
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.
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 859 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Does not work on Steam Deck in spite of being marked as verified. The title screen resolution is so warped that you can't even start the game. The game cursor can't select any of the menu options.
太长不看版:玩法不能让人感到满足,反而很繁琐而且挫败感强,不推荐 一、讲价系统 1、信息显示不全 敌人的攻击信息建议显示全,而不是滚动播放,界面应该是完全够显示的,不明白为什么要把攻击和上debuff信息滚动播放。 2、压力值 压力值的设定很有创意,但也非常不好。因为压力不比血量,对于血量而言,只要我能过关,哪怕我只剩1滴血也没问题,甚至会显得我对血量的控制特别精准。 而压力值也不像血量掉一点没事,每增加1%压力值都有会导致鬼抽,抽上压力牌的感觉是非常糟糕的,更何况随机数的分布是真的很随机,偶尔有3%压力连抽两张压力的高血压情况发生。 而本游戏的每回合抽牌量就少得离谱(第一回合3张,后续4张),哪怕没有压力都经常上来就狠狠挨一下,如果有压力……喜欢我开局3张牌两张压力带紧张直接被血入10点吗。 这些综合起来,就导致玩家是一滴压力都不想涨,每一点压力上涨都会伴随着强烈的负反馈,加上后面的提到的讲价缺乏正反馈,导致打牌讲价这个系统玩起来让人很不爽。 3、讲价应当设置上限 讲价应当设置一个上限,例如前期30%,后期随着执照解锁而提升上限。这样做一是能提升执照解锁带来的成就感,二是明确告诉玩家“你做得很好”。 毕竟讲价和打怪不同,打怪只要我打死了怪物就是正反馈,而讲价是没有明确正反馈的,我会始终怀疑我是不是讲得不够好,赚得不够多。加上由于讲价回合数很少,经常无法打出理想的combo,就更会让玩家陷入自我怀疑当中。前期资金的捉襟见肘更加加剧了这一点,总让我怀疑我是不是玩得有问题,为什么钱一直这么少。 因此设置一个上限十分有必要,让玩家明白“我已经讲到了价格上限,我的表现完美!” 二、资源卡太死 低级魔药需要低级素材低级坩埚,高级魔药需要高级素材高级坩埚,不管炼什么药都需要占用坩埚,享受不“到发展→效率提升带”来爽快感,等级高了以后也没法做到低级魔药自由。 钱不够用也导致时间也永远太少,一堆NPC好感到了但是没空升级,约会更是形同虚设,不可能花宝贵的时间去约会,花时间升级就没空卖药,钱就更加不够用,非常难受,而到了后期又会突然赚到很多钱,突然就财富自由了。 而资源又过于单一,只有钱和时间两项,时间通常也是用来赚钱,所有素材、家具都要钱买,这也是游戏把钱卡得非常死,一直不够用的原因。因为到了后期钱一旦够用了,游戏就没有目标了,突然索然无味,加上重复的炼药和打牌系统,我还差一天就能打阿努比亚,但是扔在那边好久没有兴趣开游戏。 各种数值都卡得太死导致玩起来一点不会有爽感。 三、比赛系统 首先每10天一次的比赛设计很不好,输了直接gameover(没试过是不是,但至少让人这么认为)紧迫感太强,正常模拟经营游戏应该有的松弛感一点都没有,一直在赶着赚钱,买素材,升级家具,加上前期的资金特别缺,生怕来不及升级设备导致GG。 赚到的钱也都是砸进素材和升级家具上面,钱永远不够用。比赛奖金还全给拿走了。 可以理解比赛系统的设计是为了让玩家有一个目标,推动游戏内容,但是过犹不及。 比较理想的设计方法是,催债人每天来收一点租金,不用太高,比如只要玩家赚的钱的1/5即可,有一点紧迫性,但不至于难受。而比赛由玩家觉得差不多了自主报名,比赛的奖金也留给玩家,正好用于每次比赛结束以后的添置设备(卖药赚的钱则可以对应地降低)。既保留了游戏目标又有一定松弛感。 四、人设及剧情 主角蛮好看的,我也是因为这个入的游戏,然后发现上当了,除了主角就没有一个是人(字面意思)。各种人外福瑞,人类NPC也各个奇形怪状,这就导致我并不是很想了解这些角色,或者看他们的对话。当然对话也是超长,还不标重点,总之就是让人提不起兴趣了解角色和背景。 由于前期资金过于紧缺,导致一直玩到后期才有时间升级NPC关系,但是后期大部分NPC的卡牌都没啥用,纯纯负反馈,或者开发者觉得这些卡很屌? 五、其他小问题 1、炼药系统 炼药系统复杂困难,后期6口锅,还不给配方记录,每天炼十几次药,内容又重复,这谁遭得住啊。 2、家具升级 安装的家具不能升级,一定要拆下来才能去商店升级,这一点有点烦人,而且毫无必要。 3、UI操作 “返回”按钮色彩不醒目且跟环境融为一体,经常让人找不到“返回”在哪。另外现在大部分游戏应该都有点击空白处返回的功能。 4、不能批量购买 低阶材料买10个就要点10次+号…… 总之是一款低于预期的游戏,我想我是不会推荐给朋友玩的。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
Started off fun, but gets exponentially more tedious after the first competition.
首先我不是女同,其次希德快把我的魂勾走了🥵 整体上还是好玩的,何况炼金+开店+打牌+恋爱养成的这几个要素组合起来,属于在用机枪扫射我的游戏好球区……有种逛罗浮宫遇见了蒙娜丽莎的感觉()。缺点是游戏有点后继无力,玩到后期除了操作繁琐完全没有难度。主线剧情结束后也没什么动力能让我继续打下去了,npc好感度推到最高级才能拿的强势牌都没能用上几次,整个游戏戛然而止得像个半成品。 最后,虽然我不是女同,但是希德你什么时候带我走啊😭,你带我走吧希德😭😭😭
