Compara los precios de Alchemist: The Potion Monger en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Art Games Studio S.A.. Publicado por Art Games Studio S.A.. Lanzado el 25/9/2024. Disponible en PC. Géneros: Adventure, Casual, RPG, Simulation.

A cozy-but-surprisingly-layered potion sim that hides a genuine ingredient-aspect puzzle system behind its fluffy anthropomorphic exterior. Worth a look if Potionomics felt too deck-buildy and you want to actually forage your own reagents.

My first instinct with Alchemist: The Potion Monger was to file it under "light sim, skip unless you love cute animals" and move on. That read was wrong. Spend an hour past the opening tutorial and what surfaces is a crafting loop with real combinatorial teeth: four alchemical elements (earth, water, fire, wind), each split into sixteen aspects, and every ingredient sitting somewhere on that grid. Getting an ingredient to the exact aspect a recipe demands means running it through a chain of processing tools - mortar and pestle, drying rack, distillation flask - in a specific order, because changing the form of an ingredient also shifts its elemental properties. Get the sequence wrong and the ingredients are gone. It is, mechanically, a logic puzzle dressed in a witch's hat, and that distinction matters if you are deciding whether this belongs in your library. The crafting loop feeds into two parallel economies. You can fulfill NPC contracts brokered through Salem, an orange cat middleman who dishes out daily orders, or you can unlock a market stall in the town square and sell freely. Reviewers flagged the stall as the smarter early priority, with perfumes in particular generating strong margins for the effort required. On top of that sits a reputation-adjacent morality system: choices made during quests push you toward benevolent alchemist or town menace, and both paths carry distinct rewards. Combat exists too - slimes, wolves, and bosses drop ingredients - and it starts with a stick and an acid-puke potion before expanding into a proper toolset as you progress. It is light by action-RPG standards, but it is not purely decorative either. Death just teleports you home with no item loss, which is the right call for a game of this tone. Character selection offers a meaningful but not overwhelming set of trade-offs: cats are fast but fragile, bears are tanky but slow, foxes earn more but also spend more, mice experience all potion effects - good and bad - for amplified duration. These differences are minor enough that no pick is a trap, but they add a light build-identity layer that sim-leaning players will appreciate. Animal companions (including the dog you start with) serve a practical function beyond aesthetics: letting your pet sniff unknown ingredients reveals their elemental aspect, acting as a field identification tool that keeps exploration feeling purposeful rather than random. Skill books scattered through the world add incremental stat bonuses tied to quest completion, giving side content a concrete return. Where the game stumbles is in the areas that budget tends to limit. Multiple reviewers noted the world can feel sparse once the novelty of its furry-populated island wears off. Quest descriptions occasionally run vague, NPC schedules mean townsfolk leave at sunset so time management matters, and the save system (sleep in your bed to save) has caught some players off-guard after long runs without resting. The home decoration system - furniture, ingredient display shelves, a garden, a small farm - adds genuine depth to the base loop, but players expecting a polished Stardew-tier life sim will find the world underbuilt by comparison. The brewing minigame on PC asks you to draw symbols through cauldron bubbles rather than press buttons, which is more demanding than the controller version and can feel fiddly in later recipes until the auto-brew unlock removes the friction entirely. For the niche this targets - players who wanted more mechanical substance from potion-crafting games but do not want the competitive pressure of something like Potionomics - Alchemist: The Potion Monger delivers more than its modest presentation suggests. The tutorial respects newcomers by introducing tools gradually and providing a Philosopher's Stone item that shows valid ingredient paths for any pinned recipe. The achievement list (33 at launch, no DLC gates, no RNG) is completionist-friendly, with only two missable entries tied to morality choices. Budget constraints are visible at the seams, but the core ingredient-aspect transformation system has enough depth to sustain 15-plus hours of focused play and rewards experimentation over rote execution. Diego, Scout Team

Alchemist: The Potion Monger

Alchemist: The Potion Monger

25 sept 2024Art Games Studio S.A.
GamerScout opina

A cozy-but-surprisingly-layered potion sim that hides a genuine ingredient-aspect puzzle system behind its fluffy anthropomorphic exterior. Worth a look if Potionomics felt too deck-buildy and you want to actually forage your own reagents.

