
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
About
Genres
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 863 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is literally Persona if the target demographic wasn't pedophiles.
very nice
This is close to the perfect game. When I first picked it up, I played it 8 hrs a day for the next 3 days until I completed my first playthough. The management aspects are fairly tight and the satisfaction of making lots of money is a high unlike much else. While it does still have a few flaws in the form of a not-perfect difficulty curve (the game is harder at the start then at the end), I cannot recommend this game more. Please give this game a go.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 865 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
总体评分是7/10,个人认为整体来说算是一个很不错的模拟经营题材的小品游戏,在普通难度下游戏通关时间为30小时左右,剧情就是非常公式的开店赚钱还债,美术和音乐非常加分,但游戏内容体量不太撑得起原价的价格,建议打折购入。 优点: 1.美术和音乐非常加分,玩的时候赏心悦目,整体建模及人物关系的交互剧情都有一种欧美动漫的既视感,且可以人物攻略上的自由度非常高,可以随自己的心意选择纯爱还是全都要,同性异性福瑞控都能找到自己喜欢的,解决了重口难调的问题。(虽然我选择最先攻略奎因是因为我觉得跟卖材料的打好关系可以打折) 2.从我玩过的这些魔药或者炼金的模拟经营游戏来说,炼药部分的体验算是中等偏上的,有一定的复杂程度但不繁琐,本质就是在做一些简单的数学题,但由于游戏本身的炼药材料获取机制有一定的随机性,所以不同的玩家在类似的游戏阶段对同一种魔药配方的解法是不同的,别人的完美配方可能因为你当时没能获取到某些材料而对你无用,玩家需要基于现有的材料去想办法配出当前阶段的最优解,这个在前中期带来的游戏体验还是非常不错的,我在游戏前中期不亦乐乎的写了几张A4纸的记录和草稿,还是挺有意思的。 3.最有意思和亮点的设计是把卖魔药过程中的讨价还价环节设计成需要资源管理的打牌小游戏,通过打牌能够把魔药卖的更贵赚更多钱是非常有成就感的。整个打牌的系统设计的非常简单直白,攻击防御减费过牌类型齐全,但因为给的费太少,跟大部分顾客的讨价还价环节基本上3个回合内都会结束,所以如果想要赚更多的钱,最终组成无限流的卡组是唯一的版本答案,其他所有无助于打无限的牌使用率非常的低。 缺点: 1.游戏的UI设计非常的繁琐且低效,作为一款配方炼药游戏,居然没有配方记忆功能,除了几个常用的魔药我能记住某一阶段的常用配方,那些用的不是很频繁且魔法素比例更复杂的魔药每次都要重新计算材料配比,玩起来非常累。没有配方记忆功能设计的本质是这个游戏的库存管理设计的很低效,卖材料的商人奎因的商店界面筛选功能非常难用,且在商店界面没法做材料配比的模拟,只能自己在纸上或者电脑上另外计算,因为整个游戏只有在正式炼药的环节前才会有可视化的配比模拟功能,可以看到多了什么少了什么来进行调整,但在卖材料的商人那里是没有这个功能的,导致只能纯靠记忆或者需要另外的计算。当需要同时进行多种魔药的炼制且它们的配方有一定的重合时,缺乏库存管理设计的缺点就会被更加放大,玩家无法直观的看到同时炼几种魔药时,重合配方材料之间的库存变化,只能通过繁琐的来回确认或者诉诸游戏外的记忆和笔记。这些Ui和功能设计上的缺陷导致了游戏进入到中后期的时候,玩家会非常疲惫。 2.游戏的数值和节奏设计不够合理,这个游戏是有其剧情主线的,并且以固定的时间节点和每个阶段的不同任务来作为推动玩家游戏进程的动力。但是数值和节奏设计的不够合理,导致游戏中期的时候玩家是被推着走的,资源分配非常的紧张,我在游戏中期的时候基本上每天赚的钱一分不少全得花出去买新材料或者升级设备,甚至由于资源不够还得抓大放小,这种过于紧张的资源和节奏与一个轻松氛围的模拟经营游戏的是格格不入的。哪怕到中期我针对性的学会的组无限流卡组之后,钱这种资源依旧是堪堪够用,这种节奏上的push会与大部分玩家的预期不符。(谁想到玩个游戏还得接着还房贷) 3.游戏的模拟经营部分实际上设计的非常差甚至可以说完全没有,这在剧情结束之后的无尽模式中体现明显,我相信大部分玩家在剧情结束进入到无尽模式之后会非常空虚。这是因为这个游戏的大部分设计都不是一个模拟经营的设计,而是一个RPG的设计,模拟经营只是一个壳子,玩家在这个壳子里根据设计好的规则和要求,完成相应的任务去推动剧情的发展,在游戏剧情尚未结束的时候,玩家会非常有动力去炼制魔药,去搞好人物关系,去想办法赚钱,去更新店铺,但剧情结束之后,当玩家从主角的身份抽离出来,就瞬间丧失继续经营的动力,因为游戏本身设计的推动玩家的动力就不是以模拟经营为内核的,而是以角色扮演为内核的。但所有喜欢玩模拟经营的玩家,我相信应该都是想要扮演自己,而非某个有确定剧情线的角色,不然为什么我不直接去玩RPG。