Hello alchemists and apprentices!
We wanted to dive a bit into what motivated the creation of Potions Galore. The whole game revolves around one idea, that acted as our guiding light: “What if you actually were in an Alchemist’s house-shop, and you’d have all these potions that someone worked hard to make, and you’d be able to read about them in an exhaustive tome?”
So that’s what we did. We created a tome that is populated as you pick up new potions. If the title is not explanatory enough to guide the placement, you can open up the tome and read the entry description to get more clues. And sometimes, their lore, for giggles.

100% Human made
We know there is a lot of talk around AI usage, not only in games but in every creative industry and beyond. As such, we wanted to make our stance as clear as possible:
We see making games as acts of human creation, as flawed as that may be. There is love for the craft involved and for the players that step inside it.
Therefore, no AI was used in the process of making Potions Galore!
All of the assets are human-made (inhouse or contracted), from concept to delivery.
(Yes, even the store assets. We double-triple checked!).
We wish we could have made everything custom, but it being our first game, our funds were very limited, so we bought assets from Fab for stuff like Music, the greens, and props. Then we got our contracted enviro artist to make the custom level starting from those as a base and building upon it.
It resulted in a product we are proud of, and we hope you will enjoy it too!
So how did we create this?
Well, it started from a quick prototype:
Some ideas were scraped, some we kept. ex: The liquid simulation with transparent glass was too expensive for us, so after many trials it had to go...

Victorian Pharmacies were our creative anchor.
We knew from the beginning that we wanted to show labels on bottles, and for them to make sense. We wanted that feeling of wonder - "Merlin's pants! What's in this potion?".
So our exploration was based on that concept:

We explored some bottle shapes.
Then we brainstormed a level. We really like the idea of having a big tree in the middle of the building. For all the headaches that created...

Initial Level prototype

First level draft with base assets from Fab

A small test with the assets we got from Fab + Some bottle shapes we tried making ourselves.
We'll start a devlog series on our socials soon, so go check them out for more details on our process.

We had fun and enjoyed creating the game, and we want to share this joy with all of you. So if you haven’t already, make sure to Wishlist and follow us so we can keep you updated!
View game pageWe would love to hear from you, so don’t hesitate to contact us through Steam community or through our socials below.
Thank you and see you soon!
Bogdan & Raluca [Playmunch team]
