Readable, not solved
Every ingredient has a legible role, but placement, order, heat and care change the outcome. Players can reason about the brew without ever being certain of it.
Live on App Store · Android testing
A turn-based alchemy game about reading a changing cauldron. Every ingredient shifts the brew in ways you can read but not fully predict — and the brew can always take one more thing, or be ruined by it.
01
The design problem
A brewing game lives or dies on whether the player can read the state. If reactions feel arbitrary, every choice is a guess; if they are fully predictable, there is no tension left. The whole design turns on holding that line.
Every ingredient has a legible role, but placement, order, heat and care change the outcome. Players can reason about the brew without ever being certain of it.
Ten handcrafted orders introduce customers, recipes, guild trials, a night market and class choices — each adding a rule rather than a menu.
Turn-based brewing suits a phone: a single brew fits a bus ride, and stopping mid-order never costs progress.
No energy timer, no account, no forced advertising. The game asks for attention, not for a return visit at a scheduled time.
02
Engineering and release
Hand-tuning a reaction system across ten orders is guesswork at scale. Instead the balance was driven from an offline simulation harness, so changes could be measured against thousands of generated boards before reaching a build.
Generated boards were run in bulk to check that every order stayed solvable and that no single ingredient line dominated.
A brew interrupted before scoring resumes from its saved state; a scored brew resumes after scoring. Closing the app mid-order is never punished.
Large text, contrast options, reduced motion, and independent audio and haptic controls are built in rather than retrofitted.
No player account and no analytics SDK. Progress, discoveries and settings stay on the device; production builds disable Unity's connected services entirely.
Verified delivery
Stircery is live on the App Store for iPhone. The Android release remains in closed testing; the figures above describe product scope rather than estimated audience or revenue.