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Herbals Tycoon Developer's Note 01

[p]After the release of Version 0.5.1 on March 31 this year, the Early Access (EA) phase of Herbals Tycoon has come to a temporary close. We are now hard at work developing the full release version. During this process, we will dedicate ourselves to learning Traditional Chinese Medicine (TCM) knowledge, which will serve as the core gameplay pillar—rebuilding the original superficial, weak progression-focused gameplay of a pure TCM clinic management sim.[/p][p]This project has had a rocky journey to its current state, undergoing three major overhauls. When I joined the team in 2024, I noticed flaws in the previous development workflow: the gameplay loop had not been finalized, yet most of the assets were already complete. This included character sprites, clinic departments, three growth stages for herbs in the medicine garden, tools for slicing and processing herbs, and even the opening cutscene (a paper-cut animation). However, the script was written in the style of an AVG (Adventure Visual Novel), with excessive scenes, actions, and long, rigid dialogue. Instead of a TCM story, it read more like a wuxia (martial arts) tale—(we may share excerpts from this earlier script someday). At the time, the project’s founder (now my co-founder) had only one year of funding left, so there was extreme urgency to launch.[/p][p]As a result, my entire 2024 was spent on one task: using the assets left by the previous producer to build a playable game framework from scratch. I repurposed pre-existing characters, herbs, and management assets to create a functional prototype. Our team members are lifelong fans of simulation games—growing up, we loved titles like Theme Hospital, Paladin’s Inn, Chinese Inn, Stardom, Convenience Store, and Uncharted Waters. You’ll notice Herbals Tycoon weaves in mechanics from many of these:[/p]
  • [p]Separating diagnosis and treatment rooms (inspired by Theme Hospital),[/p]
  • [p]Special visitor events during management (from Chinese Inn),[/p]
  • [p]Random resource generation during exploration (from Paladin’s Inn),[/p]
  • [p]Dispatchable tasks (from Stardom),[/p]
  • [p]Business planning systems (from Convenience Store),[/p][p]and more.[/p]
[p]Yet after completing the EA version, we realized a critical flaw: simply “stitching” mechanics together wasn’t fun. Merging systems we loved as kids made the game overly complex and unfocused. Fortunately, we secured seed funding this year. After carefully listening to feedback from EA players, we made a painful but necessary decision: to rebuild the project from the ground up. We concluded that patching the EA framework would never fully improve the game’s educational value or fun factor.[/p][p]I previously worked in game development at a major studio, but I only started learning game design when I took over this project—and quickly realized it’s a far deeper discipline than I imagined. In my view, the EA version of Herbals Tycoon had two key issues:[/p]
  1. [p]Lack of conceptual integrity: The design idea was disjointed. While clinic management was meant to be the core, all playable components felt isolated—they failed to integrate with the game’s fundamental concepts or serve the core loop effectively.[/p]
  2. [p]Insufficient TCM educational value: Initially, we worried that incorporating in-depth TCM knowledge would raise the barrier to entry, overwhelming players unfamiliar with the subject. So we created a more superficial clinic management experience. However, after launch, we discovered most players bought the game because they were interested in TCM education. This motivated our team to dive deeper into TCM studies.[/p]
[p]Through this learning, we realized TCM’s core lies in meridians (energy channels). Even herbs work by targeting specific meridians (a concept called guijing, or “meridian tropism”). In the EA version, meridians were reduced to a trivial mini-game for memorizing head and hand acupoints—with almost no connection to TCM’s actual mechanisms. After much deliberation, we decided to refocus the game:[/p]
  • [p]Core gameplay: Meridians, and how herbs (via guijing), massage, and acupuncture influence them.[/p]
  • [p]Secondary gameplay: Clinic management and exploration.[/p]
[p]This means a complete overhaul of the Herbals Tycoon project. For now, no further updates will be made to the EA version. However, once the rebuilt version is ready for playtesting, we will move the current EA build to a separate Steam branch (so players can still access the old version) and release the new rebuilt version.[/p][p]I aim to release a demo of the rebuilt version before the Lunar New Year. It will be available for free on the Herbals Tycoon Demo page on Steam.[/p][p]Thank you all for your support of the Herbals Tycoon project and our team![/p][p][/p][p]By Huang Gaole, Producer[/p]

v0.5.1版本更新说明

1.修复了岗位替换点击无效的问题
2.主城上添加了账本功能(包括之前10旬的一些经营数据,前一天的经营信息,上一次调查得到的对手数据等)
3.炮制內选择了药方后鼠标点击药方中的药材项可以迅速锁定到该种类药材
4.调查结果新增排序功能

v0.5.0版本更新说明

  1. 现在建造科室页面添加了科室的作用说明。
  2. 优化了踢馆和窃方等计划的描述。
  3. 现在医馆经营的过程中按空格键可以暂停和继续了。
  4. 调整了一些UI的显示,使其看着更舒适。
  5. 修复已经给医生加满了体力,但是头上显示还是zzZ的问题。
  6. 修复集市里招聘的角色不会立即存在,需要进医馆再退出回伙伴页面后才显示。
  7. 现在岗位处安排伙伴时有了新的伙伴排序筛选。
  8. 修复优化了医馆评分系统,修复了可能拿不到天下第一成就的问题。
  9. 新增医馆科室的四方向旋转。

v0.4.8版本更新说明

1.优化了柜台的排队算法,现在病人在柜台结账时更不容易生气离开了。
2.对主线任务进行了多语言翻译。

v0.4.7版本更新说明

[h3]本次更新游戏内完善了多语言翻译
本次更新遊戲內完善了多語言翻譯
今回のアップデートで、ゲーム内の多言語翻訳が改善されました。
이번 업데이트에서는 게임 내 다언어 번역이 개선되었습니다.
The in - game multilingual translation has been improved in this update.[/h3]

1.游戏结局之后可以选择继续游戏。
2.修复了探索背包也会导致返程并且跳回合的问题。
3.修改了挑拨离间成功之后的反馈。