
Welcome, promising young alchemist, to Alchemy Emporium! Manage your new emporium and become the greatest alchemist of all time!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
Can't really recommend the game as it stands. I bought the game due to having a weakness for shop / alchemy type games, but this one has too many issues to be worth your money. Lets start with the objective stuff: The game has no video options, no way to put it into window mode or change resolution. Some of the text is not translated and still shows up as what I think is italian. The actual translation is readable, if wonky at times. On the more "your mileage may vary" side, the game has little to no strategic depth. You slap three ingredients against each other until you get a potion via trial and error. Initially this is doable, having access to about 10 of them. But as early as reaching level 2, suddenly you have dozens upon dozens. The game does track for you if you already tried a combination, but there is simply no excitement into randomly mushing stuff together until it makes a viable potion. Potion effects are unknown until you "taste" them. They have to be successfully tasted twice before you can confirm an effect. The success rate here depends on your taste skill. Tasting can result into you getting sick and losing the rest of your week. I was unable to confirm a single effect in about an hour of play, which also means having no idea what ingredient does what, adding a further point to the "You are playing as an alchemist that has literally no idea what shes doing". All of this would be "okay", if not for the fact that you are not told what customers actually want. No, really. During sales, a customer walks up and the window shows potions applicable to their demand, but whether they reject it, buy it but dislike it, or buy and like it is not something you can viably track. I've had a full counter and shelves of about 8-10 different potion types. I was low on money and scheduled about 6 sales action in a row. I was able to sell exactly ONE potion out of the lot, with no idea what the other customers wanted. The game lets you "postpone" customers to come back next week, but if I have no idea what they want, how am I supposed to tell what to mix for them in the first place? This is AFTER a lot of the tutorials not explaining certain things. What does getting intoxicated do? No idea until it happens, and even then the effect seems vague. No explanation on you being able to "Overschedule", and what that does. Apparently it has a random chance to make you lose workdays? The stats are not sufficiently explained either, If they adressed some of this, the game can potentially pass as a very casual experience. Overall, I don't feel like you make meaningful decisions or satisfying choices.
This title has certainly a peculiar approach to what makes a game, it feels like a dive in deep water. While the statistics are explained in the beginning and each section has a tutorial, the true nature of the experience is concealed, to be discovered as the player advances. [b]Cons[/b] ✗ Incomplete translation, with some text left in Italian. ✗ Extremely mind-numbing, the progress does not grant any actual satisfaction. ✗ In-game annotations aren’t practical. ✗ The tutorial button is positioned right beside the "next activity" button. ✗ Some inconsistency in naming during different parts of the game. [b]Pros[/b] ✓ The concept for a new genre is interesting. ✓ Fascinating setting and artwork. [i]Disclaimer: my last game reached 43/50 weeks. The experience is tedious and I did not find it in myself to repeat it, with random generation all the data would have been useless.[/i] The game isn’t story-rich, the player is simply presented with a scenario. An alchemist wants to pass down his craft, hoping to find a crow to make their apprentice, but has to settle on the second best thing, a human child. Under tragic circumstances the shop is soon entrusted solely to her care, leaving her to deal with every aspect of its management. And so, he player has to create their starting profile, this means picking a location, an order and a business partner. These make up a base for the statistics, that can be further customized by assigning points to a few basic skills, It is possible to improve these in-game through books. Let us explore all the different activities, starting with the weekly planning. In this space the player can complete different tasks, but most importantly plan the next days of work. In the beginning it is only possible to schedule work for the five week-days, without night shifts. If there is an event, its description is provided on this screen: those can impact things like the number of customers during a particular time or alter the availability of resources at the vendors. The player