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Cult Following: surf your way to the top of potion business!

Greetings, potion magnates!

Have you ever dreamt of building a cult of your own? Not exactly an object of religious worship or zealotry, no. Rather something lots of people would exalt and enjoy to a great delight - a cult classic.

Well, either way, that is something we want to let you transform your potion empire into in the new major content update, released today.

As the name goes, building a cult following will be your next ambitious goal to achieve as potion shopkeeper, on the path to the ultimate triumph. It’s not going to be easy, but to facilitate the task we’ve introduced a bunch of handy late-game tools and options for you to seize. These include the long-awaited high-tier research unlocks, goals, VIPs, requests, events, and artifacts, along with some powerful alchemy, production and shop upgrades.

Enter the top flight now, reinforce your potion brand, earn dignitaries’ patronage - get one step closer to the apex, and just one step away from the final act!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


Changelog:

New:
  • New late-game goals and artifacts.
  • New high-tier research goals.
  • New events and VIP requests:
    • Added a plethora of tier 3 VIP requests, which can trigger if you have Close Following with specific factions.
    • Added a tier 2 Wizard request and Witch request to the Grand Assembly faction event.
    • Added a Carnival event to the weekly cycle of periodic events that starts on the 2nd week.
  • New equipment:
    • Autolab (an advanced version of Alchemy Lab)
      • Can produce potion mixtures with up to 3 ingredients and has all processing options available (whereas Alchemy Lab can mix up to 3 ingredients with only basic processing options).
      • Autolab and Alchemy Lab belong to the Production Equipment category (instead of Research) in the Construction menu.
      • Autolab and Alchemy produce potion mixtures at the output (instead of bottled crates).
    • Portal Pallets
      • Portal Pallet Senders can move items from adjacent equipment to the Receiver of the same color, as long as the Receiver's filter settings allow the item.
    • Delivery Automaton Hub
      • Spawns 5 quick bots that can handle delivery tasks.
    • Bargain Bin
      • A shop cabinet that stocks potions with a -25% discount.
      • All customers will try to check the bin, regardless of their preferences.
    • Luxury Cabinet
      • Increases appeal for Premium potions stocked in it.
    • Entry Signs
      • Instruct new customers looking for a particular potion category to enter from the left or right, if possible.
    • Big Bottler
      • Works faster than the basic Bottling Machine.
      • The basic Bottler's default workload (task length) is increased to give Big Bottler a bigger advantage.
    • Ritual Table
      • Marketing artifact enabling the Market Prediction action
      • Gained by completing the Trendsetter goal.


Changes:
  • Research:
    • Split some existing research goals and rearranged the research branches to create additional paths (especially noticeable in the Production branch).
    • Extractor processing equipment now unlocks from an earlier research goal "Potency Boosters".
    • Moved Infuser processing equipment to be unlocked earlier in the research tree with Fermentation Tank.
    • Industrial Tech research goal, which unlocks the Autolab equipment, now also unlocks all processes if they were not already available in Recipe Creation.
  • VIP requests:
    • When choosing rewards for tier 2 or 3 VIP request completion, the player is no longer locked to get multiple copies of the same ingredient seed.
    • When choosing rewards for tier 3 request completion, two different artifacts can now be offered.
    • Increased duration of the fame bonus when selected as a reward for completion of VIP request of all tiers.
  • Monsters inside the house now disappear after spooking a certain number of actors (workers or customers), if not banished earlier.
  • Added missing appeal rewards to the Inventor goal.
  • Marketing action-specific artifacts are no longer granted as rewards or offered at the Artifact Trader unless you have access to the Marketing Desk.
  • The loading indicator is now shown when the game is starting up.
  • Workers are now smarter about moving potion crates straight from Bottlers to Cabinets pending to refill, instead of first delivering them to the storage.
  • Balancing:
    • Increased the department size requirement from Large to Grand in Adventure Arcade, Sorcery Superstore and Pharmacy goals.
    • Increased the Alchemist skill requirement for Grand Cooker from Veteran to Grand Master, but it also now produces two potion mixtures with a single batch of ingredients.