不知道为什么好多差评,那么我来打一个真心实意的好评吧!游戏库里一百多个游戏这是唯一一个让我给它写好评的游戏,可见其含金量。。。喜好和实际体验感绝对是因人而异,但至少看看好评再考虑一下要不要被差评劝退吧!或许你也会喜欢它呢! 首先这是一个典型的魔药+经营+卡牌+回合制并且含恋爱和肉鸽要素的游戏,你猜怎么着,我既喜欢魔法要素,又喜欢收集魔药配料,又喜欢配魔药,又喜欢经营,又喜欢玩卡牌,又喜欢不需要手速操作只需要策略安排的回合制的玩家,并且我还喜欢攻略各种各样不同的角色,观赏ta们的特殊剧情(不是),而这个游戏全部满足了我!对我来说这里简直就是天堂啊! 很多差评里都提到了游戏难度的问题,说做魔药太枯燥太累,难度太高。我只能说这个确实是一个门槛,而我能从这种挑战中得到巨大快乐。和我一样喜欢一刻停不下来地思考动脑策略安排的人应该也会享受的。我从头到尾玩的是经典模式,28小时通关,前期确实需要一直配魔药一直卖,每天花钱花到个位数,但是中后期钱赚起来就轻松太多了,天天出去和npc约会毫无压力.jpg我觉得简单模式的话应该会更简单一点,如果是更喜欢休闲的朋友,可以尝试简单模式看看。 说配魔药枯燥,我个人觉得是完全没有的,光我到40天的时候就解锁100多种魔药原料了,用不同的原料研究配比做各种各样的魔药多好玩啊,到底哪里枯燥了.jpg 还有一种差评说角色的恋爱剧情太单调太浅了,我的评价是这种游戏你还要什么自行车啊.jpg我个人觉得所有角色都已经很有魅力了,这里有怪人,阳光新人勇者,知心大姐姐,憨厚艺术家海象哥,魅魔,怪物狂热爱好者,猫猫,明星歌手,鲨鱼(写dlc上了我觉得不算剧透吧),[spoiler] 我原本对希德的感觉是第二梯队的但是她最后写的歌真的太浪漫了。。。 [/spoiler]。而且你可以同时谈所有人,爽不爽我就问你了。洛夫塔正统魅魔在希尔薇娅。 以及这个游戏的美术音乐我也全都给到夯吧,3d稍微有点毛边不过我不太懂游戏建模什么的,在我看来已经很精致了,人物的表情动态都特别生动,有时候我会停下来观察他们的小表情,特别特别萌。里面2d的卡牌,立绘和boss战头像也都画得特别精美,画风非常戳我。配音也都特别符合角色,非常好听。尤其是某人的歌唱的太好听了。 当然从我的角度来看确实也有一些缺点。首先是一开始要适应游戏难度需要从头开始的话,因为剧情比较多且跳过比较慢,重开的话会比较麻烦。我自己也是在前20天重开过两回的,但之后就打得一路顺风了。也是因为这个我不推荐单纯喜欢肉鸽要素的人冲着这个来玩。 第二点就是通关并且攻略所有人物之后,你大概率不会再打开这个游戏了。毕竟前期卖魔药已经卖得要死了,没有那个需要还要再体验一遍就有点m了。但是呢无尽模式又弥补了如果你没在50天内攻略所有人并且看完所有散步剧情的遗憾,我目前是游戏本体通关,dlc买了还没开始玩,角色也还没攻略完,我觉得我之后打开游戏也就是为了这个了。 第三点是我好想看更多有关收债女和[spoiler] 梅文罗宾以及奥斯瓦尔德(人形) [/spoiler]的剧情啊!如果无尽模式里有那当我没说。 我个人是一周内(集中五天内)打完的,我觉得如果时间拖得更长的话热情可能会容易被消磨,这也算一点吧,但同时也是一个小贴士,就是集中快速打完你能得到绝赞的体验。。。 可能还有别的想说的但暂时想不到了,感觉已经夸了很多了!希望有更多的人来体验这款神作!我真的非常非常喜欢它,如果能有更多人喜欢它就更好了!!
This game has a lot of disconnected ideas and parts that, on the surface, seems like they wouldn't work together, but I must admit that there is a masterful level of cohesion and competency in how the systems interact in making a system fun and engaging. The way the myriad modes this game runs through, including the shop management, brewing, haggling, social aspects, gardening, and more all entwine into something where you naturally want to engage with ALL of it is already great. However, wanting to engage with all of the systems not just for the sake of having to do so for a deadline, but because I genuinely wanted to experience more of characters, mechanics, or beat personal bests is an incredible display of what this game actually is as an experience. I will say that I disagree with this being considered a "cozy" game given that it does get quite involved if you're playing at a reasonable degree of optimization, but otherwise was a fantastic singleplayer experience through and through. That's my summary, though, detailed thoughts below if you want more substance. I wholeheartedly recommend this game, which is rare for me to do in such glowing fashion but I do genuinely love this game for what it did and the experience I had. In terms of story, there's enough built up within dialogue of characters that feels natural and reasonable for how characters behave at time that even if some of it feels a little surface-level, I never felt it egregious or obnoxiously vapid. There are some beats where Sylvia, the main character, should be able to honestly describe other events to other characters that she knows from conversations of other characters but I recognize that is a lot of overhead design to ask for. In terms of characters and writing, this game is a home-run. Sylvia, while air-headed, is a likeable character who genuinely has incredible quips and generic statements that make her feel relatable or otherwise likeable. The