
Craft magic potions and sell them in your own alchemy shop! Explore the world and harvest plants to discover new recipes! Take care of your own garden of alchemy and decorate the shop as you like!
Modeled estimate, not a reported figure. How we estimate →
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.49−50% | 1.1Kreviews | 69% | — | $120K |
| $12.99 | 30ratings | 53% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really had hope that the devs would turn things around before this left early access. There really is next to nothing to do in game, it's all just so repetitive. This is more the loose framework of a game than a fully realized concept.
gist: you're an alchemist. you gather plants everyday to sell as is OR to make potions OR to fulfill requests from your neighbors. you earn money from these. game has 4 small maps. small = not meant for exploration but for finding plants/rocks. you'll have 2 houses; 1 is already where you live and 1 is to be bought. you can customize these. the game is more for simulation and creative expression. it doesn't have a goal and it has no progression whatsoever; you just set your own if you want. pros: cute. you can customize (a bit). it's fairly low sys req. easy to move and manipulate. cons: VERY basic. QOL can def be improved (gardening, tools durability even with better ones, item consumption, energy). customization is very limited. as far as im aware there has been 2 major updates, mostly concerning game mechanics, but not much improvement or features. interface is also very basic, but i guess as long as it works. and for hardware stuff: the "Town" map is resource-demanding, for some reason. so yes, it IS playable. but if you're not playing to lose yourself in a game for a few hours, doing a boring, tedious, non-progressing job, then this is going to bore you to bits. I DO NOT RECOMMEND BUYING AT BASE PRICE. best to get it free or at a steep discount if you'd really like to try it.
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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*, French*, German*, Spanish - Spain*, Spanish - Latin America*, Polish*, Portuguese - Portugal*, Russian**languages with full audio support
| $12.99 |
| 22ratings |
| 62% |
| — |
| not modelled |
| $6.49−50% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Felt like you were going nowhere. Tedious, boring, and barren.
Nice relaxing game. As such, not really challenging, just a way to pass time when you want to unwind and let the zombie hordes replenish.
Alchemy Garden, developed and published by MadSushi Games, is a cozy sandbox life-simulation that blends gardening, potion crafting, and light shop management into a relaxed fantasy experience. Instead of centering on combat or dramatic storytelling, the game focuses on the quiet satisfaction of cultivating plants, discovering alchemical recipes, and gradually building a small business from the ground up. From the moment you create your custom alchemist and step into your modest plot of land, the tone is clear: this is a game about patience, creativity, and self-directed progression rather than urgency or high-stakes adventure. The core gameplay loop revolves around gathering ingredients, growing crops, and experimenting at the alchemy table. Seeds can be planted and nurtured in your garden, while rarer materials are found through exploration in nearby wilderness areas. Seasonal cycles influence what plants can be cultivated or discovered, encouraging players to plan ahead and diversify their harvests. Once ingredients are collected, the experimentation phase begins. Combining different components produces potions with various properties, and part of the enjoyment lies in uncovering new recipes through trial and error. The system is not overly complex, but it rewards curiosity and careful observation as you gradually build a catalog of concoctions to sell. Running your potion shop introduces a layer of economic strategy. Customers visit with different needs and expectations, and you must decide how to price your wares to balance profit with satisfaction. Overpricing may drive customers away, while underpricing limits your earnings and slows expansion. Although the management systems remain relatively light compared to more intricate business simulators, they provide enough structure to give purpose to gardening and crafting. Watching your shop evolve from a simple stall into a more refined storefront offers a tangible sense of progression. Customization plays a significant role in the experience. Beyond managing crops and inventory, you can decorate and expand your land with furniture, fences, lighting, and other aesthetic elements. Additional plots of land can be purchased, allowing for larger gardens and more elaborate layouts. This decorative freedom fosters a sense of ownership over your environment, turning your alchemist’s home into a personalized sanctuary. The emphasis on visual expression aligns well with the game’s relaxed pacing, encouraging players to take their time shaping a space that reflects their style. Exploration beyond your property adds variety to the routine. Visiting the nearby town allows you to purchase seeds, tools, and clothing while accepting small commissions from villagers. These tasks break up the gardening cycle and introduce light objectives that guide progression. Venturing into surrounding areas to gather wild ingredients adds a modest sense of adventure, though the focus remains firmly on resource collection rather than combat or narrative depth. Visually, Alchemy Garden adopts a colorful, cartoon-inspired art style that complements its cozy tone. Characters and environments are simple but charming, with soft lighting and bright palettes that create a welcoming atmosphere. The soundtrack reinforces this mood with gentle, unobtrusive music that enhances the sense of calm. While animations and environmental detail may not reach the polish of larger-budget simulations, the aesthetic remains cohesive and consistent with the game’s tranquil identity. Where the experience may feel limited for some players is in its depth and pacing. Progression can become repetitive once the novelty of early experimentation fades, and the economic systems do not evolve into highly complex challenges. Dialogue interactions with townsfolk are relatively simple, and long-term goals are somewhat open-ended rather than tightly structured. However, these aspects also contribute to the game’s laid-back nature. It is designed less as a demanding simulation and more as a creative sandbox that invites players to unwind. Ultimately, Alchemy Garden succeeds as a gentle, self-paced fantasy simulation that prioritizes creativity and comfort over complexity. Its blend of gardening, alchemy, and shopkeeping forms a satisfying loop for players who enjoy slow progression and personal customization. While it may not offer the intricate systems or narrative ambition of larger life sims, it provides a charming and soothing space where players can cultivate both plants and potions at their own rhythm, building a magical livelihood one careful experiment at a time. Rating: 6/10
ce n'est pas ce que vous penser vous pouvez vraiment trouver mieu comme jeux plutôt décevant il essaye trop de s'éparpiller si tu tattend a de l'alchimie y'a mieu comme jeux
nuh uh
This seems to be a good first try for a cozy/chill game, but as of now, it is quite underdeveloped. It needs some serious rebalancing, everything costs a lot compared to the amount of plants you can find and the amount of potions you can craft in one day. The controls are a bit wonky, especially the jumping, and you can lock yourself behind invisible walls on rocks, so don't go hiking. The atmosphere is great and the game definitely puts a lot less pressure on you than the likes of Stardew Valley, but I'd wait a bit more before purchase.
Приятный симулятор алхимика. Затягивает процессом сбора ингредиентов и оформления лавки. Управление простое, визуальный стиль радует глаз. Есть небольшие шероховатости в плане оптимизации, но они не критичны и не портят общее впечатление.
Um ehrlich zu sein habe ich hier etwas mehr erwartet. Ist aber von dem was ich gesehen habe nicht schlecht umgesetzt.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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