做好预期管理以免落差过大。[/h2] [h3]坐牢的点:[/h3] [list] [*]重复性操作[b]毫无必要[/b]地繁琐且多,似乎在QoL优化上进程为0。没有配方记忆功能、没有一键制药功能,每次做药都需要玩家自己做数学题+拖动N个原料手动组合,在其他制作/派遣程序上也全程需要玩家手动,累手累脑且毫无乐趣。每天就这样硬炼十几次药,把药水拖十几次到小桶里,给史莱姆植株喂几十次……如果一件事它看起来像上班,做起来像上班,那或许它确实就是上班。[b]所以我为什么要花钱在游戏里给人打工?[/b]😡 [*]虽然是打牌+经营+恋爱游戏的融合体,但融合得并不好,感觉完全是三模三样的三个游戏硬塞在了一起,且每部分都只做了皮毛,缺乏深度。 [*]动……画……好……慢……。和NPC的互动和剧情演出也就罢了,这些地方我想好好品好好看;但其他重复的日常琐碎程序——比如讲价、打牌、切换地图、药水制作、结算等等等等无意义的机械性流程上的无意义动画真的好耗时间。我是说,我都能接受自己流水线炼药工人的身份了,就是这机器运转能不能再快一些、让我煎熬的时间短一些? [*]这点只能说是我自己的主观感受:剧情过于单薄幼稚,人物塑造过于扁平和标签化;感情线也过于香草,感觉在被往喉管里强塞人工糖精。虽然女主和可浪漫NPC们调情调得十分露骨,但我看来看去感觉自己还是在看儿童文学,或者说像是在看一群天真健全的青少年在安全舒适铺满软垫的环境里搞puppy love。明明有写出更立体深入的冲突、并在矛盾与碰撞中进一步塑造女主和NPC们的潜力,但游戏里的大家感觉都是裹着毛茸茸软乎乎棉花糖丝的塑料小人儿。哪怕摆着很凶的脸但还是软绵绵甜丝丝,一捏就碎。只能说这样的人物塑造我属实有点不爱吃。 [/list] 至于这种被异化的工具感……用我在游戏里的一天来具体呈现一下: [olist] [*]起床,先检查每日[b]百分百随机且完全无法以任何方式预测[/b]的正面/负面事件卡,来决定今日的具体行动。 [*]繁琐且重复的炼药xN(取决于已解锁的坩埚数量)。需要炼一会儿所以先煮着。取出已经炼好的魔药。全程手动操作。 [*]把需要提升价格的魔药放入地窖小桶x4(随进度解锁)。取出已经完成的魔药。全程手动。 [*]把需要复制的原料喂给史莱姆x5(随进度解锁)。取出已经复制好的原料。全程手动。 [*]外出,切换到大地图(此处开始无法存档)。 [*]去拜访需要拜访的NPC:找原料商购买原料并上交新解锁的原料,找木匠买燃料并看看是否有升级需求,找海盗猫进行每日开箱(随进度解锁),找冒险公会派遣今日探险队,找几位佣兵(随进度解锁)手动配置所需药水并进行单独的几次冒险,找每个人送对应的礼物加好感。以上是基本每日必做的。还有没那么频繁但也有可能要做的:找铁匠升级商店家具(此处需要把家具拿下来,在商店里摆着的家具无法升级)、看需求找几位能花钱买buff的NPC给自己和商店上buff(随进度解锁)。之后如果还有空余时间、或者有消压力的需求,找人约会。 [*]回家。(此处开始可以存档) [*]决定是否要进行手动售卖。是的话,把需要售卖的药水摆上架子(每日随机事件会影响部分药水类型的售价、甚至导致部分类型药水无法售卖,因此需要频繁更换),把当日高价值药水摆上展示架。 [*]打牌讲价。取决于架子上的药水数量,后期可能需要连打十几个顾客,或者说连续被十几个顾客打 : ) [*]剩下的自由时间可以去取炼好的/酿好的/复制好的药和原料,可以出去收一波探险成果或者继续约会,或者干点别的。最后进入下一天。 [/olist] 以上流程重复50次,直到主线完结。 就,这些步骤里真正让我觉得有意义的有且只有打牌(次数多了还是会很坐牢)、10天一次的‘BOSS战’+主线剧情推进、以及和NPC们约会/好感提升时的文字/动画呈现。