A grounded occult-alchemy life-sim · in active development

Build a real alchemical practice, from a hotplate in a shed.

You're eighteen, the marks were good, and there's no plan. A late-night rabbit hole leads you to a living tradition. So you build a lab from scrap and start fumbling through real procedures, and slowly begin to suspect that what you're doing actually works.

Plays in your browser, desktop & mobile Walkable first-person 3D on desktop · 2D touch on mobile Coming to Steam Free demo · single-player
4
Rooms to work
8
Alchemical operations
100%
Simulated physics
0
Microtransactions
What it is

Not a fantasy. A practice.

No robes, no spellbooks, no quill-and-candle aesthetic. Salmethic is set in the contemporary, real world: real cities, real internet, real money, real time pressure. The alchemy is depicted as a living tradition, drawn from lived experience: spagyrics, plant work, mineral work. Real results that could plausibly be reached, never "spells that work because the game says so."

A slice of life

Brew tinctures, but also mind the power bill, the shop prices, and how openly you sell. The mundane isn't filler; it's the foundation the Work is built on.

Layered for everyone

A complete, satisfying alchemy sim on the surface. A thinky game of patterns and discovery underneath. And, for those who recognise it, an authentic depiction of a real tradition.

The lane is empty

Potion Craft owns cozy-medieval; Cultist Simulator owns occult-abstract. Nobody sits where Salmethic sits: modern, grounded, occult-as-living-practice.


The moat

The simulation is real.
Temperature is its axis.

The science underneath the game is modelled, not faked: heat transfer, phase change, kinetics, energy and mass balance, running on real math and real physical constants.

Nearly every operation is, at bottom, the controlled application of heat. A new substance is a row of real constants (boiling point, specific and latent heat, density), not a new special case. Boil your flask dry and you lose the batch; hold a clean cut and the quality climbs. Gamification is a thin, honest layer over the physics, never a substitute for it.

See how the Work works

Two ways to see the lab

On phones, the simulation plays as a streamlined 2D touch experience, built for one hand and a small screen. On desktop it runs as a walkable, first-person 3D world: step from the shed to the garden, the cellar, and the office (a classic 2D view stays a toggle away in Settings). One engine, two presentations.

The spagyric chain

Eight operations. One unbroken thread.

Grow or buy a herb, then take it the whole way: separate its three principles (Mercury, Sulphur, Salt) and reunite them into a finished tincture. Every step rides the same real physics.

OP · I

DistillationSpiritus · the Mercury

Boil a liquid and catch its vapour. Water purifies; a fermented wash climbs to spirit.

OP · II

CalcinationCinis · to ash

Burn a dried material in fierce heat down to its pale mineral ash.

OP · III

DissolutionSolutio · the leach

Leach the soluble salts out of the ash into a clear lixivium.

OP · IV

CoagulationSal · the Salt

Drive off the water and crystallise the purified salt back out.

OP · V

FermentationPutrefactio

A sugar must turns, over real days, into a fermentable wash, temperature-banded.

OP · VI

MacerationSulphur · the soul

Steep dried herb in spirit to draw the essence into a deep tincture.

OP · VII

StrainingSeparatio

Part the rich extract from the spent marc, which feeds the Salt branch.

OP · VIII

RecombinationConiunctio

Reunite spirit, extract and salt into a graded Spagyric Tincture.

From the lab

The shed, the garden, the cellar, and the office.

The shed

The lab. Rig the bench, set the hotplate, watch the still-head thermometer, and make your cut.

The garden

Grow your own materia in raised beds, under a real day-night sky and passing weather.

The cellar

Ferment a must in the vat, and dry herbs in the cool dark below the house.

The office

The computer: read the forum archive, study the library, and keep your bookmarks.


Time is a mechanic

The lab keeps working when you don't.

In-game time outruns the clock and keeps flowing whether you're playing or not. The simulation continues offline, up to a two-day cap, then waits for you with a "while you were away." The demo runs at an accelerated pace so you can taste the whole arc in days; the full game settles toward its designed three-game-hours-per-real-hour rhythm.

Most operations have an attention window: be present to end the heat, decant, or seal, or the batch fails. In-game reminders flag you when the retort needs attention. Long work claims your weekend mornings; short work fits a weeknight. The Work happens at the pace it happens; you meet it where you can.

What we promise

A game built to hold up, and to earn your trust.

We're playing the long game: a project people talk about years from now, not a flash. Here's what that means in practice, and what it rules out.

01

No microtransactions, ever

No loot boxes, no battle pass, no "skip the work" purchases. You buy the game once. The Great Work is earned, never bought.

02

No power fantasy

You don't become a wizard who dominates others. The power is interior and quiet, and the world's reaction to your success is itself a check on it.

03

Authentic, and safe

Operation names, ingredients and stages are real; the physics is physically real where simulated. Dangerous procedural detail is stylised: referenced, never instructed.

04

Shipped in the open

A polished vertical slice now, expanded through Early Access toward 1.0, the proven path that Stardew, RimWorld and Vintage Story all took. The roadmap is public and the changelog is honest.

Where this is going

From a shed lab to the Great Work.

NOW

The Demo

The spagyric loop, end to end: grow, distil, ferment, recombine, sell. Playable today — in your browser, on desktop, and on mobile.

NEXT

Steam Early Access

The vertical slice in players' hands. Real feedback, real revenue, informing the rest.

THEN

The full Arc 1

More spaces, the full operation set, the acetate path, and the climax: philosophic mercury.

HORIZON

Arc 2: the Stone

Beyond philosophic mercury: transmutation, and the Stone itself, as a sequel or expansion.

Read the full roadmap

Try it now

The demo is free. Begin the Work.

Play it instantly in your browser — nothing to install, on desktop or mobile. No launcher, no account, no telemetry.

Play the Demo in your Browser

Runs at app.salmethic.com · installable as an app · plays offline once loaded

The demo lives at app.salmethic.com while the Steam release is prepared; downloadable builds arrive with Steam Early Access.

Coming soon

The wider release.

Steam

Early Access · desktop, walkable-3D focus

Wishlist soon

App Stores

The 2D touch game on iOS & Android

In development

Kickstarter

Back the full Arc 1

Planned

"There are no shortcuts. If you take with one hand, eventually you have to give back with the other; ultimately there is a balance that must be maintained." – the Illuminated Master