The Work

How the game actually plays.

Salmethic is a slice-of-life sim with a real thermodynamic engine at its heart. You run alchemical operations that take real time, balance a real life around them, and slowly build the understanding that turns crude attempts into clean results. Here's what's under the hood.

Pillar IX

The simulation is real, and temperature is its axis.

The science is modelled, not faked: heat transfer, phase change, kinetics, energy and mass balance, on real math and real physical constants. Nearly every operation is, at bottom, the controlled application of heat, and mastering that is what sets this sim apart.

Heat, honestly

A hotplate is a power knob in watts. Your flask heats, climbs toward its boiling point, holds at the plateau while it boils, and superheats if you overdrive it. The thermometer on the still-head reads what's really happening.

Substances as constants

A new material isn't a new code path; it's a row of real numbers: boiling point, specific and latent heat, density. The same integrator runs distillation, calcination, dissolution and coagulation alike.

Quality you can earn

Every output is graded, from Crude through Refined and Adept's up to Master's. A clean cut and a steady hand climb the ladder; a rushed band drops you back down. Quality propagates forward; a weak step taints everything downstream.


The spagyric chain

Separate the three principles. Reunite them.

Spagyrics is the plant branch of the Work: take a herb apart into its three principles, Mercury (the spirit), Sulphur (the soul/essence), and Salt (the fixed body). Purify each, then reunite them into something greater than the raw plant. In Salmethic the whole chain runs end to end.

☿ MERCURY

The spirit

Ferment a sugar must over days, then distil the wash. The substance in the flask decides the product: water purifies, while a fermented wash climbs to a clean spirit, capped honestly at the ethanol–water azeotrope.

🜍 SULPHUR

The soul

Dry the herb, then macerate it in spirit to steep the essence into a deep tincture. Strain it: the rich extract is the Sulphur; the spent marc carries on to the Salt branch.

🜔 SALT

The body

Calcine the marc to a pale ash, leach its salts into a clear lixivium, then coagulate the water away to crystallise the purified plant-salt back out.

Then comes the Coniunctio: recombine spirit, extract and salt into a finished, graded Spagyric Tincture. The loop is closed: a distilled spirit is a usable ingredient that feeds straight back into the next maceration.
OP · I

Distillationvapour & cut

Boil and catch the vapour. The cleanest fraction is the prize; boil dry and the flask is lost.

OP · II

Calcinationto ash

Fierce, sustained heat reduces a dried material to mineral ash.

OP · III

Dissolutionthe leach

Warm water leaches the soluble salts from the ash into a lixivium.

OP · IV

Coagulationcrystallise

Evaporate the water; the purified salt crystallises back out.

OP · V

Fermentationover days

A sugar must turns to a fermentable wash inside a temperature band; heat stress costs quality.

OP · VI

Macerationthe steep

Dried herb steeps in spirit; the essence draws out over time into a tincture.

OP · VII

Strainingseparate

Part the rich extract from the spent marc, which loops back to calcination.

OP · VIII

Recombinationconiunctio

Spirit + extract + salt → a graded product, blended by recipe.


Time is a mechanic

The clock keeps its own counsel.

In-game time outruns the wall clock, whether you're playing or away. The simulation continues offline up to a two-day cap, then waits with a "while you were away" reconciliation. The demo runs at an accelerated pace so the whole arc fits in real days; the full game settles toward its designed 1:3 rate.

Most operations have an attention window after their running phase: be present to end the heat, decant, transfer or seal, or the batch degrades — or fails outright. That's the planning game. In-game reminders flag you when the retort needs attention.

Away is not paused

Set a fermentation going, close the game, and come back to a wash that turned in the cellar while you lived your life. Missed windows resolve deterministically — the same choices always make the same tincture.

The macro loops

Four interlocking lives.

Beyond a single session, four loops drive the long game. They aren't separate minigames; the same choice often serves several at once.

01

The alchemy loop

Operations feed recipes, recipes feed understanding, understanding unlocks new operations. The notebook fills with what you've actually done.

02

The economy loop

Earn, spend, upgrade. Product sales that start crude and cheap and climb as your grades do; ingredients, glassware and the power bill to cover. No sell cap; value rewards mastery.

03

The knowledge loop

Read, notice patterns, go deeper. The office computer holds a real forum archive and a library; the Notebook keeps what you've actually done; the Todo walks the golden road.

04

The garden loop

Real botany on the same honest clock: sow the beds, water, and harvest your own materia. A grown herb carries its provenance all the way into the finished, named tincture.

Cutting across all four: Discretion. How much and how openly you sell, and the incidents your riskier work throws off, feed a quiet three-part meter the world reads — financial, criminal and esoteric. It cools on its own over time; think discretion-first early, and the late game is kinder.
Risk

The careful stay out of trouble.

The danger layer is occasional lab incidents — a knocked flask, a lost coolant line, an ungreased joint that weeps, a flare-up near the flame — that can surface while a risky run is going. They're chance events, not scripted: keep your joints greased, your coolant flowing, and your heat in band, and they simply don't get the opening to fire. A single autosave means you live with the outcome.

The certain failures are certain: boil a flask dry and it breaks, no luck involved. And a stressed fermentation isn't a gamble at all — sustained heat just steadily docks its quality.

The spine

The in-game phone is the navigator.

A device inside the game world, summoned as an overlay: not always on screen, and opening it takes your field of view, so you can't tend the bench while you read. Everything you need to walk the golden road lives inside it:

  • Todo
  • Notebook
  • Calendar
  • Banking
  • Shop
  • Store
  • Health

Eleven apps in all — the Todo walks you through every mechanic, the Notebook keeps everything learned, and reminders fire when a process needs you.

Ready to begin?

The demo runs the spagyric loop end to end. It's free, plays in your browser, and there's no account or launcher.

Play the Demo