其他都是为了能让我游戏顺利进行下去、能让我获得这些有意义的经历的,机械化、无意义、没法让我[b]玩[/b]起来的操作过程。……所以这些无意义过程是不是有点太多了?或者有意义的内容是不是有点太少了?😡 [h3]但我确实有喜欢的地方:[/h3] [list] [*]异性/同性/泛性/无性恋友好,有浪漫与无浪漫友好。游戏开局可以选择是1v1还是1vN的恋爱模式,好感上去后可以自选友情或爱情线,这方面的自由度做得很棒。 [*]美术非常优秀。比起建模我更喜欢卡面和立绘的画风,建模我是觉得有点迪士尼味太浓(。 [*]叔叔很性感,好文明。 [*][strike]但性感的叔叔不能泡,坏文明。[/strike] [/list] 说到底,[b]并不好玩[/b]四个字是我对它的全部总结。 前15天左右我还能玩得颇有趣味,刚上手看什么都新鲜。20天开始新鲜度下降疲惫感上升,30天后直接变成死鱼眼社畜就看着日历每日掰着手指算到底什么时候才能打完50天的马拉松。35天以后我是直接变速齿轮3倍速放空大脑点点点点点点过的。 只能再复读一遍:如果一个游戏它看起来像上班,玩起来像上班,那或许它确实就是上班。 但我真的不想在游戏里上班。 求求你多看看玩家们的评测和建议多给点优化吧。
我实在是太喜欢奎因了!!!!!(这游戏是好玩的,但重复度太高我个人不喜欢,后期坐牢感太强了,但总体来说这是个好游戏) 打分的话应该是7.9/10 +画风优秀,npc大部分都好看,聊天有配音 +背景设定好,谁能拒绝在魔法世界当炼药师呢! +通关画面太可爱了!每一张都是可以当壁纸的程度 +是女主控,全程女主控!! +可攻略角色有好几位,有lgbt剧情,有海王模式可以同时谈好几位对象 +全成就简单(前提是你选的简单模式,普通模式真的很难兼顾炼药和恋爱!!dlc不影响成就) +有海盗猫猫!可以在那边买材料盲盒,和猫猫对话的时候有bgm很可爱一直在喵喵喵。可惜配音是男的!! +前期非常上头,但适合一天玩一小时,玩太久就容易腻。 +忍不住再夸夸奎因,怎么那么傲娇啊!!说着闭嘴!我才没有但你怎么脸红了诶还疯狂涨好感度🥺 还有一些原话“但是…我不知道。也许可以为你破个例”谁能不为这些话心动呢以及一些可爱的小表情!好吧我就是很吃这个性格 -没有配方保存,每一锅我都会为了完美配平绞尽脑汁去搭配,前期材料没那么多还好,后期材料真的太多了,每次炼药都需要重新计算。 -重复性过高了, 我每天的行程大概就是: 1.看看随机刷新出来的正面/负面卡(就靠这个赚钱来决定今天要派npc去哪儿探图卖什么魔药) 2.炼药xN每一锅我都会为了完美配平绞尽脑汁去搭配导致花了很长的时间,也是在游戏里玩上鸡兔同笼了,到最后已经彻底摆烂了。大概一天30分钟有25分钟花在炼药上。 3.把贵的魔药拖拽在小桶上(提升价钱) 4.复制材料喂给史莱姆x5 5.去进货,上交原料,送十几位npc礼物、找猫猫开盲盒、派遣工会成员找材料、派遣npc探索地图、找铁匠升级家具(我已经因为懒省去一些步骤了) 6.回家卖药把需要的药拖上架子,和顾客打牌拉高价格 7.自由时间一般就和我最喜欢的npc谈情说爱 以上这些纯手动,重复50天。 -架子和锅子需要取下来才能送去升级,并且需要锅里没有炼药,真的无端增加重复度。 -剧情有点单薄了,大部分是直白露骨的调情部分,我更想看到丰富的剧情!!而不是只有调情。 -打牌我没玩懂,不太确定是不是自己卡组有问题,20多压力值的时候就能抽出全压力给我气笑了 -没有批量操作,包括但不限于:炼药、买材料、喂史莱姆、上架商品(为什么不出个一键选购材料?) -没有整理背包,导致我后期药水东一个西一个很混乱欸!!
