Roadmap

From a shed lab to the Great Work.

Salmethic is built by one developer at a sustainable pace, and shipped the proven indie way: a polished slice now, expanded in the open through Early Access toward 1.0. No vapourware promises — here's exactly where things stand and where they're going.

Demo
Playable now, desktop
Arc 1
The current scope
~5 yr
Side-project path to 1.0
Solo
One developer, 10+ yrs eng.
Now · shipping You are here

The vertical-slice demo

  • The full spagyric loop, end to end — grow or buy, dry, macerate, strain, calcine, dissolve, coagulate, ferment, distil, recombine, sell.
  • Three spaces: the shed lab, the garden, the cellar — plus the study and its computer.
  • A real thermodynamic engine driving every operation, with quality grading and lab hazards.
  • The in-game phone: Todo guide, notebook, banking, shop, reminders.
  • Native desktop builds for Windows, macOS and Linux — and a touch-and-landscape mobile build in progress.
Next · months

Polish & wishlist

  • Player feedback from the demo folded back in; calibration and balance passes.
  • The Steam page goes live — wishlist opens.
  • Trailer, store art, and the first proper soundtrack pass.
Then · Early Access

Steam Early Access launch

  • The vertical slice in players' hands, at a fair price, with the demo staying free.
  • Real feedback and revenue informing the rest of development — the way Stardew, RimWorld and Vintage Story all grew.
  • A possible Kickstarter to fund the full Arc 1 build-out.
Building · the long arc

The full Arc 1

  • More spaces (a garage; eventually a basement) and the full operation set.
  • The acetate path — the historical route the game follows toward its climax.
  • Deeper narrative, relationships, and the discovery layer for players who go looking.
  • The mobile companion: the in-game phone, in sync, on your real phone — with reminders that fire on the device you carry.
1.0 · the climax

Philosophic Mercury

  • Arc 1 culminates in reaching philosophic mercury via the acetate path — a real, historically-loaded milestone, graded by how you got there.
  • A complete, replayable ~50-hour Arc 1 across semi-annual content releases.
Beyond · post-1.0

Arc 2 — the Stone

  • The Great Work continues from philosophic mercury toward the Philosopher's Stone itself, as a sequel or expansion.
  • Transmutation arrives; the mundane economy changes.

The long view

One game, four arcs.

The full creative vision spans the whole Great Work. Only Arc 1 is in scope for v1 — but the foundation is laid so later arcs extend it naturally, never painting the future into a corner.

ARC I

The Apprentice

v1 scope. Discover alchemy, build the shed, work the spagyric preparations, reach philosophic mercury.

ARC II

The Practitioner

Continue to the Philosopher's Stone. Transmutation, and a changed world. Sequel or DLC.

ARC III

The Master

The Elixir of Life. Inner work begins blending with outer. Far future.

ARC IV+

The Adept

Deeper work — inner alchemy, archetypal encounters, different worlds.

An honest word

Why this plan, and why you can trust it.

A 50-hour sandbox does not ship as a first launch — that's the death zone for solo developers. A polished slice followed by Early-Access expansion is how the games this one admires actually got made.

The developer brings a decade-plus of senior engineering and genuine lived experience of the practice depicted — a combination that's rare, and that shows in the writing and the simulation. The commercial target is deliberately modest and quality-first: build the right game, and accept what comes. Your support funds exactly that, and the roadmap above is the receipt.

We're chasing a game that holds up over time — re-playable, talked about years later — not a flash. Slow, patient, and real. Like the Work itself.

Come along for the build.

Play the demo, follow the changelog, and watch the Work take shape.