has to select the right amount of activities and distribute them throughout the week, in a way that won’t have too much of a toll on the fatigue gauge. It is also possible to assign helpers to gain their bonuses during some activities. The preset week is well-balanced, it excludes only the shop cleaning, something I personally did once a few weeks, as there are no indicators about how dirty the store is. So, let's us explore a basic week. First, the player can buy their ingredients from three different merchants. Trading with them will raise the reputation temporarily, which impacts their prices and supposedly their stock. I chose two vendors to buy from, to have a good availability and to maintain a high reputation. In addition to all the components that can be seen instantly, the merchant can sometimes carry a book or two. Mixing is based on four categories of ingredients, two of them occupy the same slot, but are processed differently. There are three different sockets to be filled with assigned categories and each combination can result either in a success, or failure to mix. Tasting is a decisive part of the process, it can be done with the help of different testers or directly by the young alchemist. Each mixture has two labels and a level of toxicity that depend on the ingredients used. Tasting an elixir will assign it a single tag, however, unless it’s a green label, there is no saying if it’s correct or not. There is also an intoxication gauge, which resets each week, or can be softly delayed by buying an antidote. As green tags can be hard to come by, I recommend making do with annotations instead. After several lost playthroughs I’ve found a system that worked best for me and I figured out the mechanics behind the ingredients, however, I believe those discoveries are the core part of the game and I can’t talk about them. Unfortunately, the in-game note system is absolutely useless. A potion, when renamed, loses its designated number, which can result in confusion, for example, in case of quests. I named my elixirs with their effects, however, with how the game works, in the end it wasn't a good idea. Additionally, the notes are hidden until the player clicks on a potion to read them. There is a potion index and it's a good concept, however it’s unfathomable to not be able to search by assigned name, only tags. Before selling a potion, it needs a designated container. Will it be a simple one, or a fancy and luxurious vial with ornaments? A bottle can raise the value of a potion and allow the player to pitch it to a customer with higher expectations, however it's also important to take into consideration its rarity value, which depends on the rarity of the ingredients. Being now packaged and put either on the quickly accessible shelf or in the warehouse, the elixirs are finally ready for sale. The customers are all sorts of folks, from peasants to knights. The requests they make consists of a price range and a specific label. However this is much more complicated, as the quality, packaging and their previous satisfaction play a role. There are some different actions that can be performed as part of the negotiation, but an impatient customer could just walk away. In case a label is not in stock, it's possible to send away the patron or postpone the transaction. Concluding a sale can be helpful to determine whether the tag was correct and the toxicity was acceptable. There are a few names that are very obscure and their level of toxicity was a mystery until I delivered an inadequately composed potion. I wish there was some kind of glossary of labels. It would have been a nice touch towards world building and would reduce the frustration, whether an elixir is meant to be a poison, or not. Once the shop doors close, it’s time to read. The amount of experience gained depends on many factors, such as time of the day or the helper. After a skill levels up, however, it's possible to select a perk assigned to the category. They can be extremely helpful and open a lot of new possibilities. Here the player can raise the overall levels, and unlock gear that will permit them to use a larger variety of unrefined components. The end of each week is concluded by the rent payment and a reset of the completed quests. These can vary, and, if accepted allow the player to exchange materials, gold, reputation, clients, books and potions. Although it might be low in some cases, there is always the risk of simply losing a resource. If the player has no more money they can sometimes accept a mortgage that will prolong their suffering. The artwork looks very medieval and does a great job, even if it doesn’t bring anything new to the table. Additionally, from a graphical point of view, I’m a bit horrified by some type choices. The soundtrack is plain and repetitive, with a