Jewellirium game
Jewellirium game is a Renaissance-inspired roguelike game with a gloomy atmosphere. The player is the heir to a jewelry workshop that hides dark secrets. The player manages the workshop, performs operations on clients, and pursues the obsession no one else must know about: the Perfect Man, a human body fully encrusted with jewels.
Source note: the descriptions here follow the Android APK build, which is the most current version of the game. The PC build is slightly older, so some details of it can differ. Exact numbers (prices, times, percentages) are not given: they change between builds, and the game shows the player the values that matter.
- Developer: Octanta Studio (Ukraine). Jewellirium is the studio’s second game
- Engine: Unity
- Genre: roguelike with endless gameplay (author’s description)
- Languages: English, Ukrainian (switched in Settings)
- Platforms: Android APK (the full and most current version); web browser on itch.io (a slightly older build); the itch.io page also lists a Windows archive
- Release: 2023 on mobile; moved to itch.io in 2026
- Development and art: Dariia Zodcha (Octanta Studio)
- Music and sound design: Shvetsb
- Game page: https://octantastudio.itch.io/jewellirium
- Studio website: https://www.octantastudio.com/
- Family name of the workshop: GIOIELLIERI, as it is signed on the letters
Core gameplay and additions
The core of the game (author’s description) is two things: the progression of crafting jewelry, and trading with customers. In parallel the player feeds the prisoner and dodges the inspector. Everything else is an addition to this core.
| Part | What it is | File |
|---|---|---|
| Core | Crafting jewelry on the alchemy table: new formulas open new pieces | Alchemy table |
| Core | Trading with customers: services from a circle of 12 tools, the price against the wallet, then the operation | Bargaining, Operations |
| In parallel | Feeding the prisoner who makes the raw materials | Basement |
| In parallel | Closing the basement before the inspector comes | Day cycle |
| Addition | The showcase with passive income | Showcase |
| Addition | The patron and his upgrades | Patron upgrades |
| Addition | The undertaker, marked customers, returning customers, special requests of customers | Characters, Bargaining |
| Addition | Mail letters and special days | Mail events |
| Addition (PC build only) | The ritual ring with magic stones | Rings |
Premise
The workshop runs on two tracks. In the hall the player receives clients: crafts jewelry from metals and gems, bargains to stretch their budgets, and performs implantation operations. Deeper in the building a secret basement houses a prisoner who generates raw materials through alchemical synthesis. A letter from the previous master hands the workshop to the heir and entrusts the heir with the work on the Perfect Man. The last hint of the tutorial reads: “finish the perfect man at any cost”.
The goal of the game, in the words of the game page: craft every possible piece of jewelry and complete the Perfect Man, a human body fully encrusted with jewels.
The Perfect Man is assembled on the alchemy table (author). The crafting screen is the process of assembling him: every formula the player finds fills in a scheme of the Perfect Man, and the progress is the counter of found formulas “x/61”. The pieces unlock one by one through crafting, in any order. This progress is kept after a reset of the cycle. See Alchemy table.
The loop of the game
The game is an endless roguelike. A new day comes, new customers arrive. The player serves them, bargains, and in the breaks tries to craft new pieces of jewelry and feeds the prisoner, so that the resources suffice both for the operations and for the crafts. The player earns coins and reputation. New pieces can replace the old weak ones on the showcase for bigger passive bonuses at the end of the day. When the inspector comes, the player has to close the basement in time; otherwise he sees it, writes a fine and leaves.
How a day works
- Time of day. A day has four quarters (morning, day, evening, night). The sun clock at the top left shows them. At night customers and the inspector do not come, and the player can speed up time. See Day cycle.
- Two rooms. The hall is to the left of the workshop. The player moves between the workshop (alchemy table, basement, operation tables, mail) and the hall (customers, showcase, patron) by a swipe sideways on mobile or the mouse wheel on desktop.
- Basement. The prisoner synthesizes metals, semi-precious stones or precious stones, whichever the player prioritises. His health runs down and has to be refilled with food or essences. See Basement.
- Alchemy table. The player combines materials in the slots until a formula is found. Found formulas open new jewelry. See Alchemy table.
- Customers. Each customer asks for a jewelry piece and has a wallet. The player picks services from a circle of 12 tools so that the price matches the wallet. See Bargaining.
- Operations. After a deal the customer goes to an operation table. Operations run only while the basement is open, and an examination can reveal a hint of a new formula. See Operations.
- Inspector. The inspector visits during the day. A visit while the basement is open is a discovery. See Day cycle.
- Night. The showcase pays out, the mail is read, the player can order upgrades from the patron and speed up time.
Progression
- Within one workshop cycle: days, coins, reputation, the prisoner, the showcase and the discovered schemes of the notes.
- After three discoveries: the cycle is reset: the days, coins, reputation, the prisoner and the showcase start again. The unlocked jewelry combinations are kept: this progress cannot be lost (author’s statement). The exact values of the reset are not important. See Day cycle.
- Upgrades come from the patron for coins and reputation: Patron upgrades.
