
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.
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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
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
Hours played at review time, across 52 reviews with recorded playtime.
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
×無劇透 進度是過了第一次大賽的困難模式,著實沒有太大進行下去的興趣了…… 日程安排+煉金式製藥+組deck打牌+戀愛系統。 日程安排和戀愛系統非常直向就不多說了,先從煉金式製藥說起。感覺上確實是有參考Gust的煉金工房系列的一作:原材料獲得以後可以透過犧牲一個的數量給材料店來獲取繼續購買此產品;有委託;每日會有隨機或不隨機Buff和Debuff導致賣價買價升跌;煉藥層面基本上就是按不同數值的比例來調配,剩下的由材料的數值、不同性質來決定成品的好壞。就是比較關鍵的素材獲得和冒險都會交給各路Love Interest,以時間安排的遊戲方式來負責。 打牌的部分則是固定需要組20張卡的deck,以時間為cost,每回合結束和打牌都會扣除。每個客人均有他們的時間耐心,在這之前如果沒有達到最高等級的興趣便會離開,也可以選擇馬上成交來馬上把商品賣出。組deck的卡大抵從劇情推進、好感度系統獲取,所以本作的好感度基本上就與玩家的維生手段綁定了,也有時間安排和情節安排導致有它的進度上限,於是這個環節變的也非常看運氣……比如說有的需要早期開始累積的buff卡就是不出現、比如說一些有combo的卡就可能無法作為抽牌操作之後才抽到的卡而無法觸發“回合第一張打出”才能做到的combo……估計也正因如此所以本作才會有所以才有“馬上成交”這種保底操作,不然真的可能一直浪費時間賣不出去。 以困難模式來看運氣確實佔了本作還挺大的部分……最大的問題還是每日隨機事件隨機Buff……販賣=金錢來源=本作所有事情的主要脈絡(因為你要知道本作可不像煉金工房你甚至不能原地自己挖材料,也沒有買賣材料的選項,至少前期筆者看到的情況確實如此),Debuff可以讓買賣藥水的形成完全廢掉,因為嚴苛的時間管理、大賽的要求、客戶的需求、冒險要用的藥水等考量,要把不同種類的藥水備全以供不同日子不至於不能活也不是那麼實際,於是因為Debuff當日資金鏈斷裂也是可能的……而損失掉一兩日的容錯率,在困難模式底下也確實不太理想。 而如果要用談情的部分來平衡掉上述的遊戲體驗,對筆者個人而言又似乎確實辦不太到。日常送禮或進行約會來增加好感度等手段皆屬日程安排,與文本也不太大關係所以就不說了。更關鍵的還是本作的談情情節,高好感度的選項基本上就是讓女主去附合和同意對方的想法,比如說對喜歡森林的角色表達同樣喜歡森林的安靜而不是表達喜歡城市的煩囂,對自己家族有高度認同感的富家子弟則又要表達對家庭的認同感,不存在求同存異,不知道女主更具體的家庭背景之下也沒能選出一些“認為更符合主角”的選項,戀愛情節在此情此景下基本上就是問答題,但念及這種“吻合喜好”尚且是同類作品的convention,就姑且接受它這樣的表現吧,可要看它的戀愛對話又同樣讓人頗為微妙。 因為撇除“吻合喜好”之外另外一類增加好感度的選項是很明顯地不合時宜的flirt,這些flirt的台詞大地都是在對方表達自己的價值觀說“我喜歡一個怎麼怎麼的人”。非常的歐美式flirt,明明在說別的東西,但女主就是要能誇則誇,例如有這樣的情況,攻略對象說:“我那天走了很多路”,女主那加好感的flirt選項就會是:“至少你臀部看起來不錯(flirt音)”;又例如說:攻略對象說:“這邊變了很多,風景很不錯”;女主那加好感的flirt選項就會是:“你是這邊最美的風景(flirt音)”——看來微妙的點其實還是因為覺得水平太低了,怪土的,有明顯的討好和加好感意向,作為戀愛情節來說確實挺讓人覺得沒勁的。
优点是前期很容易上头,缺点是后期玩法比较固定,容易乏味,基本是出去探险、买素材送礼物、配药、开店赚钱。
Very nice and cozy game, if it seems even vaguely interesting to you i would recommend. I like all the characters, and the managmet, the potion making, and the haggling card game. Only thing im not really a fan of is their animation style. Basicly each character have a number of animated poses that all start from their "passive" stance, so going from one pose into another is jarring, only after more than 30 hours did i start to be able to ignore/abstract from this choppy animation style. This is mostly if by chance the devs end up reading this review, first thing my wife said when she came to see what i was playing was "ouw, whats with those animations, i dont like that" and i could only agree... Its a styalistic choice and i respect that but it might put people of from giving this great game its fair shake
奎因太可爱了,cv是个中性风大姐姐,傲娇猫系萌死人了。但不要被萌萌的人设和画风骗了,这不是个轻松休闲小游戏,是个策略游类戏,游戏周期50天,每10天一次大比,输了就game over。由于第十天有强制剧情,等于玩家准备比赛的周期是1-9天,如果前期不知道或者规划出错的话很容易失败(重开了好几次的经验之谈_(:з」∠)_。不算太烧脑,但要规划好卡牌和资源,善用SL。
I had this game on my wishlist for years. I usually buy games I'm not sure I'll like when they're on discount, but it never went on a good discount. Now that I have played it, I would have paid full price day one.