Fixes:
  • Fixed a situation where a delivery task could get stuck.
  • Fixed ingredient pop-ups in the Alchemy View getting smaller with bigger page sizes in the Ingredient Book.
  • Fixed an issue where the amount of potions to deliver for a request could still be changed while the confirmation dialog was visible.
  • Fixed errors when clicking the up/down buttons on the Ledger/Production page.
  • Fixed ellipsis characters in dialogues.
  • Fixed instances of modal dialogs not blocking time controls as intended.
  • Fixed the Ingredient Book’s page size in Alchemy not being saved.
  • Fixed faulty scrollbar behavior in production and quest potion selection pop-ups.
  • Fixed Ledger/Revenues/Expenses pop-ups stretching out of screen bounds.
  • Fixed skill filter tooltips on the Ledger/Workers page not updating after changing the language setting.
  • Fixed a minor text layout issue when promoting a worker with a long name.
  • Fixed an error when clicking the Marketing Desk "Choose Action" button rapidly.
  • Fixed knocked out skeletons being shown as standing upright instead of lying as a pile of bones on the ground upon loading a saved game.
  • Changed from an empty "this ingredient unlocks:" pop-up to a normal ingredient pop-up in the ingredient trader dialogue if the player owns the ingredient already.
  • Fixed UI issues that could occur when entering the Research or Alchemy views right before the Daily Report shows up.
  • Fixed endorser text in successful request outcomes not correctly stating when the VIP becomes an endorser.
  • Fixed the Assign and Boost button tooltips getting clipped for the topmost entry in Ledger/Workers.
  • Scaled the ingredient unlock tooltip in the ingredient trader dialogue to fit the text.
  • Unlocked post-milestone 2 goals for older saves if their prerequisite goals have been completed.
  • Fixed the worker promotion dialogue not always updating the worker's title correctly.
  • Fixed placeholder in the "This ingredient is too complex to produce in Alchemy Lab" text.
  • Fixed Alchemy Labs not checking the allowed ingredient processes correctly.
  • Fixed Alchemy Labs incorrectly changing the room purpose to Research instead of Production.
  • Fixed Alchemy Lab animations not working.
  • Fixed Alchemy Labs not starting automatically after being storage blocked.
  • Fixed Tycoon Point generation bonuses from artifacts not stacking.
  • Fixed missing "Choose Potion" text from the Alchemy Lab overlay UI.
  • Fixed a potential crash when canceling delivery tasks.
  • Fixed a potion not being removed from the Alchemy Lab’s queue If a product update made it incompatible for production with Alchemy Lab.
  • Fixed issue where an ingredient could appear in non-trader dialogue after loading an old save.
  • Moved style customization arrows in objects’ overlays in the Construction mode further to the sides to avoid blocking selection of small objects such as lanterns.
  • Fixed the worker’s bonus stamina (exceeding the maximum level) gained from the rest getting wiped upon walking past stamina-boosting in-house items.
  • Fixed fame bonuses from multiple artifacts not stacking.
  • Improved scroll wheel handling in Ledger/Workers.
  • Fixed some research unlocks using wrong icon sprites.
  • Fixed a potential crash when deleting potion cabinets.

Festive season is coming to Potion Tycoon with the new holiday update!

Merry greetings, potion magnates!

Another week, another update! Because how could we let you start the holiday season without giving you a chance to enjoy it inside the game and catch the festive vibe while playing it? No, we couldn’t. And we won’t!

Make your potion house look so nice and cozy like never before, lulled by hypnotically floating snowflakes and coated in the gleaming white fluff. Dress your workers in jolly holiday outfits to further dip yourself in the cheerful atmosphere of the upcoming winter festivities!

But hey, that’s not all what this update brings you! Besides the holiday stuff, we’ve added a bunch of utility and quality-of-life improvements, most notably in the Alchemy Workshop, to let you concoct your celebratory potions with increased comfort. Please find the full changelog below and like always - let us know how you liked it!

As 2023 comes to an end, we wanted to thank each and every one of you for your unabating enthusiasm and continuing support of Potion Tycoon, and for all the feedback you’ve shared with us throughout this year. It did really help us shape the game and get where we are now. We wish you a great fruitful year ahead and hope to see you around in 2024, for which we are already cooking some lovely treats and surprises!

