1. Potion Tycoon
  2. News

Potion Tycoon News

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

Brick & Mortar: the next major content update for Potion Tycoon is here!

Greetings, Potion Magnates!

As we are approaching our 6-month anniversary in Steam Early Access, we can’t help but look back at our humble beginnings and admit that during this time Potion Tycoon has already shaped into a much better game - thanks to your active contribution above all else!

We’ve kept listening to what you had to say all along and tried to address your most urgent needs and common desires at the earliest opportunity as well as prioritize your demands over our own plans whenever possible. Our third big EA update, “Brick & Mortar”, is no exception to this formula as it brings a bulk of vital changes to the game feature that has received by far the highest number of improvement requests from you - construction!

With “Brick & Mortar” you can finally build wider rooms and move entire premises around your potion house while enjoying multiple other UI/UX improvements throughout construction.

But wait, there’s more! We introduced a brand-new location to start your potion business at. Not only does it offer a diverse scenery to behold, but also provides for more spacious house layouts for those who crave ample construction space.

Lastly, we’ve thrown in a medley of fixes and quality-of-life improvements to top it all off. Please see the full changelog below for further details and let us know how you liked the “Brick & Mortar” update.

Do be sure to check back and share your feedback after each forthcoming game update as our Early Access journey goes on. We are still as enthusiastic as ever and keep working hard to make Potion Tycoon the best game it can be for old and new fans of tycoon games alike.

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


_____


Changelog:

Changes:

Construction:
  • Added a new construction site/location: Floodlands (available as a New Game starting location option).
  • Existing rooms can now be moved in Construction mode.
  • Rooms can be stretched much wider in Construction mode.
  • Gaps between rooms are allowed on ground level.
  • Updated room coloring in Construction mode to only apply to new or changed rooms (also fixes inconsistency when starting construction).
  • Rooms can now be resized up to 29 tiles wide by default, and 47 tiles after unlocking the Advanced Construction research upgrade.
  • Made Bottler, Kettle, Mortar, Cultivation Box and Advanced Research Lab 1 tile shorter.
Balancing:
  • Improved the odds of receiving middle range reviews for potions (2-4 stars).
  • The fame boost from potion reviews now only affects the factions interested in the respective potion category. So a 2+ star review sorcery potion launch will increase fame with Witches and Wizards only.
  • Higher tier VIPs' endorsement now gives a bigger boost to the launch marketing campaign’s success chance.
  • Launch marketing campaign’s success is made progressively more difficult to achieve at later game stages (as currently it’s too easy to get 4- and 5-star reviews during late game).
Miscellaneous:
  • Disaster events: skeletons and ghosts can now be temporarily knocked out by throwing a rock at them if you don't have a suitable potion to permanently banish them.
  • UI: Improved the New Game options dialog.
  • Room rating now gains a bonus for small rooms, and a penalty for large rooms.
  • Items no longer compatible with the pallet’s modified storage settings are now automatically moved to other pallets (if possible).
  • Complete overhaul of the Chinese localizations for better quality and consistency (both Traditional and Simplified). This is a still ongoing process which will cover the next updates and fixes, but the first changes should be noticeable already.


Audio:
  • Added UI sounds to the New Game dialog.
  • Added some missing panel opening/closing and button press UI sounds.
  • Added background ambience sound effects to outdoor environments at both starting game locations.
  • Multiple audio mix tunings.


