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Guide · Money

How to make money in Alchemy Factory 1.1

In 1.0, some goods only sell once you hold the matching Shop Recognition, and the customers who buy jewelry and relics need Shop Reputation, which comes from the same Recognitions. Each shop Recognition level adds 8 Shop Reputation; the cheapest first step, Sundries Recognition I, costs 400 copper once you have sold 6 Mortar (from Level II).

Updated for v1.1.5023Published

On this page
  1. Why relics and gems won't sell
  2. Who buys what
  3. Shop Recognition tracks
  4. What to sell early
  5. Dispatch Portal contracts
  6. Random requests
  7. Don't go broke
  8. Later money makers
  9. FAQ
  10. Related guides
  11. Tools for this

Why relics and gems won't sell

Two rules hold sales back in 1.0, and Shop Recognition fixes both.

  • Authorization. The in-game manual says some goods can only be sold after you obtain the matching license or Recognition, and customers ignore unauthorized goods even when they sit on a shelf. Such a shelf warns that you are “not yet authorized to sell” the item.
  • Reputation. The manual also says a higher Recognition raises your Shop Reputation and brings more customers, and the tutorial adds that a growing reputation draws buyers with more money to spend. Every level of the five shop tracks adds 8 Shop Reputation. Serving customers no longer changes it: the 1.0 patch notes say “Customer feedback when making purchases no longer affects Reputation.”

Players say you apply to the NPC standing in the middle of the shop where you buy materials (Steam thread (opens in a new tab)). The 1.0.4950 hotfix made that NPC easier to spot, and 1.0.4962 added the application to the new-player tutorial. The Recognition panel lists each level's requirements, its fee and the goods it makes available.

Players confirm the fix: waiting relics sold the same day a Recognition was bought (Steam thread (opens in a new tab)), and Saturn relics and Diamonds that stopped selling with the 1.0 update sold again once every available Recognition was bought (Steam thread (opens in a new tab)).

If an item still doesn't sell, check two more things from the manual: customers only browse shelves they can reach (a blocked shelf shows a warning icon), and special goods such as potions only sell from their own kind of shelf.

In short

A “not yet authorized” warning on the shelf means you need a Recognition. No buyers for jewelry and relics means you need reputation. Both come from applying for Shop Recognitions.

Who buys what

Only Merchants, Monks and Nobles buy jewelry and relics, and they are the customer types that wait for reputation. The game lists five customer types, the Alchemy Level each starts visiting from, and how each splits its interest between shelf types:

Customer types, the level they visit from and the weight the game gives each shelf type they buy from
CustomerFromBuys (the game's weights)
CitizenFrom Level I · Sundries 64 · Beverages 18 · Remedies 18Level ISundries 64 · Beverages 18 · Remedies 18
WarriorFrom Level II · Beverages 40 · Remedies 40 · Sundries 20Level IIBeverages 40 · Remedies 40 · Sundries 20
MerchantFrom Level III · Sundries 30 · Jewelry 30 · Remedies 30 · Relics 10Level IIISundries 30 · Jewelry 30 · Remedies 30 · Relics 10
MonkFrom Level IV · Relics 70 · Jewelry 15 · Remedies 15Level IVRelics 70 · Jewelry 15 · Remedies 15
NobleFrom Level IV · Jewelry 50 · Remedies 30 · Sundries 20Level IVJewelry 50 · Remedies 30 · Sundries 20

The game gives Citizens and Warriors a positive starting visit weight and Merchants, Monks and Nobles a negative one, each with its own multiplier for Shop Reputation, and the in-game customer info shows a Required Reputation. How much each type needs isn't confirmed, so this guide doesn't guess thresholds. What players do report: at zero reputation, relics and other high-priced goods don't sell (Steam thread (opens in a new tab)).

Beverages need no reputation at all: only Citizens and Warriors buy them. Remedies are on every customer's list. Monks give relics a weight of 70, Merchants 10, and no other customer type buys them; an in-game tip says ordinary customers other than Monks ignore relics.

In short

Citizens and Warriors buy without any reputation. For jewelry and relics you need Merchants, Monks and Nobles, and they need reputation.

Shop Recognition tracks

Five shop tracks, one per shelf type; every level adds 8 Shop Reputation and raises that shelf's profit. Each level asks you to sell a set number of one item, then pay a fee. The first level of each:

Shop Recognition tracks: shelf, first level requirement and fee, the level they open at and the items later levels ask for
TrackFromLevel I asksFeeLater levels sell
Sundries RecognitionSundries shelfLevel IIsell 6 Mortar400 copperLinen → Wooden Pulley → Soap → Salt
Apothecary RecognitionRemedies shelfLevel IIIsell 100 Healing Potion2 silver 400 copperVitality Potion → Transformation Potion → Growth Potion → Blast Potion
Tavern RecognitionBeverages shelfLevel IVsell 20 Whispering Fields4 silver 800 copperStrange Tide → Lavender Dream → World Tree Vintage
Jeweller RecognitionJewelry shelfLevel Vsell 40 Turquoise8 silverMalachite → Topaz → Obsidian → Lapis Lazuli
Relic RecognitionRelics shelfLevel Vsell 5 Jupiter30 silverSaturn → Mars → Venus → Mercury

Each level's profit buff grows from +10% at level I to +22% at level V on every track; the game doesn't say how the levels combine (profit buffs by level). All 25 levels together give 200 Shop Reputation; every fee is on the tech tree page.

