

Potionomics
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Potionomics
As Sylvia, you inherit your late uncle’s potion shop and must keep it afloat despite its debts. Brew potions from chosen ingredients, customize the shop, and play cards to negotiate prices in tense haggling sessions. Friendships with adventurers and fellow shopkeepers unlock negotiation tactics as you compete with rival businesses. The Steam PC player rating is 90% from 7,019 reviews. It was released on October 17, 2022.
Credits
Lowest recorded in 36 months
$14.992025-03-03 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 3 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-22
02Before you buy
Play mode and controls
The Steam PC version has full controller support and lists single-player play.
Language
The interface is supported in English, German, French, Italian, Japanese, Polish, Simplified Chinese, and Traditional Chinese. Full audio is listed for English; subtitles are listed for those languages.
03Frequently asked questions
What is Potionomics about?
Sylvia inherits her uncle’s potion shop and must keep it afloat despite its debt.
What do you do in the game?
You brew potions, negotiate with cards, and compete against rival shops.
Can Sylvia build relationships?
Yes. Sylvia can befriend adventurers and shopkeepers, and some relationships can become romantic.
Latest news about Potionomics
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Potion seller, I am going into battle, and I want only your strongest potions.Show moreShow less
This game could be excellent, in fact it SHOULD be. The animation is Pixar quality and I would love to have the time to get to know the NPCs better because the writing is above what I expected. But the biggest problem is that the time limit is WAY too short to relax and appreciate the game. It is seriously maybe half of what a relaxed pace would feel like. Firstly, there aren't enough time units in the game to fully appreciate each NPC. When playing, I felt that pressure eating into my time, but after quitting in frustration, I broke it down mathematically and you can't do it under the best of circumstances. So hey, at least I'm not just awful at time management. Secondly, "victory" (which if you lose its just... game over) is nearly entirely RNG reliant with a really short time limit to get the proper RNG to trigger, leaving absolutely no margin for error, making it a stressful experience instead of a charming one. I know other reviewers have harped on the bad RNG making the time crunch feel stressful, or conversely like you have all the time in the world if Baptiste is generous with drops, but that's not even my biggest complaint. It is mathematically impossible to experience all this game has to offer in one playthrough. And the mechanics aren't engaging enough to warrant multiple RNG slogs. Math incoming. In this game, leaving the shop costs one of your 6 units of time per day, and each hang out costs at least 1 further unit of time. To talk to each NPC I have currently unlocked- Muktuk, Baptiste, Mint, Saffron, and Quinn- I would be using up my entire day! So clearly you aren't meant to socialize with each character every day. But even doing the bare minimum socializing and using gifts to otherwise rank up affection, there aren't enough time units in the game to do it all. To "rank up" all 10 characters to rank 10, assuming I never did the "hang out" options and relied solely on gifting to raise their affection, that would be 100 units of time, plus the daily unit spent traveling from your shop, which works out to roughly two and a half cycles out of only 5 total (six units per day minus one unit spent traveling is five units a day, times nine playable days between competitions, is 45 "socializable units" per competition cycle). That means dedicating half your time units solely to socializing, which leaves you with precious little time to run your shop to afford the ingredients you need to pass the competitions in time. But that means entirely ignoring their cutscenes, several of which are really cute. To experience each of 10 character's unique cutscenes at least once, (which requires seeing their 1 time unit, 2 time unit, 3 time unit, and 4 time unit scenes, so a total of 10 time units) (plus the time unit spent just to leave the shop each day, as noted above) you are looking at using up the entire other half of your time units. Which means you literally will not get to open your shop once if you want to experience all the NPC dialogue in one playthrough. You will never be able to unlock all the haggling cards in one run through, either, because of this, even if you don't care about actually experiencing the cutscenes. This game cannot be finished to 100% without spreading it across multiple playthroughs. Math over. And to echo other complaints... If you get bad RNG, you literally cannot win the first competition. And the game is structured as 5 repetitions of the first competition, with more activities eating into your limited time in between each competition, giving you less wiggle room to grind for RNG. I won the first competition barely by the skin of my teeth and it came at the cost of not ranking up relationships with NPCs, which should be a large part of the game's charm, because I had to spend all my in-game time making basic health and mana