Fixes:
  • Fixed crash when a pallet was removed prior to pasting that pallet's previously copied settings.
  • Fixed Candelabras not showing a tooltip on hover.
  • Candelabras (intended to be placed on the floor) cannot be hung on the wall anymore.
  • Construction: Artifacts menu does not reopen when no more artifacts are left in the inventory.
  • Fixed Alchemy Authority goal’s requirement text.
  • Fixed missing Neutral price tag translations.
  • Fixed duplicate faction rank-up letters if the previous letter was not opened.
  • Fixed some room contents and their bonuses getting duplicated if the item was built in one room and moved into another room in the same construction session.
  • Room contents are no longer rebuilt if they are moved and then moved back to their original position during construction.
  • Grotto rooms can no longer be placed or resized so that their ceiling is above ground level.
  • Construction: made existing items’ overlays hidden when moving or placing content, to prevent unintended clicks on remove buttons.
  • Fixed resized rooms being rebuilt even if their original size was restored during the same construction session.
  • Fixed wall overhangs being drawn in spots where they shouldn't.
  • Cleaned up remnants from a previous duplicate room content entry bug, which could have caused a crash in some situations.
  • Added loading spinner icon when starting a new game.
  • Fixed error messages when starting and then canceling construction while previous room content construction work was still going on.
  • Fixed hireable workers getting duplicated when canceling construction.
  • Fixed crates of removed potions lingering around if workers were carrying them when the product was removed.
  • Fixed issue where the daily report could pop up immediately after loading a saved game if the time was 6:xx.
  • Fixed issue where localized text might not fit into the Fame Summary panel.
  • Fixed issue where label text for loans overlapped their value in Ledger/Revenues.
  • Fixed issue where localized text of some goal completion notifications wouldn't fit inside the notification banners.
  • Fixed issue where the "Choose potions to deliver" quest deadline option could in some specific situations be used even though the requested potions were no longer available.
  • Fixed issue where adjusting storage targets in Ledger/Ingredients might occasionally affect the wrong target.
  • Fixed customer exits getting logged when a customer was moved to safety from the construction area.
  • Fixed multiple issues related to canceling construction tasks.
  • Fixed some situations where the same delivery task could be assigned to multiple workers (typically as a result of construction-related changes), possibly leading to game crashes.
  • Fixed issue where workers could move outside of the house when entering staircases.
  • Fixed a text issue with the Lady of the Moon's “thank you” dialogue.
  • Fixed issue where the "Ask me again" option was sometimes available for special event requests (only "Let me think" should be available in those situations).
  • Fixed issue where event requests could in some situations be initialized with the wrong potion specifications, leading to eligible deliveries not being accepted.
  • Fixed game unpausing before the end of the new game start-up sequence (Tutorial start dialogue prompt).
  • Fixed multiple issues with dimming highlights in different stages of the tutorial.
  • Fixes to improve stability of the tutorial when the player attempts to move too fast through it.
  • Fixed issue where the tutorial would get stuck if ingredient seeds were planted into available cultivators prior to the start of the ingredient growth tutorial module.
  • Changed tutorial action prompt to only highlight actually unused cultivators during the ingredient growth tutorial module.
  • Fixed Cooker production queue not updating reliably when you move production orders around.
  • Fixed increasing the potency or grade of an existing potion to correctly trigger relaunch and demand upgrade price in Tycoon Points per each crate of it in storage.
  • Fixed quest delivery potion picker's potion pop-ups not displaying the potion's container quality correctly.
  • Fixed default ingredient storage targets sometimes not being set for the final processed ingredients in a recipe.
  • Fixed crash after marking a customer guide sign as removed and then moving it in Construction mode.
  • Fixed issue where the potion delivery UI would be shown when the deadline was reached for an ingredient or artifact VIP request.
  • Fixed issue where some events could be started while their earlier instances were still active, leading to problems such as monsters not spawning.
  • Fixed issue where multiple copies of the same potion tag could be added.
  • Fixed issue where the construction overlay for room content could be in the wrong place in the next construction session after moving the item and then moving it back to its original location.
  • Fixed default storage target not being set for products when launching their production via Ledger/Production.
  • Fixed room background textures stretching a little bit too wide on the right side.
  • Fixed issue where walls between rooms would not change when changing the room style.
  • Fixed crash that could happen upon applying extensive construction changes where the house entrances were temporarily removed.
  • Fixed issue where the game could start "playing" in the background and display a daily report dialogue in the Main menu after viewing the Credits screen.
  • Fixed staircase background texture misalignment.

A new patch to banish some invading issues from Potion Tycoon has just landed!

Greetings, potion magnates!

The latest major update has brought in Potion Tycoon a bunch of brand-new mania and disaster game events for you to live through and enjoy. Alas, it also came not without some new technical disasters and issues of its own, regardless of how maniacally we had tried to avoid them. So we kept relentlessly sifting through your feedback and bug reports (which we are extremely grateful for!) for the signs of those nasty invaders to eventually catch and banish them for good. Today we are glad to finally roll out a new patch that should rid the game of the bulk of new bugs, along with some older and sneakier intruders, which have been sticking around for a while.