Content warning
The game contains elements that some players may find disturbing: management of human test subjects, body modification and prosthetic implantation, alchemical experimentation on living tissue, and the pursuit of an obsession with no regard for its cost.
Alchemy table
The alchemy table is where the player combines materials into a formula. A found formula opens a jewelry piece that customers can then order. The game has 61 jewelry pieces.
The Perfect Man (author): the crafting screen of the alchemy table is the process of assembling the Perfect Man. The schemes fill in with the progress of crafting: every found formula adds a piece to the counter “x/61”, and the complete set is the Perfect Man. The unlocked pieces are kept after a reset of the cycle.
Materials
The game has three kinds of material, all synthesized in the basement (basement):
- Metals (screen label METALS).
- Semi-precious stones (screen label SEMI-PRECIOUS STONES).
- Precious stones (screen label PRECIOUS STONES).
Slots and formulas
- The table starts with 3 slots (author’s confirmation). The closed slots are shown covered with red wax seals and open through the patron’s upgrades. The upgrades “alchemical table light”, “alchemical table extension” and “NEW alchemical TOOLs” add one slot each, which gives up to 6 slots (patron upgrades).
- Placing a unit into a slot takes it from the stock (confirmed on a screenshot: the count of semi-precious stones fell by one when a stack of stones was placed; screens). Closing the table without crafting returns the placed units to the stock.
- Slot order (author’s confirmation): the slots are numbered clockwise starting from the bottom-right slot: 1 bottom right, 2 bottom centre, 3 bottom left, 4 top left, 5 top, 6 top right. Slots 4, 5 and 6 are the ones covered with seals at the start and open one by one through the patron’s upgrades (patron upgrades). The examination hint on the screenshot shows slot 1 (the bottom-right slot), so the new formula begins with a metal. The crafts on the screenshots agree with the order: one stone in slot 1, and a metal in slot 1 with a semi-precious stone in slot 2.
- Craft by the examination hint (author’s craft): the hint showed a metal in slot 1. The author crafted a piece from one metal and the game found a new formula. By its materials the piece is Jewel (confidential) #2, the only piece made from one metal. The author describes the picture as a holder for an eyebrow..
- Craft of a three-unit piece (author’s craft): one metal in slot 1, one semi-precious stone in slot 2 and one precious stone in slot 3 gave a new formula, the counter of found formulas grew. By its materials the piece is Jewel (confidential) #11, the only piece with one unit of each kind. The empty open slots show faint icons of the kinds of material.
- A formula is an ordered sequence of materials in the slots. The game compares the content of each slot to the stored formula, so the order of the materials matters.
- A sequence that matches no formula is a failed craft. The game remembers it and shows “not a mistake, but an experience. tap ANYWHERE to continue”. A repeated failed sequence is recognised.
- Any craft spends the placed units when the player confirms the craft (author’s confirmation). Closing the table without confirming returns them to the stock.
- A match shows “FORMULA FOUND! tap ANYWHERe to continue” and the piece becomes available. The screen shows a counter of found formulas out of 61, for example “1/61”.
- The magnifying glass on the table shows the known scheme for the current materials.
- Examination during an operation reveals schemes of correct combinations. On the table the hint shows as marks in the slots: a drawn material for a revealed slot and a question mark for a slot that is not revealed (operations, screens).
- Each formula uses from 1 to 6 units.
Jewelry table
The table is taken from the game data. Columns:
- Index: the number of the jewelry piece, 1 to 61.
- Jewel: the name of the piece is confidential: pieces have no names in the game, and internal names are not given.
- Metals, Precious, Semi-precious: units of each material the piece needs.
