
Hey, magical mixers!
Firstly, we really want to thank you for playing our demo, joining our discord and giving us valuable feedback on our game. Your support and suggestions motivate and help us make the right decisions so we can turn The Magical Mixture Mill into the best game it can be.
Today we have a special announcement… We will be releasing it into Early Access on April 5th and we are super excited!

It is a very special, fuzzy feeling to see a vision come to life. The original idea for The Magical Mixture Mill was sparked four years ago. It started as simply “Hey! Wouldn’t a potion brewing automation game be cool?” but the idea slowly evolved and crystalized as the years went on.
We set out to make an automation game that was approachable and easy to pick up while still challenging you, the player. Easy to learn, hard to master. You know the deal.
Our main inspirations were Factorio and Stardew Valley; borrowing some ingredients from both while also adding our own special sauce. Oh yeah, and we also wanted everything to be a bit weird since…well, there are a lot of magical mushrooms and mind altering brews in our game after all!
Making a game is a huge undertaking. Especially so when you are a small team like us. Glowlight consists of two programmers and two artists - each with our own specialisations and focuses.
Being just the four of us, our biggest limitations are time and mental bandwidth. That means that getting a good idea is the easiest part - executing it within time is the real challenge. Especially since testing new features is so vital but can be quite time consuming depending on the feature.
And, for some insane reason, we decided to make a game with a lot of overlapping systems that all need tweaking and calibration before they come together to create something bigger.
This is the main reason we decided to release our game in an Early Access state: to get feedback and to help iron out the kinks. We are NOT releasing into Early Access to get an early revenue to fund the rest of the game. Our funding is secured and the game will reach a 1.0 state - unless a big meteor hits earth or something, in which case I am sure you can forgive us.
So, as we work towards our full version over the next many months, our goal is to gather a dedicated player base that will help us test our features and give us the feedback we need to improve them. That’s where you come in!
Our core systems are already in the game and we only plan on adding minor features going forward. The main focus will be split between bug fixing, core system tweaking and content.
Stability and critical bugs are our top priorities. In terms of content, we want to make more biomes, more ingredients, more workstations, more quests and - of course - more hats.
So yeah! We will keep you all updated as much as possible and will answer any questions and discuss any feature with you all. We are happy to have you along for the ride and promise to do our best work!
See you on April 5th!