Check out the full changelog below for more details.

And please, keep sharing all your findings and insights with us as you play - it’s so much help!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment

PATCH NOTES (English):
v.0.10.9

Changes
  • Stone Ogre, Skeleton Memorial and Phantom Statue: removed some of their effects which were not intended and added room rating effects description to their tooltips.
  • Slightly reduced the chance of Mania and Disaster events spawning.
  • When placing the last copy of an artifact in Construction mode, the Artifacts menu gets reopened to improve the UI flow when adding multiple artifacts in quick succession.
  • Changed shared cooldowns between events to reduce the likelihood of getting the same kind of event multiple times in a row.
  • Added another possible reward option on successful completion of an event request: a temporary Hot tag for the delivered potion.


Fixes
  • Fixed Stone Ogre's tooltip not showing the potion type it gives an appeal boost to.
  • Possible fix for an issue where an active VIP request’s widget would not properly detect the availability of requested items in stock until the game was restarted.
  • Fixed missing icons and bottle graphics for starting potions in the tutorial.
  • Fixed new music themes for Mania and Disaster events not triggering as expected at events’ start.
  • Fixed Mania and Disaster music volumes and some other audio issues.
  • Construction fixes:
    [**] Improved room accessibility checks; new rooms must now be connected to ground level through other rooms to get accepted for construction.
    [**] Fixed issue where after moving a room and then canceling its move its contents would stay in the new location.
    [**] Fixed issue where clicking to place a room would also immediately pick an existing item up if it happened to be under the cursor.
    [**] Fixed room types/purposes sometimes not updating properly when moving or removing their defining room contents.
    [**] Fixed issues with the ESC key and the confirm dialog when reverting changes.
    [**] Fixed storage pallet’s capacity not getting updated after moving the pallet to another room.
    [**] Fixed a crash that could randomly occur upon deleting a guidance sign.
  • Fixed issues where upon canceling out some confirmation dialogs might unpause the game prematurely when finalizing a product in the Alchemy View.
  • Fixed problems with moving and zooming the Main View camera after zooming during the screenshake VFX (during Monster Invasion event) while under fast forward.
  • Fixed some event modifiers not getting removed as intended, leading to situations where only one variant of a mania event would be constantly triggered.
  • Successfully completing a Mania extension request now correctly sets the chance of the matching Disaster event to trigger during that Mania.
  • Fixed fame reward options granted by event requests potentially using wrong faction texts.
  • Fixed a small memory leak with the "Ask Me Later" option on some requests.

Manias & Disasters: a new major EA update for Potion Tycoon has arrived!

Greetings, potion magnates!

We’ve been looking forward to enriching Potion Tycoon with exciting additional contents and mechanics from its first day in Early Access. And despite a slight detour we took with the previous quality of life update, we kept working hard on some new features that would make Potion Tycoon’s core gameplay more dynamic, more varied and, ultimately, more entertaining. Today we finally began to realize our original EA roadmap as the game’s first proper content update, “Manias & Disasters'', has just gone live!

First and foremost, this major update brings a bunch of brand-new random events to your shopkeeper’s table. Not only will these spontaneous encounters change how Potion Tycoon looks, sounds and feels every so often - they will also affect the way you play it on a more fundamental level. Unprompted and rampant, they are going to catch you off-guard and shake up your firmly established business flow with amended needs to satiate, sudden threats to avert and fleeting opportunities to seize. Simply put, expect less routine and more chaos with their arrival. But remember - it’s that kind of chaos that can turn the tides and bring fabulous rewards!

Additionally we'll introduce two public branches which are inteded to smooth out your playing experience during early access. See more details in the changelog below.

