
Moonbury's residents need healing, and you're the best chemist around! With your trusty tools, a brewing cauldron, and a canine companion at your side, you'll need to diagnose symptoms, gather ingredients, brew potions, and cure ailments in this open-ended sim RPG.
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.
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.
About


Sums Steam only; PlayStation, Xbox, GOG, Epic, 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 | $5.99−70% | 5.4Kreviews | 79% | — | $592.9K |
| $5.99−70% | 717ratings | 84% | — | not modelled | |
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 119 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I do love this game but it feels slightly unfinished with the relationships. And with the inactivity of the game creators, I doubt that would change. The relationships stop at dating, nothing more. Aside from that, I enjoy how you have to forage and sort items for making potions and the interactions with the people. I like the trust idea but I don't see a real way to track it. Sure, there is a relationship meter but there isn't something to measure trust that I can see, only a notification that you gained some trust with them.
Debated on which way to go with this, but I'd say its just mediocre at best, so I went with a thumbs down because it runs but just felt like the game was pointless in the grand scheme of life. I also did get this game on sale with credit so it was basically less than a cup of wawa coffee. I beat the main story, and got 10 villagers to at least level 2 (per achievement) with 5 of them max'ed. Pros: Story is cute, makes sense as to why you are there. Artstyle is nice to look at. Cons: Numerous -Villagers are very boring, and bring nothing unique to them. Game did it no favors by giving each character basically 5 lines max they could say while talking to them around town, so talking to them got old fast. -while every game puts the villagers on the map so you can see where they are and find them, the game gatekeeps that behind the dog being max level so it can sniff you out. Just seemed really half-baked because if you are going to make it this easy anyway (dog totally finds a person), what's the point of having to use the dog in the first place. Just toss them on a map. -Villagers have 3 story quests, romance partners have 3 and then their dating quest (I did not go that far because I got tired of the game before I cared to go into dating that doesn't have marriage anyway) -For a game whose title is 'potion permit', seems like its more 'get wood, ore, and money' than actually making potions. -Fishing was annoying as you could spend a whole day fishing and probably only catch like 8 fish, which seemed like a waste of time, and barely did any beyond getting to level 2. -The clinic minigames are just brainless easy to the point I just patched them out with a mod because I'm not going to sit there and waste my time when I know I'll 100% it every time. -Almost everything this game does, loads of other games do better. The story is neat, but the progression system in this game is absolutely awful, i'll give an example. Every other game makes you complete a quest to unlock a key item or mechanic before you can proceed so that you understand how it works and put it into your gameplay. Not so in potion permit, because if you focus on the story completely, you won't have the money to unlock the garden to grow flowers as that money will instead go towards upgrades for your axe, hammer, etc, because those are more important in your day to day. So what ends up happening is with lots of these mechanics like cooking, you just ignore it until its no longer useful (or you are done playing). You can do better than this game, and I'd even hesitate for any reader to get this game on sale because its $7 you can use toward a better game overall.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 30 → 1.57/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.
Genres
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, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Indonesian, Traditional Chinese
| $19.99 |
| 213ratings |
| 80% |
| — |
| not modelled |
| $6.99−65% | 37ratings | 64% | — | not modelled |
| $6.99 | — | — | — | $0 |
| $19.99 | — | — | — | 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 119 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Total lack of depth, after a while the game becomes extremely repetative since there really is only one thing to do every in game day
Great game and had a lot of fun. Unfinished for sure but left on a good spot I guess. Get it on sale and spend a couple days in Moonbury. Great concept. Wish it wasn't abandoned.
Ждал примерно то, что и получил. Бег туда-сюда, гринд, еще гринд и немного сюжета. Остался доволен. Люблю гриндить и гриндить, а иногда даже гриндить.