| Index | Jewel | Metals | Precious | Semi-precious | Units |
|---|---|---|---|---|---|
| 1 | Jewel (confidential) | 1 | 1 | 0 | 2 |
| 2 | Jewel (confidential) | 1 | 0 | 0 | 1 |
| 3 | Jewel (confidential) | 0 | 0 | 1 | 1 |
| 4 | Jewel (confidential) | 0 | 1 | 0 | 1 |
| 5 | Jewel (confidential) | 1 | 0 | 1 | 2 |
| 6 | Jewel (confidential) | 2 | 0 | 0 | 2 |
| 7 | Jewel (confidential) | 0 | 2 | 0 | 2 |
| 8 | Jewel (confidential) | 2 | 0 | 1 | 3 |
| 9 | Jewel (confidential) | 2 | 1 | 0 | 3 |
| 10 | Jewel (confidential) | 3 | 0 | 0 | 3 |
| 11 | Jewel (confidential) | 1 | 1 | 1 | 3 |
| 12 | Jewel (confidential) | 1 | 0 | 2 | 3 |
| 13 | Jewel (confidential) | 2 | 2 | 0 | 4 |
| 14 | Jewel (confidential) | 0 | 0 | 3 | 3 |
| 15 | Jewel (confidential) | 2 | 1 | 1 | 4 |
| 16 | Jewel (confidential) | 0 | 4 | 0 | 4 |
| 17 | Jewel (confidential) | 3 | 1 | 0 | 4 |
| 18 | Jewel (confidential) | 2 | 0 | 2 | 4 |
| 19 | Jewel (confidential) | 1 | 3 | 0 | 4 |
| 20 | Jewel (confidential) | 1 | 1 | 2 | 4 |
| 21 | Jewel (confidential) | 3 | 0 | 1 | 4 |
| 22 | Jewel (confidential) | 0 | 0 | 4 | 4 |
| 23 | Jewel (confidential) | 4 | 0 | 0 | 4 |
| 24 | Jewel (confidential) | 1 | 0 | 3 | 4 |
| 25 | Jewel (confidential) | 1 | 2 | 1 | 4 |
| 26 | Jewel (confidential) | 0 | 2 | 2 | 4 |
| 27 | Jewel (confidential) | 3 | 2 | 0 | 5 |
| 28 | Jewel (confidential) | 1 | 1 | 3 | 5 |
| 29 | Jewel (confidential) | 2 | 3 | 0 | 5 |
| 30 | Jewel (confidential) | 0 | 5 | 0 | 5 |
| 31 | Jewel (confidential) | 5 | 0 | 0 | 5 |
| 32 | Jewel (confidential) | 4 | 1 | 0 | 5 |
| 33 | Jewel (confidential) | 1 | 0 | 4 | 5 |
| 34 | Jewel (confidential) | 2 | 1 | 2 | 5 |
| 35 | Jewel (confidential) | 2 | 2 | 1 | 5 |
| 36 | Jewel (confidential) | 1 | 3 | 1 | 5 |
| 37 | Jewel (confidential) | 4 | 0 | 1 | 5 |
| 38 | Jewel (confidential) | 3 | 1 | 1 | 5 |
| 39 | Jewel (confidential) | 0 | 0 | 5 | 5 |
| 40 | Jewel (confidential) | 1 | 2 | 2 | 5 |
| 41 | Jewel (confidential) | 3 | 0 | 2 | 5 |
| 42 | Jewel (confidential) | 6 | 0 | 0 | 6 |
| 43 | Jewel (confidential) | 1 | 4 | 0 | 5 |
| 44 | Jewel (confidential) | 2 | 0 | 3 | 5 |
| 45 | Jewel (confidential) | 1 | 2 | 3 | 6 |
| 46 | Jewel (confidential) | 2 | 2 | 2 | 6 |
| 47 | Jewel (confidential) | 2 | 3 | 1 | 6 |
| 48 | Jewel (confidential) | 4 | 2 | 0 | 6 |
| 49 | Jewel (confidential) | 4 | 0 | 2 | 6 |
| 50 | Jewel (confidential) | 4 | 1 | 1 | 6 |
| 51 | Jewel (confidential) | 2 | 1 | 3 | 6 |
| 52 | Jewel (confidential) | 5 | 0 | 1 | 6 |
| 53 | Jewel (confidential) | 5 | 1 | 0 | 6 |
| 54 | Jewel (confidential) | 3 | 3 | 0 | 6 |
| 55 | Jewel (confidential) | 0 | 6 | 0 | 6 |
| 56 | Jewel (confidential) | 0 | 0 | 6 | 6 |
| 57 | Jewel (confidential) | 1 | 1 | 4 | 6 |
| 58 | Jewel (confidential) | 1 | 4 | 1 | 6 |
| 59 | Jewel (confidential) | 1 | 5 | 0 | 6 |
| 60 | Jewel (confidential) | 1 | 0 | 5 | 6 |
| 61 | Jewel (confidential) | 2 | 4 | 0 | 6 |
The pieces have no names in the game (author’s confirmation), so they are listed as Jewel (confidential). A new piece is marked in the game by an open gold padlock on the result screen. The player may craft any piece, in any order.
Bargaining
Bargaining is the stage where a customer in the hall asks for a jewelry piece and the player picks services from a circle of 12 tools so that the price matches the customer’s wallet. It is, together with the progression of crafting, the core of the game.
Screen title: “BARGAINING WITH A Customer”, with the line “encrusting + SERVICES”. The confirm button reads DEAL and shows the operation time in seconds. When there is no free operation table the button is replaced by a notice (operations).
Customers and wallets
- The hall is to the left of the workshop. Customers start to come once the player has crafted the first several pieces (author). Tapping the cloud at the feet of a customer opens the customer’s screen.
- Each customer asks for one jewelry piece and has a wallet. The wallet is a little above the base price of the piece. Upgrades and events raise the wallet and the profit.
- Some customers come with a request for a piece the player has not unlocked yet but can already craft at the current stage: a padlock is shown in the cloud and the materials show “?”.
- After successful installations customers with jewelry can come again (see below).
The circle of 12 tools
The bargaining opens by tapping the scales on the customer screen. The tool buttons carry no captions; their pictures hint at what each service is (author). The element shows as a small icon on a button: green gem Earth, red gem Fire, blue gem Water, white pearl Air (author).
