
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.
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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
The gameplay loop and its mechanics are fun enough. However the game lies to you, and you find that out by getting a GAME OVER screen. You have 10 days to brew some potions for a competition. The game tells you the quality you need. You brew those exact potions within the time limit, thinking all is well, but when 10 days are up, you find that those potions the game told you to make are NOT REMOTELY GOOD ENOUGH. They actually needed to be 50% better, so GAME OVER. You can now try again, go through the same tutorials etc. and GRIND, pray to RNGeezus and hope your potions are good enough next time. No, thanks.
[h2]*Maybe*[/h2] Great writing, interesting characters, wonderful setting, solid style, intriguing details, nice music... it has a lot going for it, and I would say is an excellent standout on all of those fronts. That said, the gameplay... Look up at the top of this review; see that "time played/on record" number? Most of THAT was not engaging with the great writing, interesting characters, wonderful setting, etc. No it was busywork, futzing with potion ingredients; deliberating on potions to give to adventurers; transitions; interacting with the various mechanics and relationship targets to optimize strategy, etc. Selling the potions (via an interesting, if somewhat under-baked card system) was interesting and fun, but making the potions and the whole cyclical money thing spawned from all the various mechanics will make your head spin, and suck your wallet dry if you aren't careful. I get it, it's supposed to be a business, but I was bogged down in a mind numbing checklist state until I got my infinity deck working at the halfway point; and then I could mostly IGNORE the rat race, rushing to the finish. ([spoiler]Xid[/spoiler] and [spoiler]Saffron[/spoiler] have cards that are OP) I also noticed that some things seemed well thought out, others appeared to be just tacked on to "take up space," like ingredients that more or less would be side grades, cards that are underpowered compared to similar ranks, among other things; didn't detract, but still weird. It is a great story and pretty to look at (it is really good on that front), but the game part of the game, if you want to be "optimal" has so much minutia and busywork for such little gain; it was making my eye twitch. Hence the "Maybe." Be aware that you are are going into the trenches of small business, embrace capitalism!
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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 861 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game is extremely cute and fun, "cozy" vibes, mechanics straightforward but not braindead, and I'm a slut for knapsack problems and light algebra, apparently.
unplayable on steam deck.
Incredible game, truly one of a kind, set in a beautifully crafted fantasy world full of magic. The character development, music, modeling, dialogue tension, and sense of humor are all outstanding. I really hope to see more games like this on the market. Minor drawbacks: 1. Pressing ESC button during scene transitions might causes the screen to freeze. 2. Buttons aren't very responsive, and the selection area for potions in the cauldron isn't accurate.
I can't even describe how much I love this game 🧙❤️✨ (and I played it before they even added full voice acting)! The blend of [b]deck-bulding, potion brewing, shop management and narrative elements[/b] hits the perfect spot for me. Combined with what might be [b][i]the best video game soundtrack ever[/i][/b], Potionomics easily earns a spot in my list of absolute favourite games. Despite the cozy visuals, the gameplay can actually be quite stressful with the time management aspect, but honestly, if they hadn't implemented some need to rush, we'd all just be chatting up all the different and lovable characters all day long and never get to brewing. So yeah, you can go game over, but you can also just rewind time a little and then remember to focus on preparing for the upcoming competition a little more rather than on getting to date Quinn as fast as possible 😅
this game scratches an itch in me so here's a few things i really enjoy: 1. tight micromanaging on classic and capitalism difficulties: when i mean tight, i mean i have spreadsheets and notepads open when i play this game. i plan out what i want to do and i follow it, with some leeway in case things dont go as planned (and they rarely do!) but i think thats where most of the exhilaration comes from. i know many people don't enjoy depending on rng for progress and its frustrating when youre running against the clock but i think that just comes with learning what you need to look for in the game. 2. the characters: i genuinely like every single character in this game (quinn <3). barring the antagonists you dont get to befriend, the character development is satisfying and heartwarming. yeah, sure, they're like exaggerated tropes but i think it's done in a fun way. i do think they couldve gone full moth with luna and that muktuk couldve been less man, more walrus (also boss finn but the design notes on him does make sense) but i think thats just the furry in me 3. the soundtrack: listen i actually put game music on low in order to hear audio cues and voice acting better but... i genuinely love the music in this game and it somehow doesnt detract from the other audio sources? its not overwhelming to me on top of having some real bangers in there (sylvia vs anubia!). greg nicolett you mad lad 4. aesthetics: i like it when my game is pretty. ui design is easy on the eyes and the 2d art is cute! platonic ideal of a micromanaging game for me (sorry timberborn but you still need some work on the design side of things) here's something that i found could be improved: 1. controller movement: it's garbage like flat out lol. i played this game on pc (with controller) and the switch and let me tell you, a 2-minute activity becomes a 10-minute activity in some cases. there's a weird bug that moves your cursor to an ingredient after clicking on a filter during brewing and it ruins the momentum on an already clunky action. this bug is also prominent in the switch, but rather it just resets to the first item on the list and it extends to all npc store interactions. this is an accessibility issue i wish they'll address but im not holding my breath on it 2. filtering: i believe the filtering system has already been worked on three times? but the filtering in the brewing gameplay is could still be improved on. i wish the filtering available at quinn's shop is also available for your brews and that there was a filter for most/least # of ingredients. 