single tune in loop, adding to the mental fatigueof this game. The sound effects are alright, although limited. Performance-wise I have nothing to complain about, to be expected given the bidimensionality of the graphics. I played in the 2560x1440px resolution, because that's the resolution I use on my screen and there are no in-game video settings. [i]Specs of the computer used: Intel(R) Core(TM) i7 4820K 16 GB RAM NVIDIA GeForce 1080[/i] I can’t recommend this game. I would simply describe this experience as draining and the few discoveries the player makes along the way are in no way worth it, as after the formula is cracked, the game becomes simply charting the unknown while trying to sell enough, to always more demanding customers. I estimate a playthrough to last around 6 hours, and while the week can be reloadeded in case the game is lost, it's most probably too late to recover, especially later in the game. [quote]Follow our Curator page, [url=https://store.steampowered.com/curator/37072886/]Devils In the Detail[/url], to see more quality reviews.[/quote]
Dang. Good thing I'm still within the refund window. Thought the game looked good, but soon it was very clear that this game is unfinished. Sometimes stuff is randomly in Italian. I can understand it well enough, but why is this a thing? I love how my character was an apprentice alchemist for years yet seems to have opened shop with no business plan, no knowledge, and no skills. Determining potion effects is super unsatisfying. After playing for an hour I don't think I learned anything except where the tutorial button is for each page. Determining ingredient effects is super unsatisfying. After playing for an hour I don't think I have the faintest idea how it works. I'm pretty good with puzzles and logic, but it seems the ingredients do nothing except for when they randomly do something. Sometimes my week was gone with no explanation. I don't understand why suddenly I can't play out the rest of my week. I literally had to schedule selling in the shop for the first thing of the first day of the week because my week was randomly ending. I was really hoping this would be a sim/management game with a bit of puzzle where the procedural effects would come into play, but it really turned into redhead agenda simulator where I get to plan a week out but not play it.
[h1]«Alchemy Emporium»[/h1] [b][i]Казуальная, пошаговая стратегия + тайм-менеджмент + симулятор торговли и алхимии. Распределяйте время и ресурсы, чтобы раздобыть ингредиенты, сварить зелья и продать их в своей лавке.[/i][/b] Геймплей: https://youtu.be/WUXcwyuU9zs Довольно необычная пошаговая стратегия с элементами RPG и рогалика. Мы играем за алхимика, который варит и продает зелья нуждающимся. Героя можно выбрать и прокачать. Цепочка производства такова: скупаем ингредиенты, смешиваем, дегустируем (чтобы определить свойства зелий), потом загружаем товар в магазин и торгуем. Без дегустации и загрузки на полки сваренные зелья продать не дадут! Самым первым делом распределяем деятельность по дням недели, но надо учитывать текущее состояние бизнеса и то, что после старта этот план нельзя изменить. Например, если у вас нет ингредиентов, то вы не сможете сварить зелья и потратите время зря (вам придется пропустить этот день недели впустую). Кроме этого ваш план может ограничить/испортить здоровье алхимика и случайные события. Переработки и отравления при дегустации новых зелий требуют отдыха, поэтому некоторые дни недели алхимик пропустит невзирая на план. В вашем расписании дни восстановления будут обозначены пламенем. Игра пошаговая. Каждый этап плана состоит из действий, требующих времени. Время показывает таймер (красная полоса в круге), он аналогичен очкам хода. После распределения времени нужно жать кнопку в середине круга с изображением ворот. Это аналог стандартной кнопки «конец хода». Чтобы сэкономить время и выполнить больше работы за один этап, нужно нанимать помощников и прокачивать своего персонажа. Графика и концепт отличные, но есть небольшие баги, а еще раздражает то, что рандом слишком сильно влияет на результат (рандом влияет на выбор доступных к покупке ингредиентов, на исход дегустации, на количество покупателей и их предпочтения). В стратегиях должен рулить ваш выбор и тонкий расчет, а не удача. [u] Вы можете почитать другие отзывы и подписаться на наших кураторов. Добро пожаловать! [/u] [url=http://store.steampowered.com/curator/25737869/] 5 minutes of game [/url]
I really like the game concept of planning your day and by trial and error make money from the potions you are creating. However i have run into a lot of bugs which didn't allow me to continue with my game. I think if we give the developers some more time, then the game can become very good maybe great even. But I would recommend to wait a bit until some patches come out.
