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Potion Craft: Alchemist Simulator News

Potion Craft Fan Art Fest: Fall 2023!


Attention, artistic alchemists!

After the tremendous success of our previous fan art fest, we're thrilled to announce the Potion Craft Fan Art Fest: Fall 2023! With the seasons changing to the cozy embrace of Fall, now's the perfect time to come together with fellow artists to showcase your skills and be in with a chance to win awesome Steam game keys!

Every Tuesday, for the next four weeks, we’ll reveal a new theme on our social channels. You will then have one week to create and submit your spellbinding artwork that perfectly captures the essence of each weekly theme.

The competition closes every Monday at 9:00 PST / 12:00 EST / 17:00 GMT / 18:00 CET / 20:00 MSK / 01:00 CST / 04:00 AEDT, and our professional art-critics (the developers!) will select a number of winners each week. Winning artworks will be chosen based on creativity, skill, and dedication to the theme.

Remember to share your fantastic fan art online with the hashtag #PotionCraftFanArtFestFall2023 or join the dedicated #fanart channel over on the Potion Craft Discord to connect with fellow artists and share your creations!

We extend our heartfelt thanks to all the talented artists who made our previous fest such a magical experience, and we hope to see you all again! The very first theme will be announced tomorrow.

Good luck!


Here’s a quick recap:

Event Duration: Four weeks, with a new theme every Tuesday.
Submission Deadline: Create and submit your artwork by Monday at 9:00 PST / 12:00 EST / 17:00 GMT / 18:00 CET / 20:00 MSK / 01:00 CST / 04:00 AEDT
Prizes: Winners for each theme will win a Steam game key of their choice from a selection of tinyBuild games!
How To Enter: Use the hashtag #PotionCraftFanArtFestFall2023 when sharing your fan art on social media, or join the Potion Craft Discord and share your artwork in the dedicated #fanart channel.


Make sure to follow us on social media to keep up to date with each weekly theme, and everything else Potion Craft related!

First Ever 40% Off Sale & Upcoming Price Change



Greetings, Alchemists! We have some important news:

[h3]First Ever 40% Off Sale![/h3]
Potion Craft is having a substantial 40% off sale from September 14th to September 21st! It’s a great opportunity for newcomers to jump into the world of Potion Craft and start testing your alchemical skills!


[h3]Price Change After The Sale[/h3]
Starting September 21st (following our sale from September 14th - September 21st), the price of Potion Craft will change to $20 USD (or your local equivalent) on all platforms.

If you’ve ever considered gifting Potion Craft to a friend or partner, now’s the best time!


[h3]Why Change The Price Now?[/h3]
When we initially launched the game in Early Access in 2021, we shared our intention to raise the price upon the 1.0 release. However, we made the decision to postpone this raise. Since then, Potion Craft has evolved significantly since the first Early Access version (and even more since the early Demo/Playtest versions)! As we actively work on developing new content and features for upcoming free updates, we believe the game is now ready for this price change.


[h3]What’s Next?[/h3]
The future of Potion Craft is looking brighter than ever! Our team, although small, is hard at work crafting a wealth of new content for you. While we might not release content as fast as some, please know that we're dedicated to creating the best possible experience for all our alchemists.

Here’s a sneak peek of what’s coming up next in Potion Craft:
  • Quality-of-Life & Optimization Update
  • Console Releases (PlayStation and Nintendo Switch)
  • Garden 2.0 (includes garden management, new rooms, and more features from our Upcoming Features List)

[h3]Thank You, Players![/h3]
We’re incredibly grateful for your unwavering support. Whether you’re active on Discord, social media, or taking part in community events, creating amazing mods and tools, contributing to the wiki pages and spreadsheets, sharing your honest feedback and chatting with us, the devs! Or for those of you who simply enjoy playing the game and brewing exceptional potions. Your support helps shape this amazing community, and we're looking forward to crafting even more magical moments with you in Potion Craft!

Devlog #29. Game Optimization

Hello Alchemists!

When we add new content to the game, we initially try to do so in a way that performance and resource consumption do not suffer. However, we are constantly coming up with ideas to improve the game systems. Therefore, if we get a moment free from adding new mechanics, we optimize the game.

Many players previously commented that the alchemy map was not optimized enough: FPS dropped by 2 times on average if the player looked at the map with maximum distance. The problem was that all of the map object sprites (danger zone bones, swamp waves, parts of map borders, etc.) were rendered separately. In the screenshot below we have highlighted several individual sprites in color. Now imagine that there are tens of thousands of such sprites on the map!



To solve this problem, we decided to render the map using a grid of square chunks. All the object sprites from the area where the chunk is located are baked into the texture of each chunk. Now, if all the objects in the chunk are static, the sprite of the chunk is displayed.



If at least one of the objects plays an animation, the chunk sprite is hidden. And all of its objects are switched to the classic rendering mode – for each object separate sprites are enabled. As a result, the visual part is not affected, but FPS increased by an average of 30%. The previously mentioned significant drop in FPS when moving away from the map is no longer observed.

We also paid attention to optimizing the size of sprites in video memory. Previously, many sprites had a lot of empty pixels around the sprite content – they helped us position objects correctly in a space without adjusting the sprite's pivot (this, in particular, greatly simplified our work with generating character appearances).

Usually empty pixels in PNG files do not take up much disk space. But the way textures are stored in the video memory is different – there the size of the texture matters regardless of the color of the pixels. So a large number of transparent pixels is bad for performance and resources, especially if they occupy most of the sprite. Also, almost all sprites were not divided by 4 in width or height. This prevented the engine from applying the optimal compression format (DXT5) to them.

We created a utility that automatically removes the transparent pixels around the sprite content. This adds/removes them so that the sprite size is now divided by 4, and moves the sprite pivot back to where it was before optimization. As a result, sprites now occupy 2-3 times less video memory and load much faster.