The circle holds 12 tools in four elements, three tools per element. The order of the elements repeats clockwise: Earth, Fire, Water, Air.
| Element | Effect |
|---|---|
| Earth | adds coins |
| Fire | gives a discount: a concession to the customer that frees room under the wallet for more services and bonuses (author) |
| Water | adds coins |
| Air | adds coins and reputation |
- Each customer gets different values on the tools, so the circle differs from customer to customer. How high the values can be depends on the number of open alchemy slots (alchemy table).
- Every chosen tool adds time to the operation. The extra time differs by the time of day (day cycle).
- The tutorial text: “choose combinations of services to make better deals. some services are particularly expensive, some give discounts or add reputation”.
Matching the wallet
- A deal needs a price at or below the wallet, enough materials, a free operation table and a piece whose formula is found.
- When the price equals the wallet exactly, the screen shows “Perfect” and the reputation reward is doubled.
Triangles
Three tools of one element chosen together make a triangle, drawn in yellow through the three buttons. The pattern (author): the bonuses differ and depend on the combinations the player chooses, and the game shows them to the player. The tutorial: “some services go well with others because they belong to the same element. stack triangles to get special bonuses to income, reputation or time”. In general: Earth shortens the operation, Water raises the income, Air raises the reputation, Fire removes one mistake in the customer’s requirements.
Special requirements of customers (mobile build)
Some customers who come with progress have special requirements. Not every customer has them. The player should remember such a request when it is first opened.
- A banner states a requirement, for example that at least one service of an element is needed, or that the customer will not accept any service of an element (using it makes the customer leave).
- In the circle, an indicator by each element shows the state of the requirement: a dash means no requirement, a red “0/1” means at least one service is needed and not yet placed, “0/0” means the element is not allowed.
- The tutorial: “some customers definitely need a service of a certain element, sometimes even several. remember each request for a successful deal”. Asking again is called unprofessional.
- A triangle of Fire removes one mistake in the requirements.
- Screenshots: screens.
Returning customers
After successful installations customers with jewelry can come again. They need no serving and no bargaining: their cloud shows a thumbs-up hand. A tap gives resources at once, like a quick examination, and requires a free operation table (operations).
Waiting time and filth on the windows
- Each customer has a waiting time shown beside the heart icon on the customer screen (author).
- The cloud at the feet of a customer is the indicator of the waiting timer (author): white means that the customer still waits normally, rain and a storm mean that the patience is running out and the customer will soon leave angry and lower the reputation.
- A customer who is not served in time leaves filth on the window of the hall (author). The windows can be covered so thickly that the inspector is hard to see through them (day cycle).
- The death of the prisoner drives all customers away: they leave filth and the reputation drops (author; basement).
- The tutorial: “serve the customers as quickly as possible while they wait patiently. A DISSATISFIED customer CAN cause trouble”.
Operations
An operation is the encrusting procedure the player performs on a customer after a deal. It runs on an operation table (a bed) and ends with the payment.
Course of an operation
- After a deal the customer moves to a free operation table. The number of tables grows with the upgrades “surgical table”.
- The duration depends on the piece and on the services chosen in the bargaining (bargaining). Upgrades make operations faster.
- The timer runs only during the day and only while the basement is open. The tutorial: “without an open basement it is impossible to start encrusting. hidden samples must be seen during the process”.
- The timer follows the time-lapse button (day cycle).
- At the end the player receives the coins and the reputation of the deal, and the customer leaves.
No free table: when all operation tables are occupied, the bargaining screen shows “NO FREE TABLES” instead of the DEAL button and the table requirement is red.
Materials: the piece needs metals, precious stones and semi-precious stones (alchemy table). They are spent at the deal. Without them the game says: “more gems and metals need to be synthesized to recreate a piece of jewelry and incrust it”.
Examination
- During the operation a cloud can appear at random above the table. It has to be tapped quickly. A tap means that an idea of a new piece came, and a hint of the new formula starts to assemble on the alchemy table, for example that the formula begins with a metal (author).
- The tutorial: “sometimes there is an opportunity to perform an examination during encrusting. it reveals schemes of correct combinations”.
- The chance of an examination and the time the cloud stays visible grow with upgrades (painkillers, lenses) (patron upgrades).
- The first examination of the game appears at once as part of the tutorial.
Operations: Returning customers
A customer who already has jewelry can come again with a thumbs-up cloud. Such a customer needs no bargaining. A tap on the cloud gives resources at once, like a quick examination, and needs a free operation table (bargaining, screens).
Dissatisfied customers
The tutorial: “serve the customers as quickly as possible while they wait patiently. A DISSATISFIED customer CAN cause trouble”.
Basement
The basement is the hidden room where a prisoner synthesizes the raw materials of the workshop. It has to stay open for operations to run, and an open basement is what the inspector must not see. Feeding the prisoner is one of the two parallel tasks of the core gameplay (with dodging the inspector, see day cycle).
Synthesis
The prisoner generates the chosen type of resource for as long as he is alive (author).
- The three drawers on the right of the screen hold the resources: precious stones, semi-precious stones and metals. Pressing a drawer sets the priority of generation to that resource. The tutorial: “choose which resources to synthesize for work. they will be created here automatically”.