The game doesn't list which goods each level authorizes, but the requirements hint at it: a level can only ask you to sell goods you are already allowed to sell, so each item in the last column should sell once you hold the level before it. By the same logic, Turquoise and Jupiter should sell before you hold any level of their track (one player confirms Turquoise on a fresh 1.0 save, Steam thread (opens in a new tab)). Their shelves come from the Workbench once you research Turquoise and Jupiter, but their buyers still need reputation, so take the cheap levels of the other tracks first. For anything else, such as Diamonds, check Available Goods in the in-game Recognition panel.

Three more license tracks add no reputation. Licensed Alchemist (Level V) asks you to produce 500 Soap and adds Grand Portal Traffic Rate (+30% at the first level, up to +50%) and Shop Profit (+10% per level); Licensed Supplier starts the contract ladder; the Copper Coin Mint License (Level VI) unlocks coin minting.

Old advice to max out a sales upgrade is out of date: the 1.0 notes say “Reworked shop sales upgrades and removed purchase contract upgrades.” Sales Ability in the upgrade tree now adds Customer Purchase Increase (+25% per level for 12 levels, then +10% per repeatable level).

In short

Start with Sundries Recognition I at Level II, then follow the shelves you actually stock. Every level is +8 reputation, whichever track it is in.

What to sell early

Transformation Potion adds the most value per machine among goods available by Level V; Whispering Fields leads by Level IV. Value added is what one machine's output sells for minus what its ingredients are worth (their Purchasing Portal price, or their own base value when you make them), at base speed and base prices, the same numbers as the profit table.

Best value added per machine-minute among goods available by Level V, with the Recognition each counts toward
ItemFromMachineCounts towardValue added / min
Transformation PotionRemedies · Level V · Assembler · Apothecary IIILevel VAssemblerApothecary Recognition III (sell 100)3 silver
Whispering FieldsBeverages · Level IV · Brew Barrel · Tavern ILevel IVBrew BarrelTavern Recognition I (sell 20)2 silver 40 copper
Vitality PotionRemedies · Level IV · Blender · Apothecary IILevel IVBlenderApothecary Recognition II (sell 100)1 silver 695 copper
LinenSundries · Level III · Assembler · Sundries IILevel IIIAssemblerSundries Recognition II (sell 30)1 silver 260 copper
Steel GearSundries · Level V · ProcessorLevel VProcessor—1 silver 84 copper
SoapSundries · Level IV · Blender · Sundries IVLevel IVBlenderSundries Recognition IV (sell 200)960 copper

Whispering Fields is also what Tavern Recognition I asks you to sell, and only Citizens and Warriors buy beverages, so a Brew Barrel line sells without waiting for reputation and opens a track at the same time. Five of these six count toward a Recognition, so the same line earns coins and progress. If one shows the “not yet authorized” warning, the level before the one it counts toward should unlock it.

For later levels, set the profit table's tier filter to your Alchemy Level (Tier IV is Level IV). Relics are left out here: the game stores them in portions, and whether the shop pays per relic or per portion isn't confirmed.

In short

Early on, the goods that earn most are mostly the ones your Recognitions ask for. Sell those first.

Dispatch Portal contracts

Contracts sell in bulk below shop price, but they don't need customers. Once you reach Level IV, a Sample Request quest asks for 50 Bandage and pays 12 silver. It unlocks the Dispatch Portal and the Bandage contract. The in-game manual says contracts pay below market price and that each buyer only takes so much a day.

Purchase contracts: items per contract, pay, pay compared with the shop price, daily limit and what unlocks each
ContractItemsPaysvs shopDaily limitUnlocked by
Bandage50 per contract · 69% of shop · 16 a day · Sample Request5012 silver69%16Sample Request
Gloom Spores50 per contract · not sold in shop · 32 a day · Licensed Supplier5018 silvernot sold in shop32Licensed Supplier
Pocket Watch20 per contract · 65% of shop · 48 a day · Guild Supplier2026 silver65%48Guild Supplier
Fertile Catalyst20 per contract · not sold in shop · 60 a day · Court Supplier2060 silvernot sold in shop60Court Supplier
Silver Amulet10 per contract · 67% of shop · 48 a day · Royal Supplier103 gold 40 silver67%48Royal Supplier
Moonlit Soap10 per contract · 67% of shop · 8 a day · Exclusive Royal Supplier1060 gold67%8Exclusive Royal Supplier

Where the shop also takes the item, a contract pays 65%–69% of its base shop price. Gloom Spores and Fertile Catalyst can't go on a shelf at all, so contracts are how you sell them.