7.5/10 - Many good things, not quite great, and some missed potential Let's go through everything, starting with the good. Graphics. (Great) Personally, I love the art style and all the assets are well made. The NPCs. (Good) The town feels alive. NPCs have their own routines where they move around town for work, food or leisure. Those routines aren't the same every day, and if they get sick, they're missing from their usual route and if they run a business, it won't open. Unfortunately, the only deviation from their routine is getting sick. If only they had more random events, or changed when their relationship with the player improved, then it would be perfect. And more dialogue, I suppose. They also have their own personal stories, which you get to see as you progress through your friendship levels. The alchemy system. (Good) The alchemy system is novel and allows for great creativity. They missed the opportunity to have mono-elemental and balanced-elemental versions of the potions (all using one type of ingredient / an equal number of ingredients of every type) and also, had no variety in what potions were used for. No combat potions, no fishing potions, no gift potions, etc. Aside from potions needed for story progression, all potions are used for curing patients, or selling for money. Another missed opportunity. The story. (Good) It's a good story. Solid. Gathering resources. (Okay) As an absolute loot Goblin, I loved going out and gathering a tonne of resources every day. I loved unlocking new areas and getting access to new resources. I loved solving problems and getting access to new resources. The combat was nothing amazing, but I played old gameboy games so I actually prefer this style of combat over something more modern. It can be a bit grindy for players who want to focus more on other aspects of the game but still want to progress. Minigames. (Okay) The minigames for the gigs around town are great - they're not exciting, not challenging, and you just have to get through them like chores, which is exactly how work should feel. The diagnostic and research mini games though, are kind of lackluster. They felt more like minigames for the sake of minigames. Relationships. (Dull) Improving relationships with people is dull and routine. Talk to them to make it a little better. Give them a gift to make it a lot better. There is only one kind of gifting item that you use for everyone. It feels like a grind with items you can get to expedite the grind a little here and there. Improving your relationship with people doesn't really change anything in a noticeable way - they're basically a tickbox. Also, everyone's relationship improves at the same rate. It would have been better if "friendly" NPCs improved their friendship/relationship with you faster, "cautious" NPCs did it slower, and "skeptical" NPCs did it the slowest. Also, helping the town does nothing for how friendly an NPC feels towards you, apparently. Feels like they didn't flesh it out properly. Fishing. (Bad) Special entry just for fishing. Fishing eats up your time, doesn't give good rewards, and the minigame feels like a chore. Other things. (Mixed) The energy system might annoy people, but I found it tolerable. The cooking system lacks depth, but I was okay with it because I mainly saw it as a source of energy so I could be a loot goblin. The dog is okay but it's weird that I could max it out with like, 3 steaks. The planter unlocks far too late. The special fishing spot needs to be special. And that's it. Overall, I am quite positive about this game. There are many things I thought could be done better, so much unrealized potential, but I still quite enjoyed it.
Um jogo simples, mas muito viciante, vale a pena jogar. Mas esperem por promoções, porque 99 reais tá de brincadeira kk
this was a tough review to write... but i think potion permit doesn't quite nail the execution of a cozy farming game. it kills me, because there's so much potential, but the tl;dr is just that it's okay at best. the characters, dateable or not, can be reduced to pastiches of other, more fleshed out, more interesting characters from other games. it's cliche at best. the 'diagnosis' system, although intuitive, never feels new, and gets old fast-- same with research. although i liked many aspects of the potion-making, especially the puzzle style, it doesn't represent the sheer grind and repetition of each ingredient. it never felt rewarding [i]enough[/i]. i wish the game added a little bit of drop variance-- it would hugely reduce the grind if we could receive 2-3 ingredients per plant, rather than just one every time. additionally, i wish there was a visual improvement of the potion-maker's house as the game progressed. it's been months and i'm still stuck in a mildewed bungalow! in the end, potion permit felt like a walking simulator between bouts of grinding and mini-games. the character interactions weren't outstanding enough to weigh against the tedium of doing the same thing, every day, without fail. if you like a bit of a no-brainer game, or are content with a quiet grind, this might be the game for you. otherwise, for the price it is, i'd recommend stardew, fields of mistria, anything else more well-recognised in this vein.
I’ve enjoyed the game so far! As a Steam Deck user, I am only 5.9 hours in at this moment, and I noticed that the button labels changed. I wouldn’t really care, but it’s made it difficult to use the map or craft potions. Hopefully that gets patched soon. Thanks!
Material- errand boi simulator, everything is repetitive, so maybe dont overprice a dull game devs?
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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