Adoro questo genere di giochi, quindi il mio voto sarà positivo nella speranza che venga migliorato e sistemato, e spero di poter dare il mio contributo. Per ora l'unico enorme problema che ho riscontrato è avvenuto in una fase random (a 7 mesi e a 19 settimane): la fase di vendita e di miglioramento personale si "rompono" rendendo impossibile proseguire. In queste due fasi, cliccando qualsiasi altra opzione del menù, si aprono i relativi pannelli ma chiaramente sformattati e senza possibilità di interazione. Nella fase di vendita ho da subito solamente il pannello del cliente, senza avere effettivamente i clienti nel negozio, quindi mancano le loro richieste e le pozioni da associare, quindi di fatto è impossibile vendere ma è possibile solamente skippare la fase della giornata. Nella fase di miglioramento personale il pannello da cliccare per confermare l'exp acquisita è di fatto incliccabile e qui non è neanche possibile skippare la fase della giornata perchè il pannello lo impedisce in quanto richiede un'azione incompletabile. Entrambe le situazioni possono portare a una schermata nera che costringe a riavviare il gioco senza però risolvere i problemi: una volta che queste fasi si "rompono" all'inizio della settimana, non è possibile proseguire se non ricominciando la run dall'inizio (cosa che ho fatto). Ho provato anche a fare un check file che però non ha risolto il problema. Forse potrebbe essere utile permettere di salvare il gioco in slot differenti (anche automaticamente) in modo da avere almeno un backup funzionante. Altro problema che mi ha costretto a più di un riavvio è quando capitano le settimane con 4 giorni su 5 con gli slot Fase in fiamme. Il gioco richiede un certo numero di attività settimanali per confermare la schedule ma in questa situazione è impossibile. Caricando più volte sono riuscita, sfruttando il tasto preset, a forza il fill di una giornata in fiamme, i cui slot sono per non modificabili.. anche così continuava a chiedermi almeno altre due azioni. Ripetendo quest'azione più volte (ricaricando la settimana dal menù principale) sono riuscita a confermare la settimana con solo 6 azioni, ma senza capirne il motivo. Anche seguendo i tutorial non ho ben capito come vengono create le settimane con i giorni bruciati. Ho supposto dipendesse dal fatto di aver usato troppe azioni, ma ho provato con meno e non cambia. Ho supposto di aver fatto combo di azioni "esagerate", ma ripetendole, non cambia. Ho fatto altri test, ma non saprei. [h1] Suggerimenti [/h1] Nel gioco è presente il libro delle ricette che tiene traccia delle pozioni fatte e con quali ingredienti, ed è inoltre possibile aggiungere note negli ingredienti per tenere traccia dell'utilità o per annotare il riacquisto, in caso di commissioni. Ma queste opzioni, nelle fasi avanzate dove vengono sbloccati tanti ingredienti, non sono sufficienti.. stavo pensando di farmi un foglio excel :O Potrebbe essere utile: - Avere un pannello di rollover sull'ingrediente nella fase di miscelazione che elenchi le pozioni in cui è stato usato (ma forse dopo diventerebbe inconsultabile) - Nel libro delle ricette potrebbe essere utile poter avere un elenco filtrabile delle pozioni realizzabili con gli ingredienti a disposizione (quindi non solo quelle scoperte), poterla cliccare e selezionare come attiva, o direttamente un pulsante "miscela pozione" Credo che qualche opzione che renda meno randomica (per frustrazione) la selezione (e anche l'acquisto) degli ingredienti possa dare una spinta in più al game. Ho letto le vostre risposte alle altre recensioni, suggerendo di skillare maggiormente la fase di assaggio al livello 1 per confermare le etichette, in quanto servono tanti assaggi, e proverò.