Best wishes!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


Changelog:

Changes:
  • Holiday Season:
    [**] Added winter graphics for the holiday season.
    [**] The visual theme (Default or Winter) can be selected in the Video settings.
    [**] A new themed costume option is now available in the worker’s customization menu.
  • Construction:
    [**] When placing items in the Construction Mode, rooms are tinted red if the item can not be placed there.
    [**] A new tooltip added to constructible items to explain where they can be built.
  • Alchemy:
    [**] Ingredients in the Alchemy View can now be filtered by individual ingredient effects and properties.
    [**] The ingredient book in the Alchemy View has new size options to display 2x2, 3x3 or 4x4 ingredients per page.
    [**] With Potency increase of 0.1 Appeal is now increased by 0.2%.
    [**] Catalysts increase Potency by additional 0.25 on top of the multiplication bonus.
    [**] Grade increase is now capped by the gap between Potency and Container Quality - If either value is 2x higher than the other, Grade doesn't increase further.
    [**] A list of beneficial and detrimental properties is shown when hovering over the recipe name in the Recipe Summary.
    [**] Some minor changes to branding tags’ display, e.g. price-related branding isn't shown in the Alchemy View anymore.
    [**] A "taste scale" pop-up is now shown upon hovering over taste tags in the Alchemy View.
Fixes:
  • Disabled the Alchemy toggle in the Construction Mode to prevent various issues which could occur after switching to the Alchemy view from Construction.
  • Fixed a quick UI flash when opening some dialogues.
  • Fixed the special Witch worker getting big ears in the customization dialogue when changing the color of her outfit.

Dawn ‘til Dusk: light up your busy life with bash and sunshine in this update!

Greetings, potion magnates! Or should we rather say, good day!

For a good few of us winter is already in full swing, with its short sunless days and long dark nights. Depressing, eh? But then we thought - wait, there’s one little thing we can do! There wouldn’t be a better moment to finally dispel the everlasting darkness that has reigned in the world of Potion Tycoon since the dawn of time. So welcome our brand-new feature, the day-night cycle, and let your potion house bask in the warm sunlight before plunging again in the soothing dusk!

Illuminating, isn’t it?! But if you want more ways to light up your tycoon’s daily life ahead of the upcoming holiday season, we do have some. Take pleasure in hosting social get-together events for each faction every few weeks, behold festivities and mingle with visitors. Enjoy the party time! Along with extra profit and special rewards :-)

Last but not least, we’ve thrown into the mix a wealth of improvements to customers’ and workers’ communication and behavior, and added a new Gardener skill to handle ingredient cultivation.

We truly hope that both the new content and the updated mechanics will come to your liking (and maybe warrant another playthrough?). In any case, we look forward to hearing your feedback and impressions from the Dawn ‘Till Dusk update shortly.

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment




Update Title: Dawn ‘Till Dusk

Headliner Content:
  • Day-night cycle
    [**] Visual day and night time depiction
    [**] Daily over-the-clock customer variations and fluctuations
  • Faction-specific events
    [**] One day long faction-based random events that offer unique requests and opportunities
    [**] Extra visual flavor e.g. in the form of partying customers
  • Customer update
    [**] Expanded customer wants’ hierarchy
    [**] Rebalanced customer budgets and action points
    [**] Enhanced customer communication system (e.g. improved animations and icons)
  • Crew update
    [**] Worker mood system overhaul
    [**] New Gardener worker specialization


Changelog:

