Development Log
Potion Rise SimulatorHello Alchemists!
We continue expanding our world with new systems, deeper strategies, and more immersive mechanics. Here's what's new in this update:
💬 Dialogue System
- NEW Dialogue System — Customers no longer just place orders; they come with their own stories. They share their troubles, goals, and hidden agendas. The choice is yours with every order: will you serve good or evil? The relationships you build with good and bad customers will influence the course of your story and the balance between factions.
🎯 Quest System
- NEWQuests can now be delivered automatically or manually.
- NEWQuest failure system added — quests now expire when the time runs out.
- CHANGEQuest UI redesigned; active quests now update dynamically.
- NEWQuest delivery, acceptance, and rejection are now logged.
🎒 Inventory System
- NEW Inventory System — Seeds, herbs, extracts, potions, and other special items are now stored in an organized inventory. Quest deliveries, purchases, and crafting are all managed directly through the inventory, fully integrated with the quest and marketplace mechanics.
🧭 World & Map
- CHANGEVisual and structural updates made to the game map.
- CHANGEPotion Room fully reworked — new tables, shelves, and decorative details added.
- NEWPlayers can now personalize their home. Purchasable furniture and decorations added; customize your rooms with different color packages.
⚗️ Potion Crafting
- CHANGEPotions are no longer made solely from herbal extracts. New mechanics allow fish scales, special minerals, and other collectibles to be used in crafting — making potion creation far more diverse and strategic.
🧾 Bug Fixes
- FIXFixed control lock-up in menu and interaction screens — game controls now automatically restore when the UI is closed.
- FIXQuest and inventory UIs made smoother and more consistent.
⚙️ New Features & Improvements
- CHANGEPerformance optimizations applied.
- FIXNPC movement and behavior made more natural.
📝 Developer Notes
This major update significantly deepens the game's narrative layers and strategic options. The Dialogue and Inventory systems elevate the experience from a simple shop simulation to a genuine RPG. Coming soon: Fishing & Hunting mechanics, new faction outcomes from quest deliveries, and more story-driven quest chains!
Hello Alchemists!
We continue expanding our world with deeper systems, richer strategy, and more immersive mechanics.
✨ New Features & Improvements
- NEWAttribute System — Hunger, thirst, fatigue and more. Your daily needs now affect your work and routine. Forget to eat and you'll tire faster; work through the night and fatigue will impact focus. Balancing needs makes planning part of the game.
- NEWExperience System — A branching, hierarchical progression (Parent → Child → Child). Your path as an alchemist is now personal and non-linear. Start with simple brewing, then specialize in rare herb cultivation, advanced extraction, or persuasion & trade. Every choice shapes your identity.
- CHANGEInteraction Overhaul — Objects define their own interaction rules. Bottles can tip and spill, doors can lock, tools can break. Each item carries its own logic, creating a more physical, believable world.
- NEWShop Mechanics Revision — Shelf layout, pricing strategy, and customer behavior redesigned. Customers now shop based on their needs, budget, and personality.
- NEWPolitical Intrigue System — Your relationships with the city council now directly impact gameplay. Selling potions to power figures can grant privileges — or make you a dangerous point of interest.
🔧 Bug Fixes
- FIXFixed cauldron fill animation freezing with certain ingredient combinations.
- FIXFixed NPC dialogue tree entering an infinite loop state.
- FIXResolved light flickering during day/night cycle transitions.
📝 Developer Notes
This update fundamentally reshapes the game's core loop. The Attribute and Experience Systems in particular were designed to add depth to long-term gameplay. Share your feedback on our Steam page or Discord server.
Hello Alchemists!
Welcome to the first official developer update for Potion Rise Simulator. In this initial version, we've brought the core systems that form the backbone of the game to life.
✨ New Features & Improvements
- NEWCore Shop System — Basic shopping mechanics with potion shelves, a cash register, and customer flow are now functional.
- NEWCauldron & Brewing Mechanic — You can now add ingredients to the cauldron, initiate the brewing process, and produce basic potion types.
- NEWDay/Night Cycle — The city now has a living-world atmosphere with a morning-noon-evening cycle.
- NEWBasic NPC System — The first 5 NPC archetypes (merchant, soldier, villager, noble, priest) have been added. Each has different potion preferences.
- NEWMain Map Draft — The city center, marketplace, tavern, and shop surroundings have their initial layout.
📝 Developer Notes
This first version is a crucial milestone in defining the game's identity and feel. The core loop is now working — it's time to build on top of it. An exciting start for our team!
New updates will be added as development progresses.