**INFORMATIONAL REVIEW** 2nd / 06 / 2021 Before the 'recommended' label is read, first of all I do not recommend buying this in this state, I do recommend looking out for its future potential with a wishlist. Steam doesn't allow account reviews to show as 'Informational' so I've done this as to not confuse people completely. Lets be honest. This game is unfinished. It isn't bad for what it is; but it isn't outstanding in any regard. Intro to the game: You can select anything from what person you play as, to the location you stay at and which person gives you funds and everything. It seems like a lot of customisation but also comes with no tooltips to explain what those things are. The game lists 'unique perks' without any reference for a new player to know what that perk does. It lists stats and lets you choose which you start with; while giving minimal understanding or tutorials to them before you have attempted the task during the gameplay. Getting into the game: The intro doesn't really throw much at you in terms of demands, the game only holds your hand to make sure you know what some of the buttons do the first time you get to a screen. There is no mention as afar as my memory goes that warns you about only being able to trade with one trader, or the after-effects of doing things like overworking or toxicity from potions. You are completely left to your own devices; which would be good if the character wasn't meant to have a background in alchemy. Lack of a definitive 'tutorial' or 'beginners mode' is a major issue. The game might do well to let you move cities; and have one of the cities be a tutorial location where you are tasked with achieving a specific goal; like selling a handful of healing potions while being given a small group of ingredients to start with. A sandbox mode would also be a good concept for this game; as I'm sure many would love to just spend all their time testing potions and learning that way; instead of running a shop like the game presents. Overall: The game lacks a solid tutorial or explanation for tasks making it nearly impossible for people to figure out some of the things I'll be listing in the next segment. It makes it quite challenging to just enjoy the game with so many hidden or poorly shown mechanics. What I've learned: (A segment about tips the game should probably have given) Toxicity knocks you out for most of the week and sometimes the next week if you go too far late in the week, I recommend only tasting twice a week, with a few days apart to maximise time. Scheduling tasks is weird. Without any modifiers, you will always take an extra penalty to working during the evening. This is poorly explained by having an indicator bar go up based on where tasks are scheduled. The game does try to convey this information but I feel it is done poorly because it took till I gained skills to reduce the 'burden of working in the evening' that I realised that was causing the character to 'stress out' and give up for a week or more at a time. The game seems slightly glitchy when assigning multiple helpers to an overall number of tasks greater than their top. I experienced a few bugs trying to replace one helper on a task with another leading to the whole scheduling list bugging out and having ghost tasks and otherwise. Ignoring the gameplay, the graphics and music hold merit, they aren't all just basic assets but actually well made images and sound to a degree. However this is a video game and it can't buy too many merits from me for looking or sounding nice. I enjoy text based adventures, graphics isn't everything. FOR THE DEVS: I accept that whatever I say can be skipped over, that nothing I suggest matters, but this game has enough promise to warrant a bit of feedback in this regard. Tutorial: Some beginner level, some sandbox method, some way to learn and push the game mechanics, maybe giving the player a 'final test' tutorial where they use a select group of materials to create a potion to give people confidence in their abilities Interface: Potion making as is, is extremely trial and error. The only feedback people end up getting is 'you have already tried this combination' which while helpful, doesn't benefit the player because they had to click on that item. Maybe fading out/darkening the item when changing the related category to it; provides a result the player already knows would be a simple step forward. That means if I chose ingredients 1A 1B and 1C, if I input 1A and 1B again, 1C would fade/darken letting me know from a glance I don't need to check it. Introduction: Examples and stability. The character the player plays as, didn't invent potions. There should be basic recipes some books give for 'established' recipes, as well as basic potions players should start with. Without some sort of stability or way to earn income, the whole game becomes related to chance. Give people the ability from the start of the game to run their store at the most basic level, working later on to improve the effectiveness, reduce the toxicity and many other aspects. It should not be hard to let a book randomly reveal an aspect about a potion