In short, the results of the optimization are as follows:
  • FPS has become more stable and increased on average by 30%
  • Textures occupy less space in the video memory and are loaded faster
  • We also optimized the game’s loading process, accelerating it by an average of 1.5-2 times

You’ll see all the optimization changes in the upcoming update, which is now in development. These improvements will also be made for the Xbox version of the game and will be included in the releases for the new consoles: PlayStation and Nintendo Switch.

We hope that our work will let you have even more fun brewing potions in Potion Craft! Subscribe to our Steam page, and join our Discord so you don't miss the next devlogs!

Devlog #28. Talents 2.0

Along with planting plants in the garden, a more engaging talent system is one of the most popular requests from players. The way talents work now was always seen as a temporary solution. So, we're excited to announce that in the upcoming major update, alongside Garden 2.0, we're introducing a completely revamped Talent Tree. Today, we want to share how it will look and function, and take you on the long and winding journey we took to arrive at the final version!



All talents will now be divided into 3 main branches:
  • Gardening and Herbalism – everything related to planting, growing, and tending to plants in the garden;
  • Alchemy – talents that make the potion-making process more efficient;
  • Trading – various talents for selling, buying, haggling, and interacting with visitors.






As a result, we now have a Tree with 56 talents. Some talents require only one talent point, while others can be upgraded multiple times, ranging from 2 to 20 levels. The more points spent on a talent, the larger its icon on the Tree is.



In case alchemy has become second nature to you and you've mastered all available talents, we decided to add an infinite talent to remind you that improvement is an endless process. But if other talents have a fixed number of divisions on the progress bar, how can we represent an infinite number? We tried various approaches and eventually settled on №5 with gradually narrowing divisions, symbolising infinity.



We always aim for clear GUIs, so all the necessary talent information can be found in tooltips, and a small yet helpful animation will prompt you when talent points run out.





Saves from the current game version will be supported after the update, so you won't lose your progress – the already-learned talents will simply transfer to the new tree. However, like any true science, alchemy is about experiments, so you can reset talents and redistribute points at any time (for a reasonable fee, of course).



And now, like true scientists, let's explore earlier versions of the Talent Tree, and try to understand the problems we addressed in the process and why the final version looks the way it does.

The earliest version seems quite close to the final one at first glance: radial arrangement of talents, sequential connections between them, and progress bars. At this stage, we weren't sure if talents would always be purchased for one point, so we considered the option of requiring 2, 3, 5, or even 10 talent points to level up a talent. In this version, pale rings around talent icons indicated how many points were needed to purchase a talent: 1 ring - 1 point, 2 rings - 2 points, and so on. If a talent costs 4 or more points, the rings are transformed into ornaments with embedded Roman numerals like V or X. However, this solution was not clear to the user, the current state of each talent was difficult to read, and the decorations around talents were confusing and added unnecessary noise.



We aimed to make the information more readable: we added clear numerical indications for talent prices, checkmarks for learned talents, and temporarily abandoned progress bars. At this stage, we also considered individual requirements to unlock each talent. For example, to unlock Very Hard Haggling talent, you'd need to successfully haggle 10 times on hard difficulty. We displayed this information on bars beneath the talents. Additionally, we tried representing the Talent Tree like a real tree.



Branches growing from the center in various directions looked odd, so we opted for a more realistic tree shape with a thick trunk dividing into three main branches, each with smaller sub-branches. The three branches are differentiated by their leaf designs: golden autumn leaves for trading, green summer leaves for gardening, and purple spring leaves for alchemy.



Readability of branches and connections between talents was not good enough at this point. We decided to simplify the tree design and we also introduced different color coding to talent icons on different branches instead of coloring the branches themselves.



Readability still left something to be desired, and we decided to simplify the tree design even further, making it cleaner and more abstract. Additionally, we continued our search for color solutions for different states of talents.



While it improved, the tree still drew too much attention. We simplified it even more, turning it into more abstract stems. You can also notice that the design is gradually returning to the radial arrangement of talents.



After the entire process of simplifying the tree design, we eventually abandoned it completely and returned to refining more abstract concepts. The triangle appeared to be a good option for representing the three different branches. Additionally, we introduced locks that prevent access to higher-level talents until the lower-level ones are learned to a certain point.



The triangle looked too geometric for the Potion Craft style, so we transformed it into a circle. We also introduced progress bars and removed the left panel, moving the information from it to tooltips. So, after spiraling up through the evolution process, we returned to an approach resembling the very first one, but at a whole new level – much more user-friendly and visually clear.



Thank you for joining us on this journey through the development process of such a significant design element in Potion Craft. We hope you found it interesting! Stay tuned and follow our Steam Page. Also, make sure to join our Discord so you don't miss other upcoming devlogs!

Devlog #27. Garden 2.0: New Plants

To harvest an ingredient one has to grow a plant; to grow a plant one has to plant a seed; to plant a seed it must be drawn first… Well, the plant has to be drawn as well! Our artists (or should we say "gardeners"?) are currently hard at work designing and illustrating these new plant specimens, and today, we're thrilled to showcase a few of them.



The appearance of an ingredient used in potion-making doesn't always hint at what the corresponding garden plant might look like. Taking into account the game mechanics-related limitations and requirements, such as the number of growth stages, their size, the specific planting areas for each plant, and many others, the creation of each plant resembles navigation between the bounds, which feels much like the process of creating potions in Potion Craft!

































In the upcoming devlogs, we'll delve deeper into the process of creating these new garden plants and share more exciting details about the Garden update. Stay tuned and follow our Steam Page. Also, make sure to join our Discord so you don't miss other upcoming devlogs!