New:
  • Added a day/night cycle that affects the scenery and customer spawning:
    [**] customers frequent the shop during the day;
    [**] background graphics reflect the time of the day.
  • Introduced new party events for each faction:
    [**] every 7 days (starting from day 14) one of the factions has a one day long party event with greatly increased customer flow;
    [**] new requests are offered during the events;
    [**] each event has a main request the player can fulfill to get special rewards (increased customer base size or wealth).
  • Overhauled/expanded customer wants:
    [**] overhauled potion demand system: High Demand, In Demand and Low Demand attributes can now change over time;
    [**] each customer now has a profile based on whether they prefer bulk, regular or premium potions;
    [**] added a new sub-page under Ledger/Factions for a better overview of customer profiles and current potion demand tiers. Note: customer segments can be wrong in existing saves until some new customers are spawned.
  • Improved customer communication:
    [**] customer pop-ups now more accurately indicate which potion type/category the customer is interested in;
    [**] potion recipes now have new individual icons displayed next to the category icon to match the icons used by customers;
    [**] added new customer reactions and updated some existing ones to better indicate customers’ momentary decisions and reasons behind them.
  • Added new marketing actions to affect the bulk/regular/premium customer distribution, and to improve the demand for a specific potion type.
  • Overhauled worker mood system:
    [**] worker mood is now calculated hourly based on active modifiers;
    [**] added a visual mood scale to help read each worker’s mood at a glance;
    [**] workers get benefits (speed, stamina, experience gain) for good mood and suffer penalties for bad mood;
    [**] all viable mood-related perks have been updated in compliance with the new system and give an hourly modifier;
    [**] Tranquil trait now decreases mood change by 50% and Temperamental trait (previously Cry Baby) amplifies mood change by 50%.
  • Introduced a new Gardening skill for workers (with some new perks), which is required to operate cultivation equipment. (Note: workers in existing saves will have 0 points in Gardening).
  • Updated worker filtering in the Ledger/Workers page: workers now get sorted based on their primary and secondary skills.


Changes:
  • Updated customer influx modifiers for random events. Now there should be fewer customers during invasions and more customers during manias.
  • On the last day of an ongoing event, the event summary now shows the remaining hours instead of a vague "another 1 day".
  • Added a few additional customer reactions and tuned the existing ones.
  • Added information about customer wishes to the daily report (e.g. "didn't enter the shop because they didn't have Mana Potion").
  • Faction event main day start announcement newspapers are now forced open when they trigger.
  • Updated the day/night and event tinting slightly: days are brighter, toned down some oversaturated event tints. Adjusted day/night lighting for the city lights in the background.
  • Added Angry/Happy walking animations for workers.
  • Added missing Gardener and Greaser perks (Zen/Forager, Hauler/SpeedBottler/Tag).
  • Updated the "Room rating requirement" line in the promotion screen to "Seniority mood modifier" and changed it to also show the correct mood per hour penalty. Also shown in the current mood per hour breakdown as "Seniority" instead of "Experienced".
  • Added a mood resistance parameter ("Mood Equilibrium") to make the mood extremes harder to reach.
  • Added a "wants a promotion" mood penalty for workers who have been eligible for promotion for some time.

Fixes:
  • Fixed customers not immediately looking for the first potions at the start of a new game.
  • Fixed customers sometimes using the wrong walk animations.
  • Added the missing handling for the "Hyped" potion tag.
  • Widened worker popups slightly to avoid text overlap.
  • Fixed Main Menu bugging out when rapidly clicking the New Game button.
  • Fixed Monster Repellent variant not getting correctly set up in the generic Witch request.
  • Fixed generic Witch request not actually triggering in the Grand Assembly faction event.
  • Fixed category icons for potions not showing up in VIP request details and added potion icons.
  • Fixed wrong tooltip placement in the Alchemy view.
  • Fixed scroll bars in potion picker panels.
  • Fixed launch marketing to apply a Hyped tag instead of Hot.
  • Fixed Greasers being spawned with Gardener perks and Gardeners being spawned with Greaser perks.
  • Updated branding action texts to match their intended effects.
  • Fixed text layout and localization issues in Ledger/Factions/Customers.
  • Sort potions by demand in Ledger/Factions/Customers, also show Hot potions for all factions.
  • Fixed some customer speech bubble icons spilling over the bubbles’ edges.
  • Added potion type icons in the potion selection dialogue for VIP request delivery UI.
  • Added potion type icons to the "looking for" text in customer pop-ups.
  • Fixed multiple Ledger/Workers errors.
  • Fixes towards potential potency text animation problems.
  • Fixed event request variables getting randomized every time you chose the "Let Me Think" option and then reopened the request dialogue.
  • Fixed occasional render errors in small bottle graphics after loading.
  • Fixed Construction Menu tab buttons losing their active state after picking an item.
  • Fixed the starting worker not having the correct default uniform for their profession.
  • Fixed Alchemy toggle not being disabled in the Construction mode (as switching to Alchemy while in Construction could cause problems).
  • Fixed issue with tutorial goals sometimes getting displayed within unrelated barks after starting a new playthrough from an active tutorial session.