other characters are no slouch, and while I definitely got some initial negative impressions of some characters when I first met them in the story, interacting with them afterwards substantially improved my opinion of EVERY SINGLE CHARACTER, to the point where a character I thought I'd loathe (Baptiste) became one of my favorites. Overall, characters are extremely well written and only a couple of times did I feel reactions were unfounded or otherwise "cringey" for lack of better terms. The haggling system definitely takes some getting used to, but the satisfaction I got in assembling my deck strategy that won me the game is something I seldom get to have anymore. Patience as a currency is very restrictive at first, but because you get more options in the system as you progress social ranks with other characters, you genuinely feel like Sylvia would feel at getting better at haggling. While that may be unintentional, it reflects in your decks and strategies getting stronger and stronger as the tournament progresses, resulting in a fantastic satisfaction. My winning deck ended up using a cycling approach using many of Owl, Xid, and Baptiste cards to create a feedback system of cycling through my deck to find Chorus cards as baseline pressure, but the real goal of sustaining a loop of cheap or free cards that eventally lead into a Carpe Diem finisher from Salt and Pepper that, during the final showdown, got me a +182 Interest nuke I was very proud of. The potion system can also be initially difficult to micromanage and work with but I think this again is very related to how Sylvia does have to learn how to make these potions that make it more satisfying when you finally get good at making many Masterwork potions with high quality stuff. I like the magimins system, though I do wish there were ways to remove magimins from certain ingredients or that certain ingredients were easier to get in other systems. Otherwise, in terms of the downtime or gardening or more that this game allows you to do, I think I have generally positive feedback for, although I do think some systems are either really underbaked or aren't really viable in the actual gameplay loop that a player is going to naturally fall into. So here are my negatives: The whole requests system is kind of absurd. Even with such high amounts of ingredients available to me, I simply didn't bother with the request system once they started requesting certain sensations because finding those sensations is strictly dependent on you having that ingredient. Perhaps that's part of the system, but because getting ingredients is fairly random, it's hard to justify to me ever accepting and following up on it until the end of the game when you likely don't need money anymore and are just sprinting to finish your final social links. In that same thought, the adventure system, while an interesting concept to use your potions on that I did engage with a few times for