We Love It's Guide to…
A cozy potion-sorting puzzle game.
Coming soon: 28 Oct 2026
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Your grandfather's new auto-sorting spell backfired.
Every potion in the apothecary tipped off its shelf. Every finished potion unravelled back into raw essence, and the loose colors pooled together in one enormous pile in the middle of the lab.
He chuckled. "Ah, it does that sometimes." Then he pulled on his coat for the annual Alchemists Gathering and asked you to mind the place while he is away.
He'll be gone about a month. There is no rush at all.
Every potion needs two things done to it.
Decant. Pour the scrambled liquids from bottle to bottle until each one holds a single pure color. If you have ever played a water-sort puzzle, your hands already know this part.
Shelve. Carry the finished potion across the lab to the shelf it belongs on. Color gets you to the right wall. The sigil on its label picks the exact shelf.
You can only levitate a few bottles at a time, so the two puzzles compete for the same hands. Pour greedily and you have nothing free to carry with. Carry too much and you have nothing free to pour into. Deciding what to hold is the game.
A gothic stone rotunda, two floors, tall arched windows and warm afternoon light. 52 shelved sections across thirteen families of potion.
Every one of the 4,160 potions is in that pile from the moment you start. Nothing respawns, nothing refills, nothing quietly re-stirs itself behind your back. The mess only ever gets smaller.
The room is the progress bar. The floor clears. The shelves fill and light up. A dark, dusty laboratory slowly becomes a glowing apothecary.
No timers. No pressure. No penalties. No fail state. There is nothing here you can lose.
Warm window light, a quiet score, and the sound of glass and liquid. Put a potion on the wrong shelf and nothing scolds you. No buzzer, no shake, nothing taken away. Set a bottle down mid-pour, walk off, and come back next week to exactly where you left it.
Sorting earns XP, XP earns levels, and every level buys a skill point. There are 47 of them, across a board of 24 nodes.
A wider hand. A longer reach. Deeper buffers to work into, and sight that pulls a workable set out of the pile.
What none of them do is play for you. Nothing pours, carries or shelves on your behalf, and nothing sits on a cooldown. You get better tools and a bigger workspace. The satisfying part stays yours.
52 sections. 364 shelf rows. 4,160 potions.
The game keeps all three counters and you can switch them on or off. No hidden progress and no rounding. Every potion you finish and shelve moves a number you can watch.
The lab is done when the pile is gone and all 52 cabinets are full. A finite game with a real ending, not a loop that farms you.
Two interlocking puzzles: water-sort decanting and tidy-up shelving
4,160 potions across 52 sections and 364 shelf rows, in one continuous laboratory of 2 floors
No fail state, no timers, no penalties
A 24-node skill board that hands you better tools and never plays for you
Full input rebinding, an FOV slider, and a HUD you can switch off
Autosaves after every pour and every placement
Unlike the free mobile versions of this genre: buy it once. No ads, no energy timers, no shop, no dark patterns.
| Platforms | Windows, macOS |
|---|---|
| Age ratings |
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| Controller support | PlayStation, Xbox |
| Controller required | No |
| Demo | View demo on Steam |
| DLC / extras | 1 listed on Steam |
| AI disclosure | I am a solo developer with ten years of experience, who started out as a 3D artist.Every piece of 3D art in this game was made by me: the models, the UVs, the LODs. All of the game code and architecture was designed and programmed by me.I used AI to assist me with some of the textures and the music.This is a solo project with no funding and I wanted it to follow my vision so I needed any help I could get. If I ever could afford to hire people, that is what I am going to do! So we can deliver even better quality games! |
| AI disclosure categories |
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| Website | Official website |
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