3. expeditions: i dont mind that during the 50-day hurdle, baptiste only offers expeditions for the newly unlocked locations. thats completely fine. what i wish was different is for post-game. he should cycle through the expeditions of older locations during endless mode. i STILL havent found the jelly blossom item on my main save and i spent 80+ days funding my heroes to the ocean coast to find it without any kind of luck but my switch save got it from the 10% rare item chance via expeditions! so i would really love to stop making my heroes dive down for it. i shouldnt have 300 dwarf krakens im ruining the population more of a funny complaint (not to be taken too seriously): 1. visiting [spoiler]roxanne[/spoiler]: why do i need one time slot to go down my basement. why is sylvia getting distracted going to her basement. this executive dysfunction is only exclusive to going to the basement I Guess. 2. i should get harangued by some freaks while my shop is open. chef dravyyn or fedora jones gives me a buff/debuff or increases/decreases my stress. i should get pranked by quinn or mint gives me a cookie. something. make me insane. smack my gob 3. i wish they extended some voice acting to small greetings and goodbyes. i miss hearing quinn's voice on my main save. cant a girl keep spamming visits to hear quinn say something like "heya blightroach" in that gravelly voice of theirs. all in all i looooove this game, it genuinely makes me happy for all the things listed above (except the improvements i wish they added, and the funny complains i have that have no bearing on my experience with the game but rather for the benefit of my soul). i know that as a deckbuilding game, its pretty mid compared to others (slay the spire & inscryption comes to mind) and for a management game, theres two learning curves (low for the minmaxers, high for the uninitiated) so experiences are varied and often conflicting. anyways, i hope this was funny to read at least. heart emoji
I went into Potionomics completely blind, and I was genuinely surprised by its sheer quality. It’s a surprisingly rich, stylish, and addictive experience that is full of personality. [h2]Visuals & Presentation[/h2] The animation is some of the most expressive I’ve seen in any game. Every character is bursting with personality, thanks to the expertly crafted animation, cute 2D art, and great voice acting. Facial expression, gestures, movement… they all work together to make the characters shine. [h2]Characters & Story[/h2] Every character is not only likeable but meaningfully tied to the world. They each have their own backstories and motivation that you uncover by spending time with them. Almost every interaction is voice acted, and there’s even an option to romance the characters… with a lot of choices available. The story is simple, but well executed, even with a few twists and turns. The main protagonist inherits a potion shop along with a crippling debt and must enter a potion making competition to pay it off. Which brings us to gameplay. [h2]Gameplay[/h2] At its core, Potionomics is a management sim with deck-building mechanics. Your time is limited each day, so you need to juggle potion crafting, gathering ingredients, managing stress, selling potions and even socializing. Spending time with characters earns you a new card for your deck, which you use to haggle with customers and boost profits. The haggling system adds a fun layer of strategy. However, outside of competitions, it often feels shallow. You can usually throw down any set of cards and get by just fine. The real challenge and fun comes during the potion competitions, where smart planning and a strong deck matters more. [h2]Flaws[/h2] While most of the game is enjoyable, there are a few sticking points. You can get screwed over in late game due to RNG, especially if you’re missing a key ingredient from limited sources. I couldn’t upgrade my final cauldron, because I was missing one specific ingredient. This nearly cost me my final competition, and only sheer luck saved my playthrough. Additionally, features like order fulfillment, marketing, gardening and enchantment never felt essential. I never struggled enough to feel the need to engage with them. [h2]Conclusion[/h2] But these things did not take away from my experience. The art, characters, and core gameplay loop kept me hooked, and I had a fantastic time all the way. It’s not perfect, but it's full of heart, and I’d absolutely recommend it to anyone thinking about picking it up.
全体的にクオリティが高いゲームで、楽しんでプレイしていましたが、私のように恋愛シュミレーション要素に重きを置いてこのゲームを遊ぼうと考えている方には好みのキャラクターがいるかどうかに注意な気がします。(個人的にはそこまでキャラにはハマれず…) 主人公は女性固定ですが、ロマンスできるキャラは女性、獣人系が多く人間の男性キャラは1人です。 かなりこの辺が海外制作のゲームだなという感じで、好みのキャラがいれば日本製ゲームにはない要素がかなりハマると思います。 主人公もわりと積極的ですし、結構サクッとお相手とお付き合いが始まった気がします。仲良くなると友情は選べなかった気がするので、お目当てのキャラ以外はあまり好感度を稼ぎ過ぎないようにするムーブが必要でした。 あと、普通にゲームが結構難しいです。最初は一番低い難易度で遊ぶことをおすすめします。
A real decent game in dire need of some quality of life updates. Little things such as being able to have a better overview over custom orders and things outside your shop so you know what ingredients to focus on, effects that will take place the next day, and so on. It's a game that feels like it's beating you up if you have adhd. It almost requires you to write stuff down to have a good grasp on what's going on to not feel under pressure from the time management system, which feels very very tight if you approach it casually. Also has a couple bugs that need ironing out. This all being said, I love the art direction, the voice acting, character designs and the mechanics of the potion making itself, which once you get the hang of it, very satisfying and fun to do.
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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