Alchemy Factory Shop & Money Making Guide
Build a profitable shop, plan what to sell and connect production decisions to your Alchemy Factory economy.

Overview
Alchemy Factory 1.0 ties factory production directly to the shop. Your production lines create the goods, but the shop, commissions, recognition and customer flow are what turn those goods into money and further expansion.
Build for reliable sales, not maximum stock
A profitable shop needs products arriving consistently. If shelves empty faster than production can replace them, trace the shortage backwards through finished storage, processing, intermediate materials and raw inputs before simply adding another final machine.
Use commissions alongside normal shop sales
Commissions are an official part of the game's business loop. Treat them as targeted demand: check what a commission needs, whether your existing production can support it and whether fulfilling it would starve products already supplying the shop.
Version 1.0 changed the shop progression model
The 1.0 update reworked shop sales upgrades and removed purchase-contract upgrades. Those bonuses were integrated into the new Shop Recognition system, so older Early Access advice that treats those upgrade paths separately can now be misleading.
Design a shop that customers can actually navigate
Version 1.0 reworked customer navigation. Customers can reach upper floors, the original shop entrance can be removed, and multiple shop gates can be built in different locations. That makes multi-storey and multi-entrance shops practical, but customer paths still need to remain clear.
Recognition affects reputation and profits
The old Reputation system was replaced by Shop Recognition. Purchase feedback no longer directly changes Reputation; instead, players obtain Shop Recognitions that increase shop reputation and profits. This makes recognition a deliberate progression system rather than a passive customer-rating meter.
Use the Ledger when evaluating the business
Version 1.0 hotfixes specifically addressed profit-upgrade calculations in the Ledger, confirming it as part of the current shop-management toolset. Use business information alongside what you can physically see on the shelves rather than judging performance only by how much stock exists.
Expand demand only when supply can support it
The Grand Portal can bring customers from distant cities into the shop. More customer access is useful only when production and stocking can keep pace, so stabilise important product chains before using advanced shop systems to increase pressure on them.
Practical money-making priorities
Keep a dependable range of sellable goods moving, fulfil useful commissions without wrecking core supply, reinvest in production or shop improvements that remove a real constraint, and avoid locking excessive materials into stock that is accumulating faster than it sells.
Compare sales potential without confusing revenue with profit
A high shop price does not automatically make an item the best source of money. Check how many units a production cell can make, whether customers will buy that item, the value of its ingredients, its fuel use, and whether Shop Recognition changes the final selling price. The examples below use the base recipe and base sale prices reported by the community dataset now labelled v1.1.5024, with no research or Recognition bonuses.
| Example product | Base sale price | Machine output | Theoretical gross value per minute |
|---|---|---|---|
| Healing Potion | 85 copper | 10 per minute | 850 copper |
| Vitality Potion | 330 copper | 7.5 per minute | 2,475 copper |
These figures assume everything produced is sold. They are gross sales potential, not profit or guaranteed income. The Vitality Potion has a more complicated ingredient and fluid chain, and customers may not buy at the machine's maximum output rate. Never rank products by gross sales alone.
A simple comparison for any product
- Record the base selling price and current Shop Recognition bonus.
- Measure your actual sales per minute rather than assuming every unit sells.
- Calculate the purchase or opportunity cost of every raw input.
- Account for fuel and production losses, plus the materials you could have sold separately.
- Compare the remaining contribution with the time, floor space and unlock investment required.
Shop Recognition: work through a real early application
Shop Recognition replaces the older reputation-from-customer-feedback model. As a concrete early target, the community research table records Sundries Recognition I after selling six Mortar and paying 400 copper to apply. Its listed bonus is +8 Shop Reputation and +10% Sundries Profit. That is a reason to consider the business unlock alongside the next machine research. It does not mean that producing unlimited Sundries automatically creates unlimited customer demand.
Why profitable stock might not sell
- Wrong demand or shelf category: check what the shop can actually sell and what customers are currently buying.
- Stock arrives unevenly: keep a small buffer between the factory and the replenishment point.
- Progression mismatch: check the current Recognition requirements rather than following pre-1.0 reputation advice.
- Factory output exceeds sales: redirect surplus to commissions, other recipes or controlled storage rather than endlessly duplicating the line.
Sources and version: The Healing Potion and Vitality Potion entries provide base prices and output rates; the community tech tree provides Recognition requirements. These sources identify their data as v1.1.5024 on 27 October 2026. The calculations and business checklist are our interpretation, not a measured profit ranking for v1.1.5024.
Customers, shelves and the real demand limit
The community customer reference labelled v1.1.5024 distinguishes five customer types. Citizens begin from Level I and Warriors from Level II, both buying ordinary product categories. Merchants can visit from Level III and Monks and Nobles from Level IV, but their visit frequency depends on Shop Reputation. Higher-value jewellery and relics need buyers from those later groups. A factory with expensive finished goods but no qualifying visitors can look productive while making little money.
| Customer type | From level | Key shopping interest |
|---|---|---|
| Citizen | I | Sundries, Beverages, Remedies |
| Warrior | II | Beverages, Remedies, Sundries |
| Merchant | III | Sundries, Jewellery, Remedies and some Relics |
| Monk | IV | Relics primarily, plus Jewellery and Remedies |
| Noble | IV | Jewellery primarily, plus Remedies and Sundries |
These are categories of interest, not guaranteed sales quantities. Prioritise authorized stock and Shop Recognition before enlarging a high-tier production area. Customer and sales reference.
Contracts and requests: choose the correct sales channel
At Level IV a Sample Request for 50 Bandages unlocks the Dispatch Portal and the Bandage contract. The community reference lists a Bandage contract as 50 items for 12 silver, below their combined base shop price, but without needing a customer to buy them individually. Random requests are reported to pay 130% of market value, Bulk Orders 160%, and Urgent Requests 200% with a tighter deadline. Those percentages need comparing with your available shop bonuses and the cost of meeting the deadline, not treating every request as free profit.
| Channel | Benefit | Constraint |
|---|---|---|
| Normal shop sales | Per-item price and recognition effects | Customer access, appetite and shelf replenishment |
| Dispatch Portal contract | Bulk disposal without individual customers | Discounted pricing and daily limits |
| Random or urgent request | Potentially higher reward relative to market price | Product requirement and completion deadline |
Prevent a Purchasing Portal cash shortage
Portals spend coins as raw-material orders are filled. Keep a defined reserve for research, fuel, fertilizer and unexpected construction costs; feed only a controlled portion of money to each automated purchasing route. Players recommend placing a portal close to its consuming machine so raw materials do not immobilise large amounts of money along a long belt. Check the Automatic Cashier too: its coin storage can fill and stop its operation if not emptied or connected properly. These cash-handling approaches are player-reported practices rather than mandatory game mechanics.
Source and review status: community money and requests guide (labelled v1.1.5024 as of 27 October 2026) and the profit table's methodology. Do not treat gross sale potential as a measured net return.