potions and sending Mint out again and again hoping for decent drops so I could make the required potions for competition day. Baptiste can only be sent out once per day, with limited days between "game over" competitions, so if your drops from him aren't what you need, you cannot progress, and you're stuck sending Mint out again... and again... and again... I also experienced several graphical glitches which while not game breaking were disappointing for a non-early access game. When I alt-tabbed to Google gift guides upon return my entire screen was shrunk. A few times character models bent in awkward ways. Quinn's collar regularly clipped into their neck. For a game that is so heavily reliant on gorgeous animation for the charm, when that animation breaks, it is way more noticeable. I am overall disappointed in how this game offers very little improvement upon a saturated potion/shop/life sim genre and actually does a lot of things slightly worse. I know XSEED also was responsible for Rune Factory 5, where the post game was heavily RNG reliant. It could take up to 3 in game years of daily grinding to get some items without luck buffs! So I came into this preparing for some RNG and some grind... But, that was all post game and didn't have a 10 (well, 9, competition day itself doesn't count) day time limit staring you down for each "boss" battle with game over as a result of failure. If this game didn't have a time limit, or even if it had a more generous time limit, I could see it being a really lovely game. Rather than saving the RNG for post-game completionist content, it is a requirement to even graduate the tutorial. The modern Atelier games did away with the time limit because it took away from the fun and the charm of the games, and are still the gold standard of potion making games. There are no longer time limits stopping you from really getting to know their characters, and that was widely regarded as a positive step for the franchise. The magicimins in Potionomics require a decent amount of math to get right, but that means there will always be an optimal way to create a given potion, instead of dozens of ways that give different but potentially equally awesome results found in Atelier games. Recettear, which this game also draws the "debt collection" inspiration from, didn't require you to give up shop time to level up NPC friendships separately from adventures which gave your shop stock. That game had a much smoother feedback loop and it didn't ever feel like you were sacrificing in one area to progress in another. Potion Permit is still brand new, and that offered significantly more time to engage with NPCs. You could feasibly talk to every NPC every day. It offered way more opportunities to acquire potion ingredients and many more ways to combine them, going so far as to let you save multiple recipes for each potion, because there was no "perfect" answer. Potionomics does have "perfect" answers. That means there's less experimenting and more slogging, and even less margin for error, so even more reliance on "perfect" RNG to proceed, and even more frustration when the RNG doesn't proc within the small time limit. Potionomics could have been so much more. The time limit seriously puts a damper on literally every other enjoyable aspect of the game. Making a "relaxed" or "casual" mode would change my review to a mostly positive one and leaving this strict time limit challenge as more of an "iron man" or "death march" challenge mode, that is supposed to be tense and stressful and have a real risk of failure and completely disregard the relaxed and cozy atmosphere I gravitate to these games for, would make the experience far more enjoyable.Show moreShow less
they better encrypt their 3D modelsShow moreShow less
A Grand game with Common problems. Potionomics is a charmer of a title. It's satisfying, it's interesting, it's compelling. The art and visual design are both utterly delightful, and the fundamental structure of the game is a lovely send-up of other cutesy commerce classics like Recettear: An Item Shop's Tale, combined with some less in-depth yet still crunchy mechanical elements that one might find in their favorite card battler - slash - deckbuilder title. The issue is that Potionomics is simply is not very user-friendly to play. It is dire need of quality-of-life features to such an extent that it places a very significant burden on the player that really should be provided by the game's UI or documentation. Firstly, Potionomics is absolutely stuffed to the gills with timers. You only have so many pips to spend throughout your day, and that's fine; the time pressure is one of the principal challenges! This isn't an issue, although someone seeking a leisurely experience will be disappointed, the issue is that for the majority of the time these timers are hidden from you -- more than time management, Potionomics tests your memory. You've left your shop to visit some friends. Your cauldrons are brewing. It's morning. One of your cauldrons will be ready in two time-pips, one will be ready in three time-pips, and the third won't be done for five time-pips. Tonics are worth more today, so you plan to go home in two time-pips, bottle the tonics from that second cauldron, and sell -- which takes two time-pips. Then you can bottle the ones that are five pips away right