Why bother? Players have pointed out since early access that the shop can only serve so many customers, so a contract line adds income on top of it (Steam thread (opens in a new tab)). The game lists a daily limit of 16 for Bandage, fewer than the 50 in one contract, so it most likely counts contracts: 800 Bandages and up to 1 gold 92 silver a day before Supplier bonuses. Players reported dispatching 800 a day before 1.0 too (Steam thread (opens in a new tab)).

The Supplier track takes it from there. Licensed Supplier (Level V) asks you to deliver 2,000 Bandage by contract and costs 20 silver; it unlocks the Gloom Spores contract. Each level unlocks the next contract in the table and adds Purchase Contract Amount Bonus (+60% per level) and Purchase Contract Reward Bonus (+8% at the first level, up to +16%).

In short

Contracts pay less per item and have a daily limit, but they need no customers. Use them for goods your shop can't move.

Random requests

Random requests pay more than base shop prices. The game shows each reward as a share of the market price:

  • Random Quest (from Level II): 130% of the market price, 2 days to finish.
  • Bulk Order (from Level III): 160% of the market price, 4 days to finish.
  • Urgent Request (from Level III): 200% of the market price, due before midnight.

Only main quests raise your Alchemy Level, so requests are pure income. Before 1.0, one player advised always choosing a request over the shop, since even the lowest pays 30% over the market price (Steam thread (opens in a new tab)). In 1.0 Shop Recognitions raise shop profit too, and the game doesn't say whether a request's market price includes that. Customer Management in the upgrade tree adds Quest Rewards (+6% at level 1, up to +20% per level later) and one more Daily Random Quest at levels 4, 8 and 12; the game starts you at 1.

Don't go broke

Players who go broke after automating purchases usually find their money sitting in portals, machines and belts. What they recommend:

From the manual: the Purchasing Portal accepts any coin type and exchanges it as needed, and the Automatic Cashier (Level IV) stops when it is full, so empty it by hand or run a belt from it. Raw prices rise steeply as you level; the priciest new raw good at each:

The most expensive raw good each Alchemy Level makes buyable
Raw goodBuyable fromPrice
LogsLevel ILevel I200 copper
LimestoneLevel IILevel II600 copper
Iron OreLevel IIILevel III1 silver 200 copper
Redcurrant SeedsLevel IVLevel IV1 silver 300 copper
Coal OreLevel VLevel V4 silver 800 copper
Pyrite OreLevel VILevel VI11 silver
Quartz OreLevel VIILevel VII44 silver
World Tree SeedLevel VIIILevel VIII50 gold
MeteoriteLevel IXLevel IX20 gold

Purchasing Portal prices, per item as the game lists them. Each portal also costs one Portal Sigil (1 silver 500 copper) to build.

In short

Move coins, not ore: portals next to machines, small coin amounts, Gridlock in the spare slots.

Later money makers

Diamonds from Quartz Ore

A Stone Crusher turns one Quartz Ore (44 silver, Level VII) into 80 Crude Shards, and 7 Refiner steps take 128 shards down to one Diamond. That is 1.6 ore, or 70 silver 400 copper, for a Diamond that sells for 1 gold: +29 silver 600 copper each before Recognition bonuses. One Diamond takes 127 refining crafts, so plan the machines before you buy ore, and make sure your Recognitions cover Diamonds (see the Saturn and Diamond report above).

Relics

The Relic Shelf's in-game description says its size is adjustable, and players found that a Venus needs a larger form: press T while placing it (Steam thread from before 1.0 (opens in a new tab), Reddit thread (opens in a new tab) from 1.0). Relics have a second use: since 1.0 the Knowledge Altar breaks down any item for experience and relics give extra (1.0 notes), so each relic is a choice between coins and experience.

Grand Portal

The Grand Portal (Workbench, Level V) brings in customers from distant cities (1.0 notes), and its in-game description says a second one won't add more. The Alchemist track raises its Grand Portal Traffic Rate (+30% at the first level, up to +50%) and adds Shop Profit (+10% per level).

FAQ

Why are my relics or gems not selling in 1.0?

Two reasons, and Shop Recognition fixes both. Some goods only sell once you hold the matching Recognition; until then the shelf warns that you are not yet authorized to sell the item. And the customers who buy jewelry and relics (Merchants, Monks and Nobles) need Shop Reputation, which in 1.0 comes from Recognitions: each shop level adds 8. Players say you apply to the NPC in the middle of the shop where you buy materials.

How do I raise Shop Reputation in 1.0?

Apply for Shop Recognitions. Each level of the five shop tracks (Sundries, Apothecary, Tavern, Jeweller and Relic) adds 8 Shop Reputation, 200 in all, and since 1.0 customer feedback no longer changes it. The cheapest start is Sundries Recognition I: sell 6 Mortar and pay 400 copper, from Level II.

What should I sell early in Alchