Alchemy Factory 1.1 research priorities, production unlocks, Workbench devices and Shop Recognition.

Progression in Alchemy Factory is split across production research, Workbench unlocks, business growth and physical factory expansion. Version 1.0 changed this structure, so older Early Access research routes can send players looking for unlocks in the wrong place.
Official game information describes a continuous loop: manufacture goods, stock the shop and complete commissions, earn coins, then use those coins to buy land, research equipment and upgrade technology. A useful progression choice is therefore one that removes the constraint currently preventing that loop from growing.
Version 1.0 removed non-production devices from the Tech Tree. This makes the research side more focused on manufacturing and production development than it was during Early Access.
Non-production devices now need to be unlocked at the Workbench. If a utility, shop or other non-production item is absent from the Tech Tree, check Workbench progression before assuming a prerequisite is missing.
The Steam store specifically identifies researching recipes as part of the growth loop. Prioritise recipes that open a useful product, commission opportunity or production path rather than unlocking complexity that your current material supply cannot support.
Coins can purchase additional land. Space becomes strategically valuable as production chains gain more stages, shared intermediates and logistics. Buying or using space well can be more valuable than squeezing another machine into an area that has already become impossible to expand.
Version 1.0 replaced the old Reputation system with Shop Recognition. Recognition can increase shop reputation and profits, while purchase feedback no longer directly changes Reputation. Sales-upgrade and purchase-contract bonuses were also folded into this newer system.
The rail-based Wagon System has greater capacity than conveyors but is more complex to construct. Unlocking or accessing a larger logistics tool does not automatically mean every existing belt should be replaced. Introduce wagons where distance, volume or factory zoning creates a genuine benefit.
The Grand Portal allows customers from distant cities to reach the shop. Before leaning into additional customer traffic, make sure production, stocking and customer navigation are strong enough to support it.
Customers can now reach upper floors, the original entrance can be removed and multiple shop gates can be built. This means acquiring more production and commercial capability does not require keeping the shop trapped in its original footprint.
When choosing what to pursue next, ask four questions: Is production capacity the constraint? Is material movement the constraint? Is physical space the constraint? Is the shop/business layer the constraint? Spend research, money and building effort on the answer rather than following a universal unlock order that ignores the state of your factory.
Recheck both the Tech Tree and Workbench, review Shop Recognition and verify old recipes before rebuilding an Early Access layout. Version 1.0 changed enough underlying progression that rebuilding from an old checklist can create unnecessary work.
Version 1.1.5023 introduced the Recognition Display Stand for showing earned Shop Recognitions, the vertically heat-transferring Charcoal Block, and the support-free World Tree Block. Check their current in-game unlock requirements rather than assuming they use the older Tech Tree progression. The 1.1.5024 hotfix addressed selection of new track variants.
A useful early-game rule is to follow the next main-quest item, then research the machines and intermediates needed to make it. The following milestones are based on the v1.1.5023 community research tree and are intended as a practical route, not a claim that every research node between milestones is optional.
| Stage | Next production goal | Key research to inspect |
|---|---|---|
| Level I | Large Wooden Gears | Table Saw and Grinder |
| Level II | Linen Rope | Stone Crusher, Processor, Seed Plot, Linen Thread and Linen Rope |
| Level III | Healing Potions | Assembler and Healing Potion; prepare Sage and Flax supply |
| Level IV | Vitality Potions | Crucible, Clay, Kiln, Glass, Blender and Vitality Potion |
| Level V | Stronger metallurgy | Athanor, Coke and Steel Ingot when required by your goals |
For an early example, the community tech-tree database records Sundries Recognition I as requiring the sale of six Mortar and a 400-copper application cost. It reports a reward of +8 Shop Reputation and +10% Sundries Profit. That is a concrete commercial milestone to work toward alongside the main production quest. Check the current NPC application screen and requirements in your own game.
At base settings, machine production and conveyor movement are separate limits. If finished devices are waiting for ingredients while a belt is saturated, improving Logistics Efficiency may be more useful than faster machines. If materials arrive faster than machines can process them, consider Factory Efficiency or additional devices. The v1.1.5023 community data describes Factory Efficiency as increasing device production speed while also increasing heat consumption speed, making fuel supply part of the decision. Fuel Efficiency and Fertilizer Efficiency address different supporting resources rather than replacing production or logistics upgrades.
Source and review note: Early milestones and the Recognition example are from the Alchemy Factory community tech tree (dataset marked v1.1.5023), checked 22 October 2026. The game introduced additional building and track devices in v1.1.5023; this section does not assert unverified research prerequisites for those new devices.
The v1.1.5023 community research table gives costs and research-point requirements for production nodes. They are useful planning checkpoints rather than a substitute for following the prerequisite branches shown in-game.
| Research | Tier | Listed cost | Research points |
|---|---|---|---|
| Table Saw | I | 100 copper | 30 |
| Healing Potion | III | 570 copper | 90 |
| Vitality Potion | IV | 1 silver 600 copper | 129 |
| Steel Ingot | V | 4 silver 400 copper | 174 |
Each node still has prerequisites. For example, Steel Ingot needs the Level V production chain including Athanor and Coke; purchasing the last node alone does not create a functioning steel factory. Use the community tech tree with prerequisite tracing and verify requirements in the game.
| Workbench building | Requirement to look for | Why it matters |
|---|---|---|
| Checkout Table | Table Saw research | Enables the basic selling area |
| Potion Shelf | Healing Potion research | Allows potion-category shop sales |
| Purchasing Portal | Alchemy Level IV | Automates raw material buying |
| Grand Portal | Alchemy Level V | Brings distant customers |
| Jewelry Shelf | Turquoise research | Correct display for jewellery products |
| Relic Shelf and Knowledge Altar | Jupiter research | Relic sales and conversion to experience |
| Cargo Lift Shaft | Steel Ingot research | First part of the multi-floor Cargo Lift unlock chain |
| Recognition Display Stand | Obsidian research | Displays earned Recognitions |
The Cargo Lift Loader and Unloader depend on the Shaft Workbench unlock. Workbench availability is not the same as having the money and materials to build the item. This table is drawn from the v1.1.5023 Workbench list, and the current game should be checked before committing expensive materials.
Research unlocks production; Workbench unlocks many utilities; Shop Recognition qualifies and improves sales; Licensed Alchemist enhances portal traffic; Licensed Supplier advances contracts. Keep those on separate planning checklists. When a fully automated product will not sell, check its shelf, authorisation and customer types before spending more research on machinery.