They fixed it. Its good now. either real easy casual, or real challenging time management. It's no longer super hard time management that turns crazy easy casual after the first competition. Also they added voice acting. Fantastic game. You will have fun.
you all are sleeping on this game it's lowkey peak definitely not cozy though i am busting my balls trying to manage everything but fun as hell and tickles a very specific itch in my brain
我就不该看好评而是看差评才决定要不要买这游戏😅👍 1,配方多到眼花缭乱却不能锁配方也不能自制配方,也因此导致没有高亮所需材料功能或者快捷选择材料功能,后期材料多起来时选材料简直是折磨,黄绿12-12,黄6,黄24,黄绿蓝12-12-6,绿蓝12-12,一大堆数字能凑组合做药水结果你说我不能锁配方,每次做药水都要一个一个去找材料哪怕是同样的药水?材料那么多,材料栏和资料栏就巴掌大,真觉得玩家视力很好? 2,什么叫做药水配方分成红黄绿蓝紫元素而筛选器的UI标签是ABCDE,要点击了才看得到颜色?这是人能想出来的吗?UI不能一目了然那我要你有何用? 3,游戏深度是0,我还以为能配出各种五花八门的药水,结果你告诉我什么宝石啊龙尾巴啊曼德拉草啊,各种材料有几十种,我能搞的药水配方却二十个不到?本质就是非常表面的材料对应的元素数学,1+1=2的4399益智小游戏而已 4,能不能把你那该死的角色打牌动画删了?这种在打牌游戏里累赘至极东西我居然不能选择加速跳过,你真不会觉得角色这么浮夸的动作动画做得很好吧?有谁卖个药水戏这么多?我玩游戏王炉石影之诗杀戮尖塔我巴不得两百倍速特效全跳,你游打完一轮牌要十多秒,还有,从一些角色的地图退出时我总要看那个两三秒的退场动画,能不能放过我,我光是搞药水配方搞材料就已经很烦了好吗?而且说是打牌游戏,卡面没效果没音效,体验很差劲 5,2D页面切换很顺滑,但是3D页面总要卡那两三秒黑屏才能进去,玩得贼烦躁,优化搞不好能不能就老老实实搞2D得了?配上该死的退场动画更烦了 6,这游戏的快捷键是零,零啊!除了esc退出和enter开始游戏以外就没有任何快捷键了,你是哪个时代来的游戏?我爷爷可能玩过你的游戏👍 7,一般药水的委托凭什么不收我优质药水?我还得为了这委托特意下调药水品质少赚二十块?你要知道搞委托用的药水都是和要卖的高质量药水一起做的哈,没有人有闲钱和闲时间为了委托特意开一锅新药水煮 8,数值平衡做得稀烂,来个突发事件价格起得妈都不认,药水除非撞风口上了不然别想盈利太多,材料打折不是天天有,更多的是平时没打折也没起价却也依旧贵得要死,每天都在为材料钱奔波,我看不出经济学在哪里,你是指搞四个龙尾巴或者四个贝壳都会导致各自的生态破坏50%?那雀食很经济哈。但是为什么我今天卖了十多瓶体力药不会影响第二天体力药市价,在我做了十多瓶雷助剂后系统轻飘飘地提示你的竞争对手破坏了市场就把助剂价格暴跌?玩家完全不能控制的东西你拿来当卖点? 9,打牌系统没什么好讲的,玩牌的能看得上这种无聊的机制就有鬼了,前期卡片的连锁机制完全没有,连锁关键牌要等到后期解锁好感才能用,我反正撑不到那个时候,而且这个时候就出现一个问题,我完全不想攻略这些恋爱角色,我只想卖药水,却为了你的卡牌被逼花行动点约会,我完全没有选择的权利,这让我想起P5,但是人家最多是缺失一些被动和功能不至于玩不下去,而这b游戏你不搞牌你等死吧,玩到后面就知道什么是耐心只有8但是聊个天能直接扣4的神人顾客了,一句话,制作组你真的打过牌吗?玩这种我为啥不打斗地主? 10,恋爱系统,这游戏对我这种铁直女来说,就我个人而言,仅代表我个人不代表任何群体,很,呃,就,不敢说。百合玩家倒是可以试试,可攻略角色几乎全是女的,男的一个阴柔一个自恋(没有贬义),能不能来点像个男的的男角色?游戏里爷们儿是犯法还是什么?(我求求了这种同的占比倍杀异性恋的能不能打个lgbtq的tag)但是算了,只要有男的我都会试试,但是这些角色设定过于脸谱化,套个人设就拿来卖了,主线里偶尔跑龙套,非常工具人,过完主线介绍基本就弃了,无聊的约会机制和送礼机制,唯一的好处也只有送卡牌了 (以及一些主线剧情你们自己看了真的不会尬得抠脚吗,好吧那我确实不是受众) 11,这个装修系统和扩建系统我是真的无语,我的锅子在用我居然不能改造?还得撤下锅子才能拿到矮人店里改造......我回家一趟要花一个行动点哦?装修和扩建需要的材料我认为这玩意儿得能在家里看,我每次想不起材料都有啥还得到矮人店里才能看,还得为此消耗一点行动值,再加上那个加载黑屏,每一次行动对我来说都是无尽的折磨 以上,这是一款我不可能推荐给任何喜欢模拟经营和卡牌游戏的玩家的游戏,什么都缝,彼此之间的交互却做得奇差无比,现在就是非常后悔怎么没能早点看出来这坨东西,五个小时了根本退不了款,游戏内天数第十五天就用了五个小时,一半的时间全用在玩nmd材料数学小游戏上了,这坨如果要我吃到二三十天才会变好玩那我是真的吃不下了,美术好都救不了
