As people have been asking, here's the final update on Apothecary, or more of a history of the progress:
First it was at Aetherbyte, until we decided that it was a big project and would just be too long before we started and finished it given all the other stuff we had planned.
So we decided to can it on the PCE, as PCE development is tortuous. Arkhan was thinking about using Unity for some PC projects so we decided to take the main elements from Apothecary and make it in retro style on PC under the name Grelox, with more features (the PCE version was designed to strip the gameplay down to the very basics to make it quicker to develop).
Part way through intial Grelox planning, Orion came along and said 'I can do Apothecary.' So I had several builds from him, general movement and mapping was done-ish, and he started on enemy movement and collisions and the object screen. At that point he seemed to have misunderstood the concept of the how the puzzles were going to work in the game and felt that he might have problems with it. I'm always open to stripping things down just to get it done, but after a few emails and a couple of months I was getting to response from him any more.
So Arkhan steps back in and we plan to start it up again at Aetherbyte. By now, I've done a lot more mapping and art on Apoothecary, but I also have a bunch of planning done for Grelox which is a very similar game (only better). Again the thought of the complexity of developing it on PCE arose and the nagging feeling that the design for Grelox was better anyway...well instead of spending years on two games almost the same (one being a worse/simpler version) I decided to just combine all the maps into Grelox and make the better of the two games.
Grelox was going to originally have a larger screen area, but I've spent so long on all the mapping that I'm not going to throw that all away. The art itself will be converted into the NES style palette along with new stuff so it won't all go to waste. So Apothecary had basically been merged with Grelox and we should be able to get a result perhaps years sooner than we would if we continued developing it on PCE. Besides, we also have Saber Rider to be getting on with soon.
So there you have it.