or ingredient given a bit of time developing this area. Customers: Customers might be 'king', but they aren't 'smart' a customer isn't going to walk into a store asking for a potion with 2 established aspects, a specific toxicity level and have a specific amount of money on hand for it. A customer should present a 'problem' and based on the words they use, being key words relating to multiple 'effect' tags on potions, will pay a negotiable amount to the player for the different potions. This allows people to use more creative methods to solve some of the basic problems. Helpers: Are a weird thing in this game. They are closer to 'part time workers' when the setting of this game reminds me of the times in history where apprentices were expected to work to the bone, but these guys get 2 hours of work only on weekdays, and get paid fully for it. Why are we unable to leave a part of the shop to a helper and we must supervise it constantly? If I wanted to leave selling and stock to one helper, why can't I? Or if I wanted a helper to test potions for me; why do I have to unlock something specifically for that? They serve no visible mechanical purpose even if they grant you minor benefits towards a specific task. There is no indicator where their 'help' actually 'helped' because all the dice rolls are invisible and you only see the result of succeeding or failing. Self-improvement/Books: Lets be honest. Reading is a very debatable topic in video games, can you 'rest' while studying hard and many other things. I would recommend making some tasks like reading reduce the penalties for specific times of day, as well as not causing the same amount of stress. The amount of actions you have before your character is too stressed seems extremely limited. Studying for the entire week, your character will give up after tuesday. Something we know in real life; is possible to do for multiple weeks on end 8 hours a day. Shopping: Currently for merchants, you have to visit them 3 times to buy from all 3 merchants. Due to a lack of a bartering system, I see minimal to no reason for this. There is no way to request specific ingredients and your warehouse is extremely small compared to what you might want to stockpile. I'd have no real issue if some items were given a 'perish' timer, that they have to be used in 2-3 weeks or they become useless and thrown out. But I see no reason to limit the merchants, other than to waste the players time currently having to revisit them 3 times to buy enough of the few ingredients they might need. -- I will repeat my opening lines for people who want it: TL:DR The game currently is better on a wishlist and looked out for in the future than its current state. It has merits, but with the learning curve, isn't accessible to everyone immediately. TextLimit1234567
First, the game seems at least decent given the selling price, but... it's bugged and unfinished! I am from Italy, and I really would like to support companies from my country, but this game wasn't tested enough to justify the release! I will refund it, for now, and see if they will solve the various problems and do a better job with the translation... A pity, as the game can be, as I said, quite funny.
The game is not listed as being early access. It definitely should be though. The game has a bug infestation that competes with the large cities of the world. Nobody ever seemed to think about how odd the story is when an experienced apprentice ends up running a shop and has zero knowledge. Perhaps her apprenticeship was not in the area of alchemy but more in the line of personal services? The tutorial is total garbage. It gets silly randomly trying combinations of ingredients (it says you can make something like 12,000 or 18,000 potions) to see what you get and tasting them all to see if they are toxic. Try that as an apprentice in a potion shop and see if you can live a week. The logic of the game is horrible. I love alchemy games, but, this is a disaster right now. It should have been EA for a year or two to fix it all. Perhaps if come back in a year or two it will be a great game. Right now it is not good at all. Time to refund. I have far better alchemy games. Even Skyrim is far better if all you look at is the alchemy.
The core games seems ok. But there are some pretty seriously broken bits currently that need to be addressed. Random parts of the game are in Italian only. One time there was a fire that swept through the shop and I couldn't do anything for a few in-game weeks? I think that's what happened? It was one of the few times things were really not well explained. The game has a lot to offer though! There are plenty of considerations to make, that stack up for what seems like a strong management game. But it needs some more time in the oven first.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| 100 hidden eternals | $8.5K | 682 | 92% | $0.99 |
| Neko Station | $8.5K | 62 | 89% | $5.59 |
| Heat Guardian | $8.5K | 141 | 70% | $2.99 |
| Super Turbo Demon Busters! | $8.5K | 188 | 55% | $2.99 |
| 品玉庵异谈 PinYuAn Tales | $8.5K | 103 | 93% | $3.99 |
| Arrog | $8.5K | 225 | 88% | $2.99 |