But enough words - just go explore firsthand what this new Potion Tycoon update has to offer. Hey, and don’t forget to let us know how you liked it - we hold our breath for it!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment

------

Changelog:

Changes:
  • Added random events of two types:
    [**] Manias (Bone Fever, Monster Mania, Calling The Ghosts): manic customers run into the shop searching for a specific type of potion;
    [**] Disasters (Skeleton Invasion, Monster Emergency, Ghostly Mess): monsters emerge and spook both approaching workers and customers, though workers can be commanded to banish them if the corresponding repelling potion is in stock;
    [**] Disasters usually follow upon Manias of the corresponding type;
    [**] All events are accompanied with themed visual environmental effects;
    [**] All events have custom music themes played in the background.
  • Added 3 new reward artifacts for ending invasion events: Skeleton Memorial, Stone Ogre and Phantom Statue.
  • The event widget shows the approximate duration for the active event.
  • Potions that are trending (Hot) due to an active event will now sell better.
  • Added more custom animations for the Supporter Pack witch.
  • Added two more department sizes. Departments can now be Small, Medium (previously Large), Large (previously Grand), Grand or Royal.
  • Added 3 new goals (Pharmacy, Sorcery Superstore and Adventure Arcade), one to each goal branch.
  • Enabled all artifacts to be placed anywhere in the house, including staircases.
  • Event requests' deadline cannot be extended anymore. You can only deliver something immediately or fail the quest when time runs out for a request.


Balancing:
  • Major balancing update to improve the pacing of the game:
    [**] early game made slightly easier
    [**] reduced likelihood of randomly getting unfavorable starting conditions
    [**] more steadily increasing challenge as the game progresses
    [**] numerous balancing changes across the board:
    [***] potion price points
    [***] container prices
    [***] alchemy modifier values
    [***] ingredient properties
    [***] potion attribute appeal modifiers
    [***] worker salaries (and some worker traits)
    [***] purchasable item prices
    [***] request requirements
  • multiple changes to research paths
  • both difficulty levels affected.
  • Product creation update:
    [**] Added Neutral price tag which replaces Fair price tag as the 0% appeal tag. Fair now gives +5% appeal and is one step below Neutral. All other price tags below Fair were shifted down one step.
    [**] Changed price bracket colorization to have 3 "optimal" green spaces (Neutral, Fair and Bargain), 2 "viable" yellow spaces (Pricey and Blowout) and all of the rest are with red implying either no benefits or heavy penalty on appeal.
    [**] Price point now increases by one step whenever grade surpasses the next whole number. Previously price points were at: 1st price point: 0.5-1.49 grade, 2nd price point 1.5-2.49, 3rd price point 2.5-3.49. Now price points are at: 1st price point 0-0.9, 2nd price point 1-1.9, 3rd price point 2-2.9 and so on.
  • Increased the Welcoming trait customer action point bonus from 4 to 12.
  • Increased the customer action point bonus for every curiosity artifact (from 8 to 12 for Jar Of Wishes, Wisebeak, Spirit Trap, Old Friend, Mystery Object, Unicorn Shoe, Preserved Troll, Petrified Skull, Grim Pumpkin and from 6 to 8 for the Wheel Of Divination).
  • Marketing Rite now requires a Veteran Clerk (instead of Master), costs 15TP instead of 20, has a base success chance of 50% (instead of 30%) and yields bigger boosts to launch marketing.
  • Grand Cooker, Big Kettle and Big Mortar now require Veteran workers (instead of Adept).
  • Re-adjusted Fame and Appeal increases in all marketing and branding actions.


Fixes:
​​
  • Fixed some interactions between the quest deadline choice and delivery picker that could lead to UI problems.
  • Items carried by workers and waiting in machine outputs are now considered when checking storage targets.
  • The Continue button now behaves more consistently and should always reload the latest save. The game is also saved on exit.
  • Fixed crash when closing the game during intro videos.
  • The “For hire” workers list now avoids duplicate worker names. Existing saves may still have duplicates in the list until it is refreshed. (Also note that you can rename workers in the Ledger).
  • Various localization fixes.
  • Fixed event requests showing wrong portrait and letter icon in the quest reminder.
  • Fixed Sorbus generic "Thank You"-dialogue showing !loc warning for what's supposed to be an empty space except when the player had just completed the Field Trip quest.
  • Fixed Cabinet refills sometimes getting stuck if the worker could not find a crate.
  • Fixed Issue where a newly built item could stay outside a room after canceling construction in some situations.
  • Fixed customers sometimes turning around for a split second when exiting the shop.
  • Fixed tutorials and goals related to stocking potions getting completed in some places where they shouldn't.
  • Fixed customers sometimes spawning/despawning too close to the house depending on the entrance locations.
  • Fixed Growth Lamp not showing tooltip on hover.
  • Some animation-related optimization - should result in slightly less CPU load depending on the amount of objects.
  • Fixed issue where potion appeal wasn't checked properly in Ledger/Segments.
  • Fixed issue where player potions weren't shown properly in Ledger/Segments if the player didn't have any superior potions.
  • Fixed customers getting away without paying if they could not find their way to a Cash Register. Now they will go through non-shop rooms if necessary, and if they still can't pay, the potions are moved back to Shop Cabinets.
  • Fixed Alchemy Labs not being checked for existing potion orders when determining whether a potion can be deleted or not.
  • Fixed equipment status icon tooltips being covered by other item pop-ups when on top of each other.
  • Fixed a crash that could occur when a room construction order was canceled after being assigned to a worker.
  • Fixed issues where sorting player and rival houses in Ledger/Leaderboard based on multiple different stats wasn't executed properly.
  • Fixed issue where unprocessed ingredients weren't properly marked in Ledger/Ingredients if their storage targets were reached.



