
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 861 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game. The characters are fun and well-written, and the voice acting is excellent. The gameplay is easy to learn, but I'm assuming hard to master (I'm nowhere close to mastery, believe me). I'm playing on relaxed mode, so things are a little more, well, relaxed...as you'd expect. It's pretty chill so far, but not to the extent of being boring at all. There's still challenge there, which is nice, but not enough to be stressful. Potionomics is a seriously cute, fun, and humorous game, and I'm loving everything about it so far, except my poor decision to not choose Free Love at the beginning, because all the characters are so dang charming and I wanna romance them all.
It is not bad but ultimately it is a rip off of receteer and a bit tedious. I was happy I had the final potions on day 44 so I could skip most of the last week. The ingredient gathering , potion mixing and selling is solid but in the end it gets a bit repetitive. The hero questing has some issues. i didn't lke the dating sim part Overall not a bad game but not something I would like to play again or recommend.
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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*, German, Japanese, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 863 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i love this game. its so easy to keep playing like hades.
The game is fun, the voice acting is amazing, the character models are well animated. I really enjoyed my time in this game. The first 10-20 days were very fun, getting to know most of the characters, and interact with most of the systems. The negatives: I got burnt out of the days pretty quickly. It felt like it was just so repetitive each day, after I had gotten into a routine. Go visit everyone, buy mats, send expeditions, brew, sell, repeat. It got pretty tedious quickly, so I could only play it in bursts The time slots for the days. I swapped difficulties many times, just to rank everyone up because time is very limited. There are 10 characters (11 with DLC), 10 ranks for each of them, and only so many time slots before the next tournament comes up. It didn't really feel like that much of a potion creation game. There isn't really any discovery like there is in potion craft, and selling is just making any random potion and customers will buy. They do make custom orders, but I stopped taking them quickly as the payout was not worth it at all. I brewed every potion I could, and sold whenever I got a good buff day to sell. I would prefer if it was like potion craft where each customer asks for specific potions, and you can brew it instantly for them. I get that its a different game and system, but this system really doesn't give you that much in terms of potion brewing. It really is just a math game. Less a negative but more of a note, the money really becomes useless later game. I got a few good days where each potion sold for ~10k, and got 1m coins around day 38. I spent every day until the end just ranking all relationships up as I saw no need to keep selling potions, everything was so cheap. Despite the negatives, I really did enjoy the time I had with the game. I did have to play it in short bursts, and some long bursts when I wasn't burning out quickly, but it was an enjoyable time.
[b] 5 Point review [/b] 5 pros and 5 cons. Thumbs up or down is just my personal like or dislike of the game. Pro [list] [*] Cute graphics styles that make the world and characters look unique and expressive. [*] Tons of voice acting for main characters. [*] Several different management systems lead to decent depth gameplay wise. [*] Crazy gameplay length for cost even better if on sale. [*] The selling aspect acts like the card systems you see in many roguelikes though much simpler. [/list] Con [list] [*] Overly repetitive gameplay leads to the game wearing out its welcome. [*] This isn't really a shop simulator like other games with the same concept. It is mainly a story driven game with light shop management elements. [*] A bulk of the games length is going to be cutscenes, leading to long moments of no gameplay. [*] The haggle system just feels too simple to be engaging making the selling more tedious then fun. [*] There is little outside the selling gameplay that isn't just basic menu and light resource management. Other games in this genre have something to break up the tedium of the repeat gameplay loop ex: dungeon exploration or town activities. [/list]
막 엄청 재미있지는 않아도 주인공이 귀여워서 해볼만함 고양이들 귀여움 할거면 할인할때 해보길
カードのデザインが特にかわいい
The fundamental game mechanic is simply not my cup of tea. I bought it and I tried it. It's not fun for me. I dislike the way potions is made. Players are not able to make potions in patches.
Of all the "run a shop" games I've tried, I like this one the best. The characters and animations are really well realized!
