Compare Alchemist: The Potion Monger prices across trusted key stores and find the best deal. Developed by Art Games Studio S.A.. Published by Art Games Studio S.A.. Released on 9/25/2024. Available on PC. Genres: 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

Sep 25, 2024Art Games Studio S.A.
GamerScout Says

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
Best Price Available
€5.99
at Kinguin
Lowest tracked: €5.99
Track this price

GamerScout Verdict

Best for players who want genuine crafting puzzle depth wrapped in cozy sim packaging, and can forgive a world that sometimes feels underpopulated.

Compare Prices(3 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€5.99
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€6.89-50%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyGift copy
€8.52-11%
Priced in EUR by the store
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StandardGlobalSteam KeyGift copy
€8.52-11%
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€5.997 Sept 2026
Current best
€5.99
Lowest since we started tracking
Official storesKeyshops
€5.75€6.58€7.40€8.238 Jun1 Jul24 Jul15 Aug7 Sept
8 Jun — 7 Sept
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Screenshots & Media

About Alchemist: The Potion Monger

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

Tags

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

System Requirements

Minimum

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

Recommended

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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Game Info

Developer
Art Games Studio S.A.
Publisher
Art Games Studio S.A.
Release Date
Sep 25, 2024

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Frequently asked questions about Alchemist: The Potion Monger

How much does Alchemist: The Potion Monger cost?

As of 6 September 2026, the cheapest in-stock offer for Alchemist: The Potion Monger is €5.99 at Kinguin, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Alchemist: The Potion Monger cheapest?

The lowest in-stock price we track for Alchemist: The Potion Monger is €5.99 at Kinguin (6 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Alchemist: The Potion Monger available on?

Alchemist: The Potion Monger is available on PC.

When was Alchemist: The Potion Monger released?

Alchemist: The Potion Monger was released on 25 September 2024.

Who developed Alchemist: The Potion Monger?

Alchemist: The Potion Monger was developed by Art Games Studio S.A..