Public branches:
With this update we establish two public branches you can use if you encounter issues to see if the builds provided there help you to improve your experience. These branches are opt-in and of course our goal is to polish and improve the game continously to make these branches obsolotete as soon as possible.
  • rollback: in this branch you'll find the version without the latest update, in case you encounter issues with new content or features.
  • experimental-public: unstable and mostly untested iterations of the game that are currently in the works to be released soon that may help with issues we already fixed in this branch without having them rolled out to the public yet.

To get into these branches, right-click on the game in your library list, choose 'Properties' and then 'Betas...', in the following window, please choose the according branch from the dropdown menu.

Reacting to your Feedback

Greetings, potion magnates!

Since the launch day of Potion Tycoon we have been meticulously collecting your feedback, noting down every last piece of it for further processing. So once Potion Tycoon’s most reported issues such as random crashes and localization errors were largely patched up, we locked ourselves up in a cellar to scrupulously analyze all your expressed needs, woes and desires, and to cook up some more fundamental and potent remedies to address them to the best of our ability. Today we are thrilled to finally get them in your hands as one extensive package of quality-of-life improvements and gameplay enhancements garnished with some more fixes and game content additions!

More specifically, this extraordinary purely feedback-driven EA update includes the following new and improved features and contents for you to enjoy:

Worker Assignments Overhaul:
  • Area Assignments: a new overlay UI view where workers can be assigned and unassigned to/from individual rooms and facilities
  • Task Filtering: a worker UI upgrade for quick control of skill-based assignments (i.e. whether an individual worker can or cannot be automatically assigned to tasks associated with a specific skill)
  • Updated equipment assignment UI: multiple workers can be assigned to an individual workstation
  • Re-balanced task priorities: operating specialized facilities such as Cash Registers, Research Labs or Cookers gets higher priority than delivery tasks


Production Setup Update:
  • Automatic processing orders for the same ingredient type are now bundled together as a single order (more orders can still be added manually, though, and existing orders in the previous games will not get affected until deleted)
  • Automatic processing links can now be toggled on/off in the production schematics dialogue window to improve support of manual production set-ups (toggling it ‘on’ auto-fills all processing equipment entries except ones that have been explicitly set to ‘not linked’, while toggling it ‘off’ sets all entries to ‘not linked’)
  • Improved production queue UI: added “Move to Top” and “Move to Bottom” buttons

Improved Inventory Management:
  • Support for manual deletion of individual items stored on pallets (from the Pallet Settings menu)
  • Extended pallet storage options: added "All", "Used in this room" and "Used in adjacent machines" settings to the Pallet Settings menu. The latter two settings update the pallet filter automatically unless manual changes are made
  • Delivery logic enhancements to allow more even distribution of goods across storages prioritizing loading pallets with filters
  • Loading Pallet upgrade to function as an adjacent machine’s extended output zone (in addition to its current function of an extended input zone). Any produced goods that are allowed in the loading pallet settings will be automatically moved from the machine to the pallet
  • Added hover-on pop-ups for ingredients in the Pallet Settings menu