- “keep the basement open so that experimental raw materials are at hand”.
- An upgrade doubles the extraction of resources (patron upgrades).
Prisoner health
- The prisoner’s health runs down with time (and faster in the time-lapse). It has to be refilled with food or essences.
- A higher level of the prisoner means more maximum health and a faster synthesis of more kinds of resources.
- When the health is gone, synthesis stops and the undertaker is called. The tutorial: “keep the prisoner alive to continue synthesizing resources. DON’T LET HIM die at the most inopportune moment”.
Death of the prisoner (author’s description)
- The prisoner dies when the player does not feed him for a certain time.
- The spawn of resources stops: the resource crate turns red and its timer stands.
- All customers are driven away. They leave filth on the windows and the reputation drops, because the undertaker walks into the hall.
- The undertaker leaves a new prisoner of the base level. This is separate from his selling of prisoners, which continues (author). The spawn then resumes and the customers come again.
- Screenshots: screens.
Feeding
The screen is titled “FEEDING the prisoner” and has three offers. It is opened by the lowering lift (a hidden descent in a recess behind the cabinet); the lift button is hidden while the basement is closed (author):
| Arch | Offer | Effect |
|---|---|---|
| Left | ESSENCE OF GROWTH AND STRENGTHENING (one) | immediate resources by priority |
| Centre | BOWL FULL OF FOOD | refills the health |
| Right | ESSENCES OF GROWTH AND STRENGTHENING (several) | more immediate resources by priority |
- Food and essences cost coins.
- Essences raise an essence scale; too much of it harms health. The tutorial: “essences affect the balance of fluids in the body and are addictive. it is better not to drink them too often”.
- The food option is unavailable when health is already at maximum.
The undertaker and the prisoner levels
The undertaker (the death merchant) sells prisoners of higher levels. The labels in the game: level 2 HOPELESS TRAMP, level 3 NAIVE FOREIGNER, level 4 OUTLAW FROM THE SUBURBS. The screen is titled “RAW MATERIAL SUPPLY”. The prices rise with the level of the prisoner (the player sees them in the build).
Marking (mobile build, from day 2): the undertaker sends a letter about himself. Then the player can put a mark on a customer in the hall. The undertaker watches the marked customer during the day, scouts him, and brings him at night as a candidate for a new prisoner, together with other options. The mark can be removed until the customer leaves; the choice is confirmed when he leaves. The hint says it is better not to serve the marked customer, so as not to arouse suspicion.
Discovery
A visit of the inspector while the basement is open is a discovery (day cycle).
Day cycle
The day cycle is the loop of the game: a day passes through four quarters, the night closes the day, and the mail, the inspector and the patron follow their own rhythms across days. Dodging the inspector is one of the two parallel tasks of the core gameplay (with feeding the prisoner, see basement).
Quarters of the day
The day has four quarters: morning, day, evening and night. The clock at the top left of the screen shows them and the number of the day. The last quarter, the night, is the upper left one. The mirror of the sky at the lower right of the hall also shows the time of day: yellow is day, darker is evening and night, pinkish is morning. The mirror is not a button.
The speed of an operation depends on the quarter of the day: the extra services of a bargain add different amounts of operation time in different quarters. The details are shown to the player in the build.
Time-lapse
A time-lapse button next to the clock speeds up the time, and pressing it again returns normal speed. It also speeds up the production of the basement. The speed-up is possible at night, and there is no condition for it (author).
Night
- Customers stop coming and the inspector does not come at night.
- The showcase pays out coins and reputation once per day (showcase).
- The undertaker can visit and bring a candidate for a new prisoner (basement).
- The player reads the mail, orders upgrades from the patron and can speed up the time.
End of the day
When the day ends, the day counter grows by one, the mail timer moves on, and the delivery of an ordered patron upgrade moves on. A new day starts.
Letters arrive through a postman who walks through the hall; the letter button then slides out. There are story letters from the previous master (the first at the start of the game and the second after a reset caused by three discoveries) and event letters (events).
Inspector
- The inspector visits during the day. The tutorial text: the inspector visits the workshop every day, he has to be looked for in the windows, and he must not see the opened basement, otherwise a fine will be issued.
- The walk (author’s description): the hall has four windows. The inspector starts behind the windows of the hall and moves from right to left, then enters the workshop. He can be noticed long in advance in the three far windows, then in the near window next to the vase, and then he walks slowly through the hall. So even with dirty windows the player can close the basement in time. When the basement is closed in time, he stands for a couple of seconds and leaves.
- Filth left by customers who were not served in time covers the windows and can hide him (bargaining). With growing reputation more silhouettes of passers-by flicker behind the windows, which can slightly hinder spotting the inspector, but not by much.
- A visit while the basement is open is a discovery: the Council of Justice sends a warning letter with a penalty in coins.
- Screenshots: screens.
Warnings and fines
| Discovery | Consequence |
|---|---|
| First | A fine in coins |
| Second | A fine in coins and a loss of reputation; the letter says it is the last warning |
| Third | The cycle is reset |
A period of days without penalties resets the count of warnings. The upgrade “blindness of justice” removes the fines (upgrades).
