Drop three ingredients into the cauldron, draft a recipe book that makes them worth something, and out-brew a twenty-floor witch trial. Then do it again with a wider pantry.
Coming to the App Store. In the meantime: the privacy policy and support.
A single-player roguelite about compounding. Each floor sets a potion order and gives you a handful of stirs to fill it. Three ingredient columns settle from a shared board; matches and synergies score toward the order. Clear the floor and you draft one card of three — a recipe page that pays out forever, or a cauldron mod that changes how the tumbler behaves.
The interesting decision is never which card is strongest. It is which card the board you already have can pay off, and how much of the run you are willing to stake on a line that has not come together yet.
The draw is a plain, honest one. What changes across a run is your recipe book — the multipliers you built, deliberately, out of what the trial handed you.
Runs are finite, so losing one costs an evening, not a save file. What carries over is ingredients and starting kits you have earned, widening what a future run can even attempt.
Every column has its own settle, tuned as a haptic curve rather than a buzz. It is the reason the game is worth playing with the sound off, which is how phones are actually held.
No account, no server, no network code at all. One purchase, no ads, no currency, nothing randomized for sale. It works the same on a plane as at your desk.
Cauldron is built by Giang Dinh — design, code, art and the balance passes that took the longest. Questions, bugs and feature wishes all go to the same inbox: app.contact.support@gmail.com.