PC
Steam Deck Playable
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en N/A
Mínimo histórico: €7.99

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My first instinct with Alchemist: The Potion Monger was to file it under "light sim, skip unless you love cute animals" and move on. That read was wrong. Spend an hour past the opening tutorial and what surfaces is a crafting loop with real combinatorial teeth: four alchemical elements (earth, water, fire, wind), each split into sixteen aspects, and every ingredient sitting somewhere on that grid. Getting an ingredient to the exact aspect a recipe demands means running it through a chain of processing tools - mortar and pestle, drying rack, distillation flask - in a specific order, because changing the form of an ingredient also shifts its elemental properties. Get the sequence wrong and the ingredients are gone. It is, mechanically, a logic puzzle dressed in a witch's hat, and that distinction matters if you are deciding whether this belongs in your library. The crafting loop feeds into two parallel economies. You can fulfill NPC contracts brokered through Salem, an orange cat middleman who dishes out daily orders, or you can unlock a market stall in the town square and sell freely. Reviewers flagged the stall as the smarter early priority, with perfumes in particular generating strong margins for the effort required. On top of that sits a reputation-adjacent morality system: choices made during quests push you toward benevolent alchemist or town menace, and both paths carry distinct rewards. Combat exists too - slimes, wolves, and bosses drop ingredients - and it starts with a stick and an acid-puke potion before expanding into a proper toolset as you progress. It is light by action-RPG standards, but it is not purely decorative either. Death just teleports you home with no item loss, which is the right call for a game of this tone. Character selection offers a meaningful but not overwhelming set of trade-offs: cats are fast but fragile, bears are tanky but slow, foxes earn more but also spend more, mice experience all potion effects - good and bad - for amplified duration. These differences are minor enough that no pick is a trap, but they add a light build-identity layer that sim-leaning players will appreciate. Animal companions (including the dog you start with) serve a practical function beyond aesthetics: letting your pet sniff unknown ingredients reveals their elemental aspect, acting as a field identification tool that keeps exploration feeling purposeful rather than random. Skill books scattered through the world add incremental stat bonuses tied to quest completion, giving side content a concrete return. Where the game stumbles is in the areas that budget tends to limit. Multiple reviewers noted the world can feel sparse once the novelty of its furry-populated island wears off. Quest descriptions occasionally run vague, NPC schedules mean townsfolk leave at sunset so time management matters, and the save system (sleep in your bed to save) has caught some players off-guard after long runs without resting. The home decoration system - furniture, ingredient display shelves, a garden, a small farm - adds genuine depth to the base loop, but players expecting a polished Stardew-tier life sim will find the world underbuilt by comparison. The brewing minigame on PC asks you to draw symbols through cauldron bubbles rather than press buttons, which is more demanding than the controller version and can feel fiddly in later recipes until the auto-brew unlock removes the friction entirely. For the niche this targets - players who wanted more mechanical substance from potion-crafting games but do not want the competitive pressure of something like Potionomics - Alchemist: The Potion Monger delivers more than its modest presentation suggests. The tutorial respects newcomers by introducing tools gradually and providing a Philosopher's Stone item that shows valid ingredient paths for any pinned recipe. The achievement list (33 at launch, no DLC gates, no RNG) is completionist-friendly, with only two missable entries tied to morality choices. Budget constraints are visible at the seams, but the core ingredient-aspect transformation system has enough depth to sustain 15-plus hours of focused play and rewards experimentation over rote execution.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttier:indiePotion CraftingElemental PuzzleMorality SystemBase DecorationAnimal CharactersCozy RPGNPC ContractsAuto-Brew UnlockFirst-Person Sim

Requisitos del sistema

Mínimos

OS
Windows 7/8/8.1/10 (x64 x86)
Memory
8 GB RAM
Storage
3 GB available space
Graphics
GTX 760 2 GB or equivalent
Processor
Quad Core Processor or equivalent
Sound Card
DirectX compatible

Recomendados

OS
Windows 7/8/8.1/10 (x64 x86)
Memory
8 GB RAM
Storage
3 GB available space
Graphics
NVIDIA GTX 970 or equivalent
Processor
Intel Core i7-4790k (AMD Ryzen 7 1700)
Sound Card
DirectX compatible

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Información del juego

Desarrolladora
Art Games Studio S.A.
Distribuidora
Art Games Studio S.A.
Fecha de lanzamiento
25 sept 2024

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Alchemist: The Potion Monger se lanzó el 25 de septiembre de 2024.

¿Quién desarrolló Alchemist: The Potion Monger?

Alchemist: The Potion Monger fue desarrollado por Art Games Studio S.A..