some ingredients, is very inefficient for gathering new ingredients, especially at the start of a new week with the ballooning costs (even with the discounts!). It was far more efficient to just fund expeditions and gamble on the Salt and Pepper chests to find new and powerful ingredients for the next round of potions than it was to waste pressure time, resources, and money on expeditions. The risk/reward profile is just heavily skewed to not give profit most of the time for all but Corsac as a hero. It's disappointing, as I feel like there should be more incentive to clear out environments fully with heroes. One final thing that felt underwhelming or useless was honestly Muktuk's upgrades. He absolutely is necessary to get your new cauldrons and shelves as the game progresses, but there is very, and I mean VERY little incentive to chase down the upgrades for existing ones you have. 5% increases to price aren't really important when in 4 days you're about to be offered the same thing but only requires gold and not several resources with may be rarer or more expensive to get. It's a shame, because I think some of the designs and such are cool, but was basically never encouraged to use anything other than the base stuff Muktuk produced because that's what was needed to get to the challenge and I needed the funds to get the new ingredients for the contest and to fund expeditions and such to create a supply of them through Quinn. The upgrades are just too expensive and inconsequential to ever be worth engaging with so I never used them. One final negative is with the UI. I appreciate the filters, as they saved my life a ton, but I wish there was a sorting option instead of all ingredients presented in the *order they were added to your inventory*. It was very difficult to track sometimes, especially late-game. Just a way to sort by highest to lowest as a minimum would have gone a long way to making the UI or menuing a little nicer. Overall, this game does an incredible amount of stuff right in ways that created a fun and satisfying experience in both story, gameplay, and general vibe that made this a smash-hit to me in enjoyment. While the game can be overwhelming at the start, the satisfaction as you figure out and perfect many of the systems as you get more and more invested is something I rarely get to experience anymore and made this game fun from the management point of view. I've seen some other reviews mention that complexity as a bad thing, that it hampers the "cozy" vibe, but I disagree with calling this game cozy and feel the game was much better for NOT just being "cute little shop sim", but having real tangible gameplay and decision and time management that had serious consequences. It rewarded me for my time and made me feel genuine progress as I got further and further and was just one of those games I could not put down once I got going. An excellent game all around. If you like scores, a solid 9/10.