I have been looking forward to playing this game for a while now, I am saddened to say the game is not up to par in gameplay. I have encountered many issues that make playing this game unnaturally tedious and unfair. I have had multiple expeditions fail despite the fact that the potions I equipped my hero with were more than enough to succeed. As well as the price and difficulty of different regions makes little sense to me in terms of rewards. I would expect that a price jump from 50 to 200 would yield better ingredients but this does not seem to be the case. Also is there not an expectation that the hero's stats increase as their level increases or is that a made up fairy tale because their level increasing doesn't seem to do anything meaningful to the gameplay? And it is also abysmal the complete and utter lack of market fluctuation as the game claims to have in the lore. I have yet to experience any form of sale for resources. After winning the second tournament, I am only 3 days into the new cycle and it is literally impossible for me to progress due to the fact that I cannot sell any potion, and the prices for ingredients are always more than the base price which makes no sense. And I can't even send expeditions for resources because all the zones have less resources for today which is three days in a row, ignoring the fact the expeditions fail even though the test run said "success." Every single time I have had a sale when my day started there was a different event that did the opposite keeping all ingredients at their base price. I am playing on the normal difficulty, and it makes no sense. I had an ingredient sale last 2 full days, and each day I had the same 1 day event that those items on sale were in short supply so their price increased making the event do nothing. I cannot progress and brew the higher tier potions, because for whatever reason the items I need to upgrade cauldrons are impossible to get. I had one, I gave it to the ingredient shop witch, she ate it, promised to stock the shop next day with it, and it was not in her inventory rotation. There is not enough time in the week to progress friendship, while also making money to be able to afford ingredients to meet the 10 day deadline, because for whatever reason despite venturing out only supposedly costing 1 unit of time, it costs 2 a lot of the time when I don't even hang out or upgrade the cards I have with somebody. I'll leave, shop around, come back, and it costed 1 to head out and 1 to return which is stupid. This is ignoring the haggling part of selling potions being stupid as well. The effects are stupid. Using a card to reduce the cost of your next played card is stupid because even if the card costs 0 it uses it on that card. Certain cards you can stack, like if you use two of the same card that increases the value by 50% of your next played card, you have two uses of that instead of one. While others this is not the case. It's inconsistent for no reason. Also usually if the customer will do multiple things it flashes between the things they will do, but for some ♥♥♥♥♥♥♥ reason, it displayed "lose 2 patience to end turn" and the customer had 4 remaining, instead they lost 4. The game even had an arrow recommending to end my turn rather than end the sale and I lose out on 400 gold because the game bugged out. It makes no sense. Custom orders make no sense. The reward to time given makes no sense. Getting requests that I have no capacity to achieve. I would get more money selling the potions in shop than filling out this order. There's no benefit. There's no bonus for completing it sooner. What's the incentive? In addition to not being able to upgrade shelves or cauldrons if they aren't in your inventory. The carpenter comes to your place to build extensions. Why is the walrus guy too lazy to come upgrade my ♥♥♥♥ when they're not in use. Its tedious having to pick up and then go there to upgrade my stuff. Like what the ♥♥♥♥ is the point? The slime garden doesn't do anything because I can't purchase the cheap crap to feed them to duplicate the good stuff. Why can't I save recipes? I'm tired of the click and drag why isn't there at least a shift click or something? Like the game can't be serious with how immediate the plateau is. Like what happens when I inevitably lose? Start a new game? Are you ♥♥♥♥♥♥♥♥ me? If the rates are this bad how the hell is starting a new game going to fix the odds? I consistently have no money. I can't view what ingredients I have while at the shop to avoid buying excess, I can't view custom orders while in the brew menu and pressing escape doesn't close the recipe book, there isn't even a brewing history to figure out what I used to make the last batch, or even a list to view of which biome I got what resource from. This is not as fun as I hoped it was. Like that ♥♥♥♥♥ is living in my basement yet I have to spend 1 time slot just to buy an enchantment that wears off at the end of the day instead of a complete day rotation from when you bought it. So fi you don't visit her first thing before you even do anything it's a waste of money and also pointless because affinity ingredients are always incredibly weak and result in a weaker and cheaper potion relative to the state of the game you're in so and the skill cards she teaches you are counter intuitive and encourage you to sell potions using cheaper ingredients with bad side effects which also do nothing and don't effect sales at all. There's no ♥♥♥♥♥♥♥ point to even optimizing good traits they don't bump up the price. The only thing that increases value are daily events, shelves, and star rating/grade. The 5 senses are only, only for custom orders. It makes no sense because you don't even receive a bonus for those specific traits. There is no strategy. It is all RNG card game. Your hand size stays 20. What's that? You have 2 stress and you draw your opening hand? Guess what? 2/3 are stress cards. Can't make an opening play. End your turn immediately. It is infuriating how often I draw stress cards with low stress. It is infuriating how tedious and slow it is to get rid of stress. You'd thing that ending the day early would help reduce stress faster but that wasn't the case for me. It took me 3 days to reduce 54% stress to 12%. I ended a day with 5 segements left, and I that only took me down to like 40 something. I had to waste another day hanging out with people to reduce stress 5 at a time. Obnoxious. I see now why so many people stopped playing this game. The game doesn't care what your current financial or level of potion making you are at. The game automatically assumes you have the resources without checking to see if you do. I am playing on normal difficultly. Not the hard. Not the easy. This is the intending playing experience making this one of the worst.
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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