I wasn't quite expecting this game to be as fun as it appeared, but it turns out that it was. There are a few things that got a little annoying QoL-wise, namely the lack of a "Bottle All" button when you have multiple cauldrons and other things, but overall it's a neat little game with a good aesthetic and a fun sense of design.
장점 01. 캐릭터 애니메이션이 아름다움, 02. 모딩 없이도 여러명이랑 다자연애 가능(캐릭터 간 양다리 상호작용은 없음) 03. 브금이 마음에 들었음 문제점 및 단점 01. 편의성이 뒤짐 (재료를 살때 화살표를 하나하나 눌러서 사야하는것 + 물약을 만들때 매번 새로 재료를 넣어서 만들어줘야함 + 재료나 물약 넣거나 뺄 때 꼭 더블클릭 해야됨 + 하루 시작시 상점/캐릭터 만나러 가려면 꼭 지도를 통해서 가야함 , 이에 따른 로딩도 너무 잦음,플레이 산통이 깨짐) 02. 돈 말고는 게임을 이끌어가는 동기가 부족함 03. 연애시스템도 만나서 선물주고 똑같은 배경에서 이야기 좀 나누는게 전부, 지루하고 반복적, 캐릭터 애정없는 사람이 하기에는 다소 반복적이고 지루함 04. 재료들 찾다가 유저 죽으라고 작정한건지 ui가 다소 많이 복잡하게 되어있음 (재료종류가 ABCDE로 다섯가지, 또다른 특징으로 재료별 맛, 감각, 아로마, 비주얼, 소리 다섯가지 총 10가지 특성시스템이 있음, 근데 어떤재료에 저 특성이 하나씩만 있는게 아니라 버섯재료에 A10,B23, 아로마효과, 이런식으로 병렬되어있어서 복잡하고 재미없음, 한두시간이야 재미있지 이걸 플레이타임 내내 보고있기 힘듬, 그리고 ABCDE가 왜 ABCDE로 나뉘는지, 왜 아로마적으로 attractive한 재료인지도 납득도 안감) 05.이래서 아침마다 할일이 너무 많고 게임내 시간으로 하루동안 신경써야 될게 많아서 피로도가 극심함, 근데 자동저장 타이밍도 유기적이라 저장도 신경써서 해줘야함. 할인할때도 구매 추천하지 않습니다.
kurz aber macht laune finde ich, anfang ist hart aber wird leichter! :D
Potionomics has a lot of personality, but not a lot of game worth playing. It's a straightforward game loop - get ingredients so you can make potions, and sell potions so you have money to get ingredients. There's some plot about winning competitions, but you get 10 days to prepare 3 potions for each challenge, and it's usually pretty simple to have them done early on, so you're back to the buy/brew/sell loop right away. There's a lot of extra fluff included, like building relationships, a deck-based haggling system, the concept of stress that makes it harder to pull the cards you need, and all sorts of modifiers and tweaks to potion desirability and value. But none of it seems to matter all that much. Almost immediately you're introduced to a device that sells your potions for you, as well as the concept of fulfilling orders - in other words, two ways to sell potions that ignore the card mechanic. And while you can expand your shop like crazy, with extra cauldrons that let you brew more potions at once and more shelves to sell more potions at once, 12 hours into the game I haven't needed more than two cauldrons and one shelf. And I certainly don't have any desire to increase the hyper-optimization possible in the game. Plus, unless I overlooked it, the game is missing certain niceties like saving recipes (that is, specific combinations of ingredients to produce a specific result), and combined with a massive amount of ingredients with all sorts of combinations of energy, it leads to having to manually fiddle with each potion each time if you want the best outcome, which just isn't fun. Like I said at the start, the game has a lot of personality - characters look good and sound good, the writing is solid enough, the graphics are slick and the music is pleasant...but those things don't make a game fun. They just make it shiny. And for me, shininess is rarely enough to keep me hooked.
Great Game
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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