I really wish I could recommend this game. It's got so much to love - fun characters, prominent LGBTQ+ representation, a great core gameplay loop, and even the ability to romance as many characters as you want. The dialogue is witty and the deckbuilder mechanic works well. Unfortunately, the game suffers from a lot of quality of life issues. Every time you get a new item that you want to be able to purchase through Quinn, you have to select each individual item, wait for Quinn to go through the animation, then do it again for the next 19 items. Each time you want to upgrade an item, you first have to unequip it from the store before going to MukTuk, then upgrade it, then go back and put it back, each with long animation times. You can't search for a specific ingredient name. There's a lot of filter options, but filtering for items containing only ingredient A requires you to double click B, C, D, and E. There are limited places where you can look up what current potions you need for the competition. You can't 'lock' any potions to make sure you don't accidentally sell them beyond putting them up for display, which is limited to 3 potions. You can't 'highlight' a potion so that you know the exact ingredient requirements for it when purchasing ingredients at vendors. The game difficulty scales poorly. For the first event, I barely made it and felt exhilirated. The second one, I got the potions I needed halfway through already and ended up winning by default. For the third competition, I had the potions I needed on day one. I ended up quitting before the fourth competiton. I checked the higher difficulty, but all this did was up the pip requirement for the potions by two, which I also already completed by day 1. But the biggest issue is probably the explosion of ingredients that happens over time. As the game scales and you require higher numbers, the old items become near worthless, but still sit in your inventory, in the vendors, and bloat the space. It makes navigating through the different ingredients for brewing potions excessively long and cumbersome. It also made the game feel unnecessarily long, with a ton of busywork being required to play optimally. I'm a bit of a perfectionist when it comes to games like these, so pushing past that wasn't something I was able to do, meaning I'd spend hours making sure I did all the optimal things - the best quests, making sure potions were brewing whilst I was traveling, purchasing the right ingredients, etc, whilst already beating the next level by day one. I really wish I could recommend this game. It has so much in it that I like, and it's clear there was a lot of love put into it. Simply having the option to skip cutscenes, max out the number of ingredients (cutting old ones as we introduce new ones) and travel instantly between companions would go a long way and probably switch my review to a recommendation. Unfortunately, at the moment, it suffers from too many QoL issues for me to do so.