Reset after three discoveries
After the third discovery the progress of the cycle is reset: the days, the coins, the reputation, the prisoner and the showcase start again. The unlocked jewelry stays: this progress cannot be lost (author). After the reset the second story letter arrives.
Reputation and the street
Reputation changes how many customers come (“Low reputation cuts client flow”, from the game page). Customers’ reputation also shows in the street: more passers-by silhouettes behind the windows.
The patron
When the player orders an upgrade, the patron brings it on a day shown on the screen. Only one order is active at a time. See patron upgrades.
Showcase
The showcase is a display in the hall where the player puts jewelry pieces. The tutorial: “put in a showcase jewelry you want to offer to customers in the first place. the better the design, the longer it keeps visitors and the more bonuses it brings”.
Slots
- The screen is titled “Showcase design”. The showcase starts with 3 open slots and 3 closed slots that open through patron upgrades (author). The scroll at the left shows the open slots.
- The order of filling the slots does not matter (author).
- Controls (author): the right half of the screen is a strip of the unlocked pieces. The player swipes it and taps the chosen piece to put it on the showcase. A tap on a piece that is already on the showcase clears the slot and returns the piece to the collection. Only unlocked pieces can be put on it.
Income
- The showcase pays coins and reputation once per day, at the start of the night (day cycle). The screen says “money and reputation will be received by the end of this day”.
- Author’s description of the loop: new pieces replace the old weak ones on the showcase for bigger passive bonuses at the end of the day. The player chooses which pieces to take off and which to put on.
- Three indicators run along the bottom of the screen: scales with a heart (a bonus to the waiting time of customers: with a full showcase they admire it and stay longer), a coin (coins by the end of the day) and a cup (reputation by the end of the day).
- Every piece gives its own bonuses (author): different pieces give different bonuses. The game shows the sum to the player.
- The event “too famous to name myself” raises the showcase bonuses for a while (events).
Sets
A set is a group of pieces in the showcase. The caption of the showcase shows “special offer” with the name of the set. The pieces are listed as Jewel (confidential) with the number from the table in alchemy table and their formula (units of material).
| Set name | Pieces (Jewel (confidential), with formula) |
|---|---|
| Iron mask | Jewel (confidential) #2: 1 metal; Jewel (confidential) #6: 2 metal; Jewel (confidential) #10: 3 metal |
| All-seeing eye | Jewel (confidential) #7: 2 precious; Jewel (confidential) #20: 1 metal, 1 precious, 2 semi-precious |
| Magic of Rings | Jewel (confidential) #12: 1 metal, 2 semi-precious; Jewel (confidential) #13: 2 metal, 2 precious; Jewel (confidential) #18: 2 metal, 2 semi-precious; Jewel (confidential) #19: 1 metal, 3 precious |
| Roses and grapes | Jewel (confidential) #8: 2 metal, 1 semi-precious; Jewel (confidential) #15: 2 metal, 1 precious, 1 semi-precious |
| Blood Purification | Jewel (confidential) #1: 1 metal, 1 precious; Jewel (confidential) #9: 2 metal, 1 precious; Jewel (confidential) #16: 4 precious |
| Armor | Jewel (confidential) #38: 3 metal, 1 precious, 1 semi-precious; Jewel (confidential) #51: 2 metal, 1 precious, 3 semi-precious; Jewel (confidential) #52: 5 metal, 1 semi-precious |
| Thinker | Jewel (confidential) #27: 3 metal, 2 precious; Jewel (confidential) #28: 1 metal, 1 precious, 3 semi-precious; Jewel (confidential) #30: 5 precious; Jewel (confidential) #31: 5 metal |
| Royal Blood | Jewel (confidential) #1: 1 metal, 1 precious; Jewel (confidential) #9: 2 metal, 1 precious; Jewel (confidential) #16: 4 precious; Jewel (confidential) #25: 1 metal, 2 precious, 1 semi-precious; Jewel (confidential) #26: 2 precious, 2 semi-precious; Jewel (confidential) #34: 2 metal, 1 precious, 2 semi-precious |
| Shine of Amethysts | Jewel (confidential) #3: 1 semi-precious; Jewel (confidential) #14: 3 semi-precious; Jewel (confidential) #11: 1 metal, 1 precious, 1 semi-precious |
Patron upgrades
The patron brings upgrades of the workshop and the hall for coins and reputation. The envelope on the workshop table opens his screen. Upgrades are an addition to the core gameplay.
How the offer works
- The screen is titled “PATRON’S OFFER” and has three arches, each showing one upgrade on a scroll.
- Each offer has a price in coins and a price in reputation. The coin price is spent; the reputation price is only a requirement. The DEAL button shows the days the patron needs to bring the item.
- One order at a time: after an upgrade is ordered, its arch gets a RESERVED seal, buying the others is blocked until the patron delivers the current one, and the screen says on which day it will be delivered.
- Some upgrades unlock the next upgrade of the same line.