游戏在进入无尽模式之后,玩家可以继续经营这个魔药店,但是对魔药价格有巨大影响的每日事件是随机的,我在开店的过程中与其他角色的互动是单调的,我甚至想要扩大产量也会被限制一锅魔药最多生产7瓶,哪怕我放的材料的魔法素总和已经远大于当前魔药等级所需要的魔法素总和,我赚了更多的钱也没法花出去,店铺的升级在剧情结束时已经结束,只剩下一些墙纸地板装饰的升级,导致我也没有了赚更多钱的动力,加上前述的繁琐的UI和重复低效的炼药操作,这些因素都体现了制作组压根没有设计剧情外的模拟经营部分,这个游戏在剧情结束之后就没有让人继续玩下去的动力了,所以本质上是模拟经营形式的RPG,我觉得抱着非常高模拟经营游戏期待的玩家需要调整预期。 Tips: 1.店铺升级优先级是坩埚>货架>醇化桶>展示柜。货架升级的优先级是增加同时可摆放货架数>单个货架摆放数>货架本身的品质。 2.每个第五天和第九天有固定的魔药涨价每日时间,配合各种提升魔药价值的手段,是赚钱的主要来源之一,但我不记得具体是哪些魔药会涨价,可以上网查一下,然后提前囤货,一波卖出去,如果再配合网上都能查到的无限流或者半无限流卡组,普通难度下资源将不再紧张。 3.冒险者公会的材料都有溢价,且买多了会导致生态破坏,会随机出现某些材料涨价的每日事件。考虑到冒险者公会能够买的材料一般比较高级和稀有,建议每天只要冒险者公会出现了没有的新材料,无论是一种还是三种,每种都只买一个,然后喂给奎因,这样奎因的库存能够快速丰富。 4.这个游戏的steam社区有外国玩家做过一个github的页面,可以计算最佳配比,需要的可以找一下那个网页,那个网页原理也非常简单,就是穷举,力大砖飞,但后期材料太多和坩埚太高级的时候,计算时间会非常久。其实后期随便配配都是溢出的,所以这个网站前中期会稍微有用一点。(https://steamcommunity.com/app/1874490/discussions/0/3471738893392916412/?l=schinese)社区页面在这里。 5.不富裕的时候不建议去买那个盲盒(无论是游戏里还是游戏外),性价比不高。 6.坩埚的材料数限制决定了一锅能出几瓶药的上限,且向上取整,比如一锅最多能放11种材料,则一锅最多出6瓶。坩埚的魔法素限制决定了一锅里面出来的魔药的等级,一般900以上稳定或者完美配比就能出杰作三星了,前期就是哪个坩埚双高选哪个,但中期由于有魔药等级压力,所以这个时期魔法素上限相对更重要,后期因为要大量卖钱或者魔药供应英雄冒险,且这时魔法素大量溢出,选择更高的材料数限制可以一锅出更多魔药。
FANTASTIC. beautiful art, beautiful models, fun and engaging. the only thing that bothers me is that Saffron is NOT putting on that hat if those horns are on her head and not, y'know, glued to the hat.
potions and romance. what else can you want
Ein sehr tolle aber auch schwieriges game. Leider war ich sehr entäuscht, das es dann einfach endet, wenn man seine Ziel am ende der Frist nicht erfüllen konnte und ganz von vorn beginnen muss.
I really enjoy the haggling and brewing mechanics. I didnt like most of the characters at first and really cringed at the dialogue but warmed up to it later on. The biggest downside is how every 10 days theres a potions competition where you need to bring 3 specific potions of a specific quality or higher and if you lose the competition, it's basically game over and you have to restart an old save to do it better this time. I think there might be an endless mode which would of course fix this but its a shame that in the regular gamemode, theres the constant stress of preparing for the competition instead of being able to focus on any other part of the game
Empecé este juego hace 4 días. Llevo 30 horas. Ya me lo he acabado y tiene modo infinito, así que posiblemente lo siga jugando porque me ha ABSORBIDO EL ALMA. Tiene encanto, tiene buenas mecánicas y va de llevar 80 cosas a la vez, así que si te va ese rollo, está muy bien. Tiene algunos aspectos mejorables, pero están eclipsados por lo encantador que es este juego. Lo recomiendo mucho. Tiene un mensaje anticapitalista, eco-friendly, es WOKE de cojones... Lo amo, es perfecto.
One of the cutest tycoon games [i]on the market[/i] ;)
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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