中评。虽然建模很精致还是女性主角,想了想还是给不出推荐。可能因为我本身就不是模拟经营的受众,冲着恋爱来的但实际上特别坐牢。前期体验感还不错,到后面全是重复性流程,每天在地图上来回跑还得炼药打牌,去哪里都要加载。剧情也很一般,角色太刻板我都没有攻略的兴趣。除了女主和猫猫很可爱,其他人打完之后都没印象。bgm和美术很不错,能看出来制作组确实用心了,但只靠美术没办法撑起这个单薄的剧情和玩法。和同类带有恋爱模拟元素的游戏比角色塑造还要再差一点,再加上这个玩法,整体玩下来真的很疲惫。如果喜欢美术或者想消磨时间的话可以试试。
The fun card game with misleading title and art but with horrible UX. Firstly, what is this game? It is largely a card game about huggling - that is what you will be doing most of your time. It is rather fun at first, but the balance is not there and after a while it just becomes a tedious routine, where you win everything without much thought. And you have to huggle, because potions on their own are not very profitable. Secondly, it is a poorly designed management game. The thought is there, I like the idea. Implementation is weird though. And that's because everything costs time in this game. And you have a limited amount in a day. That means, that you can't just go to the shop on a whim - the travel costs 1/6 of the day. One trip to the store and you already can't have 3 selling sessions, because each costs 2/6 of the day. One problem is that you can't know in advance what you may or may not need and you can't react to anything. The worst problem is general UX. For example an update merchant. To update the cauldron, for example, you need to go into your store customization mode, change the cauldron to the default one to have it in your inventory. But only if the cauldron is empty. Then travel to the update merchant, which costs time. Go into the update menu and see what update options are available for that cauldron in your inventory (AND NOT THE ONES LEFT HOME), only to see that it requires an ingredient that you haven't even seen before and can't afford. Then frustrated you go back home, go into customization mode, change the cauldron back and now have to keep in mind what resources you need for the update. And you've wasted the game time doing so. If only there was a way for developers to make a tooltip that shows the cauldron upgrade progression... (there is, it's common sense!) Another example is that the day ends automatically. But while at night, the potions can brew for 2 parts of the day automatically. You can't just set the potion to brew and go to sleep, you come back home at the end of the day and you see the end of day infographics. The potion brewing mechanic is quite boring. Which is weird for a game about potion making. You just have to sift through your inventory and drop ingredients into the cauldron. There are filters, but once again, you have to make like 7 clicks to set them up each time. It's generally better on casual difficulty, which removes travel and merchant level up time. It becomes just tedious to do basic things you do in such games, not unplayable though, as the default mode, which you can't play without guides open. But you still have to wait though 3-5 scene loads and make 3-5 clicks to do stuff that should be a 1 click menu in properly designed management games.
This is a super unique game that works as both a store management sim and a dating sim. While it can be difficult to efficiently generate profit and the highest quality potions without external tools and/or lots of notetaking, there are many positives that make the game super fun [i](and relatively simple)[/i] to 100%. [h1]Positives[/h1] [b]Story & VA:[/b] If there's one thing this game does better than anything on the market, its writing. Every character has their own unique and fun story, with awesome references and fun little events, and the voice acting for each character is incredible. Each chance you have to pull yourself out of the game and just learn more about each character and why they act the way they do is just so fun. The story alone makes this game worth it. [b]Variety of Strategies:[/b] Success in this game could be anything if you can figure out a way to make it work. You can set up a strong deck and haggle your way up, you can rush to the next tier of potions and never haggle in your life. You can use advertising or enhancements or bonuses from shelves or ageing to squeeze all the value you can out of your potions. [h1]Negatives[/h1] [b]Too Complex:[/b] While the story can be relaxing and enjoyed in small parts, it feels like to succeed in potion making to the best of your abilities you need to run a C++ algorithm in time O(n^3*m) or have 400 pages of notes. With no ability to create potions again with the same ingredients, it feels like you need to spend forever noting what potions are the best you can and/or using some program to optimize what you can make. Without some kind of way to track potions, progress feels exponentially slower and it feels much harder to keep track of different things in the game. My own experience: [spoiler]I barely got through week 2 before setting up the potionomics ingredient optimizer to just organize what I could make. While it took some of the creativity and experimentation out of the game, it made the game feel more casual and fit better with the story.[/spoiler] [b]Balancing:[/b] I feel like the devs were so creative and added so many features but struggled to keep everything balanced in the end. Infinite decks are too overpowered, some shops are too expensive for little reward, sending heroes on missions is so expensive for the same gain that some money can get you from Babtiste. If you are willing and able to overlook some balancing/overcomplication, or really enjoy an in-depth potionmaking system that rewards experimentation and the creation of so so so many potions, this game has an unbelievably good story and was clearly developed with so much heart and care. Would recommend.
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