now. You keep this all in your head, because there's no way to check the timers on your cauldrons when you're out. You could go back and check the timers to make sure, but that'd lose you time if you had to come back out again. While buying lumber, you notice -- hey! -- you've got a building material that you know is also an upgrade for a cauldron. You think. You can stop by Muktuk and check, no problem, but then, oh, you can't see what it takes to upgrade anything when it's place in your shop, even if shelves are empty or cauldrons aren't brewing anything. Thinking, well, it's worth it, you go back and unequip the cauldron. But another cauldron finished brewing, so it's time to brew a new potion for that. After you do that, you go back out and ... wait, what were you doing again? Something with Muktuk? Right! Upgrading the cauldron. Oh. You were right about the materials, but you don't enough have gold. So now you're out the time it took to go back to the shop and out again, and the cauldron you took with you was doing nothing while it could have been brewing. You can upgrade the showcase you haven't been using, though! What does the showcase actually do again? It says +10% sale price for potions, but you can't sell anything on a showcase, so where the +10% figure in? Is that for the whole store? Adding it and removing it doesn't seem to affect prices for anything. Do you need to put a potion, specifically, in it for that to work? Could you put a tonic in there? There's no in-game glossary, guide, etc. that you could reference to get these questions answered and there's no feedback from the game of any kind when you swap things around, so that's a wash. You come back to the shop after a shopping spree. You expanded your place, let off some stress, and bought a mess of ingredients. Now to brew. You've got some money, so you're planning on sending out a hero or two on a quest. Do you remember what tonic you needed? Sure you did. Fire. What cure did you need, though? Poison? Silence? You only checked on the expedition at the start of your outing. You could go out and check again, but then you're out the time again -- and you were planning to open the shop right after starting to brew; if you don't open the shop and sell these potions you won't have the money for the quests tomorrow morning, or the potions might not be done in time. Without the money the next morning, you open the shop for some cash and decide to send the expeditions out in the afternoon, wrap up the day, and save and quit. On coming back to the save, you remember that you sent out expeditions, but when? Sometime in the afternoon. Was it right away, or did you lower your stress first? That would have pushed it forward. There's no way to know, because you can't check the time left on a hero's quest while you're at your shop -- or anywhere. The only indication of when a quest is done is when the hero isn't grayed on the town map anymore, but you can't check the town map without leaving your shop, which takes time. You sent out three heroes. Did they all go to the same place? Did any of them get a speed potion? You think you used one ... is it worth going out early just to get those ingredients? If you go out too early and they're not back yet, well, more wasted time. Next morning comes, and all the potions you left brewing are done. You've got your plans. You've paid the marketing team to make sure tonics to be worth more, so it's going to be a tonic bonanza over at your place. Brew, burn firewood to speed it up, sell while they brew, and repeat. But, oh, ore is on sale today. Wait, wasn't there a really good ore you used for Sight Enhancers before that you ran out of? You've got a custom order for Sight Enhancers. Time to open up the ingredients -- oh, but if you're out of an ingredient, it doesn't show up in your list. The last time you brewed one of those was days ago; what ingredient was it? What color was it? Do you have something you could substitute? You could run out to check, but if you get it wrong, there goes the time again. You open up your ingredients list. Maybe you still have one. The list is not sorted, nor can you sort it. You mouse over an Ore. Wait, it's not an Ore, it's a Mineral. Can you sort by ingredient type? No. You mouse over each ingredient that could be an Ore, one by one. Well, it must have A, B, or C in it. Can you sort by magimins? No. Again, you can't sort in any fashion. Fine, we'll check the brewing menu, that can get sorted. You sort by A. Every ingredient that has any amount of A in it appears, even the ones with a little bit of everything, even the ones that have just a little bit of A and then a bunch of E, which isn't even in the recipe. Can you show ingredients that only have A? No. Can you eliminate ingredients that have D or E? No. Are the ingredients in any kind of order? No. They're not in order of how much A is in them (8, 6, 4, 64, 18, 40, 18 ... ) or how much total magimin is in them (8, 6, 4, 144, 40, 40, 18 ... ) or what Type they are (Fish, Fruit, Flower, Ore, Mineral, Fish, Slime ... ) or alphabetically (R, F, F, L, G, D, H ... ) or any other way you can discern. You think you remember it was on Page 3. But Page 3 when viewing what? Everything? Items you're out of just go away, so it might be on Page 2 now. Or if you got things since then, maybe Page 4. You run out