- The events “Tension between patrons’ houses”, “Sotterano” and the secret admirer letter about a free upgrade change the offer (events).
Rough list of the upgrades
| Area | Upgrades |
|---|---|
| Alchemy table | more slots (light, extension, new tools); the sealed slots open this way |
| Examination | lenses (the examination cloud stays longer), painkillers (examination comes more often) |
| Basement | antiseptics (more health of the prisoner), doubled extraction of resources |
| Operations | surgical tables (more operation tables), healing agents (faster operations) |
| Hall and showcase | showcases and entourage of the hall (more showcase slots), a corner for one more customer, showcases to attract wealthier people |
| Income | luxuries in the hall (more profit), the approval plate and the portrait of the patron (more reputation) |
| Patron | contract to supply offers a day faster |
| Inspector | blindness of justice, no fines |
The game page and the screens use these texts: “alchemical table light”, “showcases and entourage of the hall change” (icon “+1 slot”), “blindness of justice. no fines”.
Reset
After three discoveries the progress of the cycle is reset, while the unlocked jewelry is kept (day cycle).
Characters
The people and figures of the game, with the files where their mechanics are described.
| Character | Role | Mechanics |
|---|---|---|
| The player (the heir) | Takes over the workshop from the previous master. The letters are signed GIOIELLIERI | README |
| The previous master (the father) | Wrote the Perfect Man scheme and could not find working formulas. He lost a hand to an infection and is in exile. He writes two story letters | day cycle |
| The prisoner | Held in the basement and synthesizes raw materials. The levels rise in steps, and the price of a higher-level prisoner at the undertaker rises with them | basement |
| The undertaker Nefario (the death merchant) | Sells prisoners. Separately from selling, he brings a new prisoner of the base level when the prisoner has died; then he walks into the hall and the customers leave. From day 2 (mobile) he writes a letter about himself, and the player can mark a customer: the undertaker scouts him and brings him at night as a candidate for a new prisoner, with other options | basement, screens |
| The patron | Brings upgrades through three arches; one order at a time | patron upgrades |
| The inspector | Visits during the day and fines the player for an open basement. Sent by the Council of Justice | day cycle |
| Customers | Several in the hall, each with a request and a wallet. Some have special requirements, some come again after an installation | bargaining |
| Citizen figures | Passers-by silhouettes behind the hall windows; more of them with growing reputation | day cycle |
| The postman | Brings the letters | day cycle |
Senders of letters
- Intarsoni Jewelry House: competitors who want to know the source of the gems.
- Taglini school: followers who ask for elemental services.
- Goldfield Priory: asks the player to take part in town life and to show jewelry at an exhibition.
- “too famous to name myself”: an actress who may become the face of the house.
- Your secret admirer: three letters with advice and rewards.
- Sotterano and Dottori: patron houses.
- Council of Justice: the warnings and fines.
- Guild of alchemists: the letter that returns the ritual ring.
- Liberum torcular: announcements of days with special effects.
See events for the letters.
The names of the prisoner, the patron and the customers are not given.
Mail events
Mail events are letters that give the player a demand with a deadline, a day with a special effect, or a change in the patron’s offers. The PC scripts have 15 of them. The letters are signed with the family name GIOIELLIERI where a family name is used.
When events arrive
Events come with pauses of a few days between them. An event is chosen at random, and the state of the workshop (coins, reputation, the prisoner, the patron’s offers) makes some events more likely. The last three events are not repeated at once.
The 15 events
| No. | Sender and title | Demand or effect |
|---|---|---|
| 1 | Intarsoni Jewelry House (competitors) | Hand over gems by a deadline, or lose reputation. The letter comes in three steps |
| 2 | Taglini school | Provide services of one named element by a deadline. Reward: reputation |
| 3 | Goldfield Priory | Spend coins by a deadline. Refusal: a fine |
| 4 | “too famous to name myself” (an actress) | Reach a reputation level by a deadline. Reward: showcase bonuses are raised for some days |
| 5 | Goldfield Priory | Create new pieces of jewelry by a deadline. Reward: reputation |
| 6 | Your secret admirer | Make perfect deals in a row. Reward: a free upgrade from the patron |
| 7 | Your secret admirer | Hold a sum of money by a deadline. Reward: food costs nothing. Refusal: a fine |
| 8 | Your secret admirer | Earn coins from deals by a deadline. Reward: reputation |
| 9 | Eclipse (“Liberum torcular”) | A day when the services of the elements take little time (and magic stones are not damaged in the PC build) |
| 10 | Town Day (“Liberum torcular”) | More customers regardless of reputation |
| 11 | Tension between patrons’ houses (“Liberum torcular”) | The patron is unavailable for some days. The letter names the houses of Dottori and Sotterano |
| 12 | Sotterano | Deals with the patron do not require reputation |
| 13 | Black pox (“Liberum torcular”) | Deals with the undertaker do not require reputation |
| 14 | Fog (“Liberum torcular”) | Nothing can be seen outside the windows |
| 15 | Mourning (“Liberum torcular”) | No customers |
- Letters 1 to 8 are written in the voice of a person or a house. Letters 9 to 11 and 13 to 15 are announcements signed “Liberum torcular”.
