Note: It doesn't work on the web and it's too late to fix it. I apologize for not getting more done for the jam. An extreme work schedule combined with getting sick left me far short of my vision.

The Fever Flask

An Incremental Eldritch Fluid Simulation

It was already here when you found the flask.


You are holding a flask. You don't know where you got it. You don't know what's inside it. But it's warm, and it hums, and when you swirl it, things happen. Things that shouldn't happen.

The Fever Flask is an incremental game built around a real-time 2D fluid simulation. Everything takes place inside a single Erlenmeyer flask — swirl its contents, harvest strange currencies, drop in reagents, and watch as the simulation grows from a controlled experiment into something alive, aware, and deeply wrong.

What You'll Do

  • Swirl, click, scrape, and pop — every currency is a physical thing in the flask. Remains drift as luminescent particles. Sediment compacts in layers. Breath rises as bubbles you must catch before they escape.
  • Add reagents — crystalline growths that branch along the walls. Fatty globules that drift and merge. A heavy black fluid that dissolves anything it touches. An organism with a mouth at one end and... somewhere at the other.
  • Automate and orchestrate — early game is tactile. Late game, you're managing the gaze of dozens of eyes, negotiating with an autonomous entity, and steering a simulation you can barely see.
  • Watch the flask wake up — eyes form on organic surfaces. First a bump. Then a nodule. Then something that tracks your cursor. Then something that watches on its own.

Features

  • Real-time MLS-MPM fluid simulation — not cosmetic. The fluid responds to your input, carries reagents, and creates emergent behavior.
  • Fully procedural visuals — no sprites. Every crystal, organism, eye, and growth is generated algorithmically. Everything can mutate.
  • Nine corruption stages — stacking shader effects driven by your choices. The game doesn't just depict a fever dream — it becomes one.
  • Five currency types, each with a unique harvest gesture and automation path
  • 25+ reagents across five categories: Substrates that grow, Solvents that hunger, Catalysts that change the rules, Volatiles that escape, and Arcana that should not be.
  • Emergent eye system — eyes develop through five stages on any organic surface. Align their gaze to amplify production. Don't stop moving, or they all look at you.

The Descent

The flask starts clean. Clinical. By the end, it breathes. It watches. It has preferences. The shaders stack. The UI corrupts. The boundary between the simulation and the game dissolves. You built this. Every reagent was your choice.

The flask was never the container. You were.


Made for the "Extremely Incohesive Fever Dream" game jam.

Published 10 days ago
StatusPrototype
PlatformsHTML5
AuthorLogicWisp
GenreSimulation
TagsIncremental

Comments

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(1 edit)

Would still love to run this just to check it out without rating since the concept seems really cool - do you have source I can compile? 

(+4)

Screen is grey after loading, not working?

No, it doesn't work on the web and it's too late for me to fix it (for the Jam at least). ðŸ˜­

If it doesn't work on the web where can we download it?