in: Services, Threadway buildings, Threadway
Apothecary
In the alpha Service · facts checked 2 November 2026
The Apothecary is a shop on the Threadway street that deals in signalling. It sells no vials, medicines or bottled cures. Instead it adjusts the Ranger's own signal before an outing, lets you rest once during an outing, and sends a calming visit to your residents at home.
How it works#
The Apothecary is a closed façade. Press E at its door to enter its room, then press E at the counter. The menu shows its services in this order during an outing: rest, the calming visit, then tuning (locked).
| Service | Cost | What it does |
|---|---|---|
| Signal tuning | 3 Supply at any level | Before an outing, set one of your own signals to level 1, 2 or 3. It stays fixed for that outing. Levels 2 and 3 start the outing 1 endurance down. |
| Rest | 2 Supply | During an outing, restore 2 endurance, never above 4. Once per outing. It is not the return's recovery step. |
| Calming visit | 3 Supply | Arrange a visit for your next return home. Every resident's stress falls by 2, and Hearth strain falls by 2. Once per return. |
Tuning follows an inverted U: a small setting helps, and pushing further costs more than it gives. The calming visit lowers stress and strain by 2; it never resets them to 0.
The calming look (user, 1 November): a hole opens in the ground at Hearth, an astrocyte's process pokes out, sparkles play, and the calming is done. The astrocyte's body stays anchored and never travels.
Numbers#
All prices are Claude B's design values for playtesting. Companion stress runs from 0 to 4, rises only from play (a hit in a room, a disturbed duty, covering someone else's duty) and falls by 1 every return. It never harms a resident permanently.
In the brain#
Claude's research note behind the redesign draws on findings that a signal's effect depends on its dose and on the receiving cell's state (for example, an inverted-U effect of IL-1 on memory in rodents). It also notes that calm comes from neighbours' contact, not from a dose. That is why the calming visitor is an anchored Astrocyte and why nothing is bottled. These are fictional game mechanics, not treatments.
Development#
- Redesign (user, 1 November): "nothing bottled"; field gear moved to the Workshop; signal tuning and companion stress added; the calming visitor is an astrocyte; the recovery parcel was removed. The user kept the name "Apothecary".
- Rest moved here from Starwell and the outing rest stops (user, 1 November).
- Approval: the HUD session sent fresh screenshots, and the user approved the redesigned menus on 2 November ("Approved").
- Rules: services v3 on Claude B's branch (
apothecaryRest,buyCalmingVisit,calmingArrival). - Alpha: Placeholder
69c7b5470connects tuning, rest and the calming visit to the shared ledger. On a field return, the game runs the return orderstartCycle→strainReturn→calmingArrival. The lead reports this as integrated; it is not certified by a full campaign playthrough. The room behind the door is a placeholder.
See also#
Signal tuning · Calming · Strain · Endurance · Workshop · Threadway
Sources#
69c7b5470:src/main-game/game/vendor/services/catalog.js69c7b5470:src/main-game/game/vendor/services/rules.js69c7b5470:src/main-game/threadway3d/places.jsb89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md- docs/ops/agent-messages/2026-11-01-claude-apothecary-brief-for-b.md (working copy, not in Git)
- docs/ops/agent-messages/2026-11-01-claude-apothecary-signals-research.md (working copy, not in Git)
- docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
- docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
What links here (46)
- Act IV: The Interval
- Arborwake alpha
- Archive
- Astrocyte
- Calming visit
- Common Hall
- Delivery tray
- Economy
- Endurance
- Exchange
- Field gear
- Food Hall
- Hearth buildings
- Hearth Grove
- Hearth strain
- Home VFX
- Inventory HUD
- Market stalls
- Memory Meadow
- Mote Pocket
- Nearfield Glade
- Neural Highway
- Pneumatic tube
- Quiet District
- Recovery parcel
- Relay post
- Rest
- Run HUD
- Science guardrails
- Services v3
- Settle
- Signal tuning
- Starwell
- Stella
- Studios
- Studios interior
- Supply
- Supported ground
- Survey ribbon
- Tea House
- Threadway
- Threadway residences
- Ward stake
- Withdrawn story directions
- Workshop
- Wrapping Depot