to check. You've already unlocked over sixty ingredients for Quinn. Their stock is not in any way sorted, and you can't sort it. You page through. Ah, there it is! Oh, but it's not an Ore. It's a Gem, and Gems are more expensive today. I really do love Potionomics. I've been following its development for some time, and it would be fair to assume that my expectations may have been high, but I did not purchase it with starry-eyed hype. I want so very, very badly to recommend this game. It's lovely. But I can't. Look, maybe for people with better memories this isn't an impediment, or people who take notes or open guides in another window -- but these are problems that seem like fundamental issues with design. They make the core gameplay loop of a game that should be delightful an exercise in frustration and anxiety. I hope, in time, it gets the ingredients it's missing.Show moreShow less
This game took 6 years to make because the artists & animators went SO HARD on EVERYTHING. Each character has so much charm and their personalities set them apart. The gameplay elements are all fun. With shop managing like Recettear, the potion making of Atelier, and card negotiations in Slay the Spire what's not to like? You can even romance some characters too. Also this last part is not a criticism, but you should know there aren't any voices for the characters, so it's all left up to the imagination.Show moreShow less
This game is stressful. It has fun characters I want to get to know but I don't have time to hang out with them. The balloon payment debt is ridiculous. The first 10 days its 10k then the next 10 days is 40k. Miss a single payment and it is game over. You can't pay this debt without winning the competitions. You need high quality potions and good bartering cards. To win the competitions you need to close the shop so you can hang out with people to get bartering cards but you can't close your shop because you need to make money to upgrade your shop but it is hard to buy upgrades because you have to close your shop to go shopping to buy ingredients and the ingredient seller only sells things you unlocked from the adventurers who cannot do their job without potions so even tho they might only cost 25 gold they actually cost more due to the potions. The loot they give is random and the shop only sells limited amounts of each ingredient so I am constantly unable to make certain potions at the quality I need due to ingredient shortages. Since even low quality potions take a long time to brew I can't pump out potions and instead have to focus on high quality potions which need more rare ingredients. You can have multiple cauldrons but you are going to be hampered by ingredient shortages. I thought this was a potion shop game but is actually a time management game. Brewing takes timeslots which can be reduced by going to down and buying wood but that costs time and money. Shopping takes time. Hanging out to get bartering cards take time. I wanted a relaxing shopkeep game. Instead I get a stress simulator.Show moreShow less
Good but... Ok so: The game is gorgeous All the management mechanics are fun The characters are *compelling* The gambling haggling* minigame is pretty fun, although suffers from the same pacing issue as the rest of the game. By all and all, as someone who loves daily life X dating sim games, I should adore this game. But there is one quirk. The game is stressful. You have very few time slots in a day. There are very few days before the next tournament . And you constantly feel like you don't have enough resources. Not enough for the time limited contracts, not enough to upgrade your equipment or shop, not enough to take take of your hero, not enough for the weekly potions. And I say that as someone who hasn't failed so far. I came in here expecting relaxation and sweetness akin to stardew valley but instead got faced with stress akin to a real debt. At that point, I can't even afford to worry about romancing the characters. IMO this game would gain a lot from a much slower pace where every thing happens less often and slower (except making potions) I want to make more potions, I want to send my hero out more often but with less progress, I want to spend more time worrying about upgrading my shop and less worrying about making more than a 2% profit margin. Also, currently, making your entire life about supporting the guild is the only way to get past week one (and probably further, honestly I need a break) as far as I can tell. I just... shouldn't feel exhausted while having won the first tournament should I?Show moreShow less