Custom Shop

Greetings, potion magnates!

Have you ever felt like Potion Tycoon was lacking personalization and could do a better job helping you make your potion shop stand out? Have you ever craved more diversity and agency in defining how your house premises, individual facilities and workers look?

Well, if your answer is yes, your happy day has just come!

Today we are rolling out “Custom Shop”, the next major content update for Potion Tycoon, with a strong focus on bolstering visual variation, customization and usability.

With “Custom Shop” update you will get a chance to add much more personal flavor to your potion house, and particularly to some of its areas you could not previously customize. In addition to that, you are going to benefit from another big chunk of quality-of-life improvements across the board, such as numerous UI enhancements and new utility functions requested by the community.

Unleash your inner creative genius like never before with new customization options at your fingertips - design your very own potion shop’s brand, house and crew!

And of course, remember to let us know how you enjoy these latest additions to Potion Tycoon and what other improvements could possibly make you enjoy it even more.

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment



The Custom Shop Update includes:

  • Customization options:
    • Switchable visual styles for select decor and furniture
    • Customizable worker skins, including colors, outfit designs and faces
    • Customizable staircases with styles and backgrounds
    • Customizable house sigil (also shown in saved games along with the shop name for ease of identification)
  • UI improvements:
    • Retractable Notifications panel that can be minimized to a single line or completely hidden from view
    • Pinnable Ledger and other select UI pop-ups for more accessible on-screen information reference
    • Reworked Construction menu for:
      • finer categorization of constructible room content
      • improved display of menu elements and construction UI flow
      • added visual “skin” variants selection for customizable elements
      • better support for cross-view UI elements (e.g. Ledger)
    • Improved UI scaling and sizing of individual UI elements
  • Quality-of-life improvements:
    • Enhanced storage target settings to support group- and category-based editing
    • Option to manually remove ingredients from storage
    • Brighter color scheme for increased contrast


New:
  • Ledger usability improvements:
    • Ledger can be pinned to stay on screen until manually closed.
    • Individual Ledger pop-ups can be pinned and dragged around on the screen (limited to one at a time).
    • Ledger can be opened in the Construction mode (with some functionality being disabled).
    • Added a toggle to show or hide goal widgets in the Main view.
    • Ingredients in the warehouse can be deleted via the Ledger/Ingredients page.
    • Adjusted some Ledger page layouts and made the default size of the Ledger slightly smaller.
  • Storage targets can now be adjusted per groups of ingredients or potions, including multiple ingredient selection in the Ledger, raw/processed/all options for ingredients and single/category/all for potions.
  • Added a UI scaling option for most Main view elements. The scale can be adjusted in Game Settings.
  • Added small clickable hint arrows that point towards out-of-sight red warnings on the edge of the screen in the Main view.
  • Added new style assets for staircase frames and backgrounds matching other existing room styles (adjustable in the staircase room pop-up).
  • Added multiple selectable styles for decor items, shop equipment and crew quarters items.
  • Enhanced worker customization, including adjustable outfits, colors and faces.
  • Added a customizable house sigil (can be adjusted from the in-game menu).
  • Added a Bright Colors setting in the Game Settings menu for improved contrast.


Changes:
  • Changed all tier 2 VIP requests on failure to only reduce the fame with the corresponding faction instead of all factions. The imposed fame penalty has also been increased.
  • Reduced the tier 2 Wizard request "Lost Scrolls" duration from 28 to 16 days.
  • Overhauled construction UI:
    • transformed menu category buttons into tab selectors on top of the Construction menu panel;
    • combined some previously standalone constructible items into one item with multiple switchable styles;
    • split former Production Equipment category menu items into three new categories of Basic Equipment, Processing Machines and Production Utilities to avoid long lists;
    • made the “shopping cart” list stay on screen while placing items;
    • added icons for room types and updated some other Construction menu icons.
  • Notification widget can now be minimized or fully hidden.
  • Made the faction-specific customer modifiers show the customer types they affect in event summary in the form "More customers than usual: +50% (Wizards)". Modifiers affecting all factions should be unaffected.
  • Expanded the Crew Quarters’ available capacity (shown under room details in the room pop-up) to also show their total capacity.
  • Loading Pallets can now be used to load mixtures into Bottling Machines.
  • Worker stamina can no longer go below -20.
  • Changed “-” for storage targets to infinity sign to avoid confusion.