Balancing & Miscellaneous Improvements:
  • Smarter worker resting to avoid operation hiccups and reduce worker handover overheads
  • Increased construction space to accommodate more premises
  • Storage target settings added to the Ingredients and Product pages in Ledger
  • Improved VIP request requirement scaling (to prevent spawning too challenging requests too early)
  • Improved seed offering as quest/goal rewards (to reduce the likelihood of getting a duplicate seed in the early game)
  • Improved leaderboard/segment ranking calculation to use additional performance factors on top of the number of superior products
  • Improved XP level scales for some worker skills
  • More merciful rivals (that keep out of launching new products for a few game days after their starting line-up launch)
  • Rebalanced completion requirements for some goals
  • Starting workers now come with starting traits (including the witch alchemist included with Supporter Pack DLC)
  • Increased the starting “New player in town” event’s duration from 3 to 6 days and slightly increased the potion sale chance boost active throughout it
  • Increased the wages for Adept, Veteran, Master and Grandmaster workers on normal
  • difficulty


Bonus Content:
  • Easy Mode with more forgiving game economy but blocked achievements (only available at a new game start)
  • Additional room backgrounds for underground grottos
  • Additional 8 artifacts granted by faction VIPs as rewards for advancing the relationship with them to the endorser level
  • One new artifact to be gained randomly from request and goal rewards or purchased from the artifact trader
  • Added 4 new items: Candelabra (decor) and Department Signs (shop, unlocked in Sales Tools)


Fixes:
  • Fixed Alchemy Labs sometimes getting stuck until manually nudged to the next order
  • Fixed bottle editor bugs that would make existing potions load incorrectly in the Alchemy View
  • Various localization fixes
  • Fixed an issue where the game would not always pause when a modal dialog is shown, potentially leading to UI lockups
  • Fixed issue where gameplay would resume in the background after a confirmation dialog in the research tree
  • Adjusted the Recipes list layout in the Alchemy View to display category icons next to the recipe names
  • Changed Chinese font handling to use both static and dynamic atlases for better performance
  • Fixed the rogue VIP request, Enchanted Lockbox, not triggering a new request if the player delivered insufficiently and declined the retry choice
  • Fixed issue where the loan payment and quest deadline pop-up positions could be incorrect based on the screen resolution (in extreme cases they could be placed offscreen)
  • Fixed issue where the game could be manually resumed while a deadline pop-up was on the screen, if the pop-up appeared exactly at the same time as the daily report
  • Removed an unnecessary barrel from some Infuser, Pickler and Fermentation Tank animations
  • Fixed the game unpausing prematurely after clicking ‘Cancel’ in Construction mode and then ‘No’ in the follow-up confirmation dialog
  • Fixed the ‘Enter’ key accepting construction changes even when it shouldn't
  • Fixed issue where Construction mode could be activated while the Production Schematic panel was visible
  • Fixed issue where some letter icons (rival messages or gifts from VIPs) might linger around after going back to the Main Menu and starting a new game
  • The equipment names in Ledger/Production can now be clicked to make the camera center on the corresponding machine
  • Fixed missing hover-on tooltips on Oven Preheater and Water Tank
  • Added missing room construction sound
  • Fixed shortest-path calculations not working correctly for some customer AI and schematic linking purposes
  • Fixed issue where production orders for a machine could get updated incorrectly when moving orders up or down
  • Fixed difficulties with hovering over workers and customers while on top of equipment
  • Hover-on pop-ups in Ledger/Products and Ledger/Goals will now update properly when the page is scrolled
  • Fixed Daily Report randomly displaying when clicking on certain UI elements
  • Fixed the "Mine is the Superior" achievement not progressing


We do hope that this long list of fixes and improvements won’t fall short to impress you. Meanwhile, we are already working on the next big update for Potion Tycoon, which will be much heavier on new content and finally let us realize some of our long-conceived ideas and plans. To slightly lift the veil of mystery, we can’t wait to see how your potion shop’s steady daily routine gets shaken up with the arrival of disastrous world events and introduction of the day-and-night cycle.

Please stay tuned for more announcements and details to be revealed closer to the next update’s actual release date. If you have any questions, insights or suggestions, don’t hesitate to join the Potion Tycoon community dedicated discord server at https://discord.gg/daedalic and let us hear what you’ve got to say!

Thank you for your unrelenting interest and support!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment