Forty potions. Each one named, each one with a line of its own, and each one doing something no shop will sell you.
Alembic is a colour-sorting puzzle where the sorting is the means and the codex is the point. Pour liquid from bottle to bottle until every colour stands alone, fill a reward chest, and watch a new potion take its place on your shelf.
BREWING, NOT JUST SORTING
Every fifth level fills a chest, and every chest brews a potion. Forty in all — and each is a dose you can actually drink. Foresight plays the next three moves of a real solution. Second Morning deals the level again, the same colours arranged anew. Spare Glass hands you an empty flask past what coin will buy. None of them duplicate what the shop sells, because a potion has to be worth brewing.
NOT JUST A LONGER LADDER
Three hundred levels, and the curve is a shape rather than a slope. Most sit at the baseline, some drop below it for a breather, and a few climb well above — those are badged Hard or Extreme on the tile before you tap them. Losing a level the game warned you about is a different feeling from losing one it did not, and every Extreme is followed by something gentle.
GLASSWARE THAT ISN'T ALL THE SAME
A colour always comes in a set of four, so a three-unit vial can hold liquid but can never be where a colour finally lives — it is somewhere to set things down. A five-unit retort is a roomier spare that can still finish a colour. That asymmetry turns "where does this go?" into a real question instead of a hunt for any empty tube.
RULES THAT CHANGE THE BOARD
Further in, the boards start keeping secrets. Clouded draughts hide their lower layers until you pour off what sits above. A bottle sealed in wax stays shut until you finish colours elsewhere. A labelled flask takes only the colour on its tag. And the alembic itself — a copper still joining two bottles — carries a colour over any other, one way only: the strongest move on the board, and one you will have to pay back.
A REASON TO COME BACK
Three brew orders every morning, filled by ordinary play rather than by visiting a screen. The Cauldron: one extra board a day, dealt from the date so every player in the world gets the same one, with its own streak and your own move count to beat. Chapters of twenty-five levels that pay out for the stars collected in them. And a login streak with milestones — plus freezes, so one busy Tuesday does not cost you a hundred days.
AT YOUR OWN PACE
No level timers. No ads between levels, and no banners — the only videos are the ones you choose to watch, for a free hint or extra coins. One finger, for a minute or an hour.
ALSO
• Every level is checked solvable before you ever see it
• Three free undos on every level, and leave any time — your board waits exactly as you left it
• No forced ads — videos only when you ask for one
• Colour-blind symbols, VoiceOver and Dynamic Type throughout
• 300 designed levels — the Hard and Extreme ones are marked before you start
• Game Center achievements and leaderboards, and a Cauldron result to share
• Glassware and workshops to buy with coins — they change the look, never the puzzle
• Alchemist's Edition: every style, 2,000 coins, and every reward without a video — one purchase
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