This game is really close to being what I was looking for: a simple game to turn my brain off too and just chill. It does a lot of things right so I'll start with that. I like the art, I like the characters, I like the story, I like the world, I like all the references. Taking on the role of a shop keeper in an RPG and selling your pots off to the heros that stop by. Its quirky, its fun, it has good music. I also like a lot of the game mechanics. I like the card game to sell the pots, I like the whole "uncle dies, you take over the shop and bring it back from debt collectors and turn it into a thriving business" trope, I like the idea of getting different cards and building friendship/romance with the different characters. I even like the ideas behind them, go to this guy to fund a raid, go to this hero to fund her adventure, go to this person to get your materials, ect. Build relationships with those people to get discounts, unlock more cards, learn more about them. All of that is great. The thing that kills this game for me and why I don't recommend it to people is a super common pitfall some other games have and I HATE it there too: time gating/time limits. You get introduced to different systems and people really quick in this game. Almost each new day there is something new and I'm half way through the second "set" of days. so there is a lot of people to meet, there are a ton of materials to earn, there are alot of things to do. The problem is, there isn't any real time to explore like I want to. Like, oh, you want me to enchant my potions? Advertise? Talk to some smugglers? I would LOVE to, but I can't because I'm rushing around trying to get my next tier materials and cauldron for the stupid contest that I only have 10 days to prepare for. Everything you do in this game takes time, its the most valuable resource. You use it to hang out, to travel, to brew, to sell, everything. Every single choice you make better count, because every 10 days you have to enter into another competition with potions that are outside of your ability to create and you have to scramble to get everything upgraded in time to actually create them. Why bother wasting time going to upgrade a cauldron when its most likely just easier/better to just buy a new one because your old ones become obsolete after 1 cycle. Why bother having so many characters in the game when ever choice you make has to be planned out perfectly to make sure you aren't screwing up your 10 day limit to get into that next competition? What is frustrating, is that I would like to talk to all the characters. I would like to send out my adventurer on different quests. I would like to develop that friendship/relationship with X, Y, and Z. I would like the ability to earn cards and build different decks and mix up my selling tactics. That all would be super fun! But instead, all I'm doing, is trying to maximize everything and find myself scrambling to really make sure I have the right cauldron, the right upgrade, the right ingredients the right time, because if I don't I just lose the game I guess? Like, keep the competitions in, thats fine, but why put so many restrictions around it? Just let us go whenever we build up to those potions and let us compete when we want to. Why time gate this stuff at all? Why make the players feel like they every move they make HAS to be optimized or you are just screwed? Yeah I can "go back to previous auto saves if you mess up" but why would I want to replay days or the whole week over again when I put so much time going through it the first time. This game should not be stressful, why add this stupid mechanic in to make it so? The game would be so much more FUN if you weren't forced to constantly make the best choices. I mean the new potions you have to make are just within reach if you make optimal decisions the entire week. That sucks. Oh you want to go talk to that new person you just met? Do you really want to spend a hour doing a small relationship building thing, and then upgrade the relationship for a new card, well, there goes 3/4 of your day. Hope you are going to actually use that card at least and didn't just screw yourself from failing the competition because you wasted so much time doing that. Look man, I just want to chill, talk to people, sling some potions. This rush from competition to competition is anti-fun and despite all the pretty cool things they included in the game the stress just kills it. I don't want to restart a whole ass cycle because of a bad day 3 or whatever. I want to like the game, I just can't.Show moreShow less
A great game, absolutely love it, the only thing I would've really enjoyed would be if, after finishing the game, you could continue playing free of any burden and just be a potion shop you know?Show moreShow less
As someone who has waited patiently for this game for about 5 or 6 years now, I have to say I really really REALLY wanted to love this game. Everything about this game is amazing and awesome except for the forced competition aspect. The time between competitions is far far too short, just 10 in game days. I found myself getting kicked out of all enjoyment by the stressful timer of "you better have your potions in 3 days." What happens if you don't win or have your potions ready in time? Well, you fail and the game is over and you go back to your last saved file. The game forces you to min-max your time which for someone like me, is really annoying and very stressful as I want to enjoy the wonderful stories and characters they have created. The forced competition aspect does not allow any legit time for that. This was not an facet of the game that was broadcast so it was a rather rude surprise when I started playing. If not for that aspect of the game, this would easily be a 10/10 game for me. Devs, if you read this, please either extend the competition time to at least 20 days in between, or give an opt in/opt out option for the game. When that happens, I will happily ignore all my responsibilities and play the bejesus out of this!Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.