Fixes:
  • Multiple fixes towards improved stability and appearance of individual tutorial barks, prompts and dimmers.
  • Fixed the tier 2 Rogue request "Uncharted Lands" not applying the fame penalty correctly when the player doesn't deliver anything for it.
  • Fixed "The Signs" and "Show Them Mad" Witch requests’ fame penalty upon failure being displayed as resulting from a failed Guard request.
  • Fixed mouse clicks not properly registering in some parts of the Ledger/Ingredients list.
  • Some animation-related optimization, resulting in significantly improved performance when running larger houses.
  • Fixed an issue where requests with a non-specified amount of potions could lead to a soft-lock when running out of time and displaying the deadline choice.
  • Fixed bar charts in the Daily Report breaking out of bounds with a lot of customers.
  • Fixed an issue where updated bottle container graphics might sometimes display leftovers from previous designs.
  • Fixed worker pop-ups to always stay within the screen bounds.
  • Fixed redundant placeholder in the "In Stock:" line of the product pop-up.
  • Fixed Master Bedroom capacity not stacking (existing Master Bedrooms have to be rebuilt).
  • Fixed the bottle cost in the Product Creation view being double of the intended value; base costs have been updated to keep overall production costs at the same level.
  • Removed the Delete button from Ledger/Ingredients/Seeds list entries.
  • Set the minimum value to 1 in the Delete dialog.
  • Fixed an issue where Goal widgets could be slightly out of alignment when disabled and re-enabled.
  • Fixed worker perks that affect processing times not working as intended when the worker does not actively operate the affected processing machine.
  • Fixed workers not immediately stopping their ongoing operation when the affected equipment is moved within the same room.
  • Fixed the Tab and Esc keys not working in the Construction mode.
  • Fixed missing localization for the “Total Cost” line in the Construction mode.
  • Fixed staircase background cropping to avoid overlapping with adjacent room’s background.
  • Updated the Advanced Research Lab preview sprite to match the actual item dimensions.
  • Fixed an issue where mixture barrels and potion crates couldn't be seen in pallet inventory lists (in Pallet Settings).
  • Fixed Stockpile and Load Recipe button tooltips getting obstructed from view by product pop-ups in Ledger/Products.
  • Fixed the scrollbar handle in Ledger/Production.
  • Scrolling in Ledger/Production should now be more responsive.
  • Fixed a crash after moving existing room content to a newly built room and then deleting that room. Now the moved content is deleted with the room and its cost is refunded.
  • Hide the worker pop-up when the worker has been dismissed (also fixes errors when switching Soul Mirror clones).
  • Fixed an issue where the room rating could show wrong values in the Construction mode.
  • Fixed an issue where some newly built machines could look like they are in the working state right after building.
  • Fixed the special Witch character not using the witch animations.
  • Fixed inventory filters not working correctly for specific ingredient processes and allowing all variants of the ingredient to be stored on the affected pallets instead.
  • Fixed trait tooltips from Ledger/Workers getting stuck on screen when the Ledger is closed.
  • Fixed an issue where updating a recipe would leave an existing order hanging in the Cooker if it was waiting for ingredients. Now the order is restarted with the new recipe.
  • Fixed an error that could happen when a worker gained experience right before starting and canceling a construction session, resulting in the associated XPs not being added.
  • Made save file handling more robust to avoid issues where existing saves could be overwritten if the files had been manually renamed outside of the game.
  • Fixed an issue where customers could no longer browse a cabinet if a previous customer had been spooked by a monster while browsing it.
  • Fixed an issue where updating a product could leave old processing orders with obsolete process requirements hanging around. Also fixed such orders not being removable from a processor queue.


Small loca fixes

Hello everybody,

we just release a tiny small hotfix that addresses some localization issues for the new content in the following languages:
  • French
  • Spanish


Happy tycooning!
Team Snowhound Games and Daedalic Entertainment