I've had this game on the backlog for a long time, happy to finally get to it, I'll keep this review short and sweet. The good: The character writing is pretty fun and sometimes funny, and the voice acting is pretty great. The gameplay loop is pretty fun. The ost is nice and fitting The bad: The balance is all over the place, I imagine most new players are going to be kinda broke for the first half of the game, and the resource management is kind of odd, I feel like I didn't have any reason or incentive to upgrade the shop or get extra cauldrons while going through the story. Then by the end game you are flush with resources and then the game is so easy you barely have to engage with it. A sequel with better balance would be REALLY good I think. I really liked my time with the game in the end, I just see a lot of room to improve.
The gameplay is great but QoL is absolutely miserable. It requires so much unnecessary clicking that playing this game could be a risk factor of wrist tendonitis Barrel: for some reasons you can't sort the potion by values or show the new ones first, so you have to click to the last page and hover over your potions every time Shopping for ingredients and fuel: there is no "buy max" button, if the stock of an ingredient or a fuel is 10 in the shop, you have to click the plus button 9 times. You have to do this for a lots ingredients (20+ once you hit the middle game, and probably more as the game progress) and every fuel except hay. And you can only see the number of current possession of the item when you hover over the item, which is just inconvenient. Garden: there is nothing on the UI that tells you how long does it take for the slime to duplicate, and there is no indicator when the slime finish duplicating as well, and you have to check manually.
アトリエシリーズ経験者。 ・錬金には使用すべき素材が特定されず、5つの主要素をどう混ぜ込むかだけで、極端に一定の薬が作れないということにはなりづらい。資材も入手方法が複数あり、販売と仕入れのバランスがカツカツながらも楽しめる。慣れてくればかなりイージーになる仕様なので、遊ぶ手軽さは〇。 ・販促はカードバトル形式で値段を吊り上げるもの。カードの入手手段などいろんな人への交流で入手でき、世界観への没入がしやすい。バトルそのものは簡単でお手軽。ただし最終版は難易度高め?(理不尽?)かも。 ・ストーリーはピクサーっぽいキャラクターと世界観がよくマッチしている。 注意すべきはLGBTQに配慮しすぎており、主人公の性別が女性に固定されていて選べない割に同姓に交際を迫られること多々ある点。仲良くなりたいだけなのが相手はすぐ恋愛に発展させようとするし、付き合ってしまうと距離感が近すぎて辟易するかも(文化的な面から日本人にはしんどい。)。特にLGBTQ要素に嫌悪感を感じる方は上記のメリットをもってしてもNGになりオススメできないので要注意。
The game is excellent, with beautiful graphics, fun resource management, and a colorful cast of characters. ...until it gets overwhelming. If you love extensive micromanagement of 20 different things all at once while trying please too many characters all at once to the point they all blur together, you'll like this. It was too exhausting for me.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $2.6M | 10.2K | 94% | $10.99 | |
| $90.1K | 216 | 74% | $18.99 | |
| $64.1K | 90 | 46% | $19.99 | |
| $28K | 120 | 82% | $8.99 | |
| $5.9K | 14 | 100% | $10.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.3M | 9.2K | 93% | $19.99 | |
| $6.3M | 6.1K | 76% | $13.99 | |
| $6.3M | 13.7K | 91% | $19.99 | |
| $6.3M | 5.8K | 91% | $49.99 | |
| $6.3M | 5.6K | 75% | $23.99 | |
| $6.3M | 6.1K | 75% | $19.99 |