- The rewards are given when the demand is met.
Rings
In the PC build the player has a ritual ring with magic stones. Each stone gives one effect while it sits in the ring. The rings are not part of the core gameplay.
How the ring is obtained (PC build)
A letter from the guild of alchemists returns the ritual ring that the player sent for revision. The letter says that any stone inserted into the ring can be used indefinitely, but stones wear out when they are changed, so they should be changed as little as possible. After it the mail events begin (events).
How stones appear (PC build)
The tutorial: “use the magic of the ring to make things easier. don’t miss the moment of the day when the corresponding stone is synthesized in the basement”. A crystal cloud appears in the basement once per day, and a tap on it gives a random stone.
Effects (English strings of the game)
| Ring | Effect in the game text |
|---|---|
| Sun | Prisoner’s health drops slower |
| Moon | The inspector’s visit time can be seen |
| Venus | Unhappy customers don’t lower reputation |
| Mars | Resources are not deducted on a failed craft in part of the cases |
| Mercury | Resources are not deducted on a failed incrustation in part of the cases |
Other rings in the strings
The English strings also name the rings of Jupiter, Uranus, Saturn, Pluto and Neptune with effects on limits, advertising and the speed of time. They are not in the mobile version, and how they are obtained is not documented here.
The set name “Magic of Rings” belongs to the showcase (showcase).
Glossary
- Arch
- one of three openings on the offer screens of the patron and the death merchant, each showing one offer. See patron upgrades.
- Basement
- the hidden room with the prisoner. Must be open for operations. See basement.
- Bowl full of food
- the feeding option that refills the prisoner’s health. See basement.
- Council of Justice
- the authority that sends warning letters after discoveries. See day cycle.
- Customer
- a visitor in the hall with a request and a wallet. See bargaining.
- Day
- one workshop cycle with four quarters. See day cycle.
- DEAL
- the confirm button of bargaining, with the operation time. See bargaining.
- Undertaker (death merchant)
- Nefario. He still sells prisoners; separately, when a prisoner dies, he comes to the hall and leaves a new prisoner of the base level. See basement.
- Discovery
- a visit of the inspector while the basement is open. Three discoveries reset the cycle. See day cycle.
- Element
- Earth, Fire, Water or Air, the groups of the 12 tools. See bargaining.
- Marked customer
- a customer on whom the player put a mark for the undertaker; he is scouted and brought at night as a candidate for a new prisoner. A raven sits on him. See basement.
- Returning customer
- a customer with jewelry who comes again with a thumbs-up cloud; a tap gives resources at once and needs a free operation table. See operations.
- Special requirement
- a demand of a customer in the bargaining: an element that is needed or an element that must not be used. See bargaining.
- Eye icon
- the button that opens and closes the basement. See screens.
- Essence
- a feeding option that fills the essence scale . See basement.
- Examination
- a chance during an operation to reveal a scheme. See operations.
- Formula
- an ordered combination of materials in the slots of the alchemy table. See alchemy table.
- Inspector
- the official who visits the workshop. See day cycle.
- Mail event
- one of 15 letters with a demand or an effect. See events.
- Perfect
- the result when the price equals the customer’s wallet exactly. Doubles the reputation reward. See bargaining.
- Perfect Man
- the goal of the game, a human body fully encrusted with jewels. It is assembled through the crafting progress on the alchemy table: the schemes fill in with every found formula (counter x/61). See README.
- Patron
- the seller of upgrades for the workshop and the hall. The envelope on the workshop table is the button of communication with him. See patron upgrades.
- Prisoner
- the person in the basement who synthesizes materials. See basement.
- Ritual ring
- a PC-build addition; the mobile version has no rings. The ring holds magic stones. See rings.
- Showcase
- the display of pieces in the hall: 3 open slots at the start and 3 closed ones that open through upgrades. The player puts unlocked pieces on it and takes them off by taps. Every piece gives its own coins, reputation and customer waiting time, and the coins and reputation arrive at the end of the day. See showcase.
- Yellow outline
- marks a workshop object that is a button opening its own screen. See screens.
- Time-lapse
- the button that runs the day three times faster. See day cycle.
- Triangle (trine)
- three tools of one element chosen together; gives a bonus. See bargaining.
- Customer cloud
- the cloud at the feet of a customer. Tapping it opens the customer screen; its look is the indicator of the waiting timer: white is normal waiting, rain and a storm mean that the patience is running out. See screens.
- Mirror of the sky
- the round frame with a window at the lower right of the hall. It shows the time of day by colour (yellow day, darker evening and night, pinkish morning) and is not a button. See screens.
- Lowering lift
- the crate that rises and lowers in a recess of the wall behind the cabinet at the upper right of the workshop, a hidden descent down to the basement. A tap opens the prisoner screen for passing food down. The button is hidden while the basement is closed. See screens.
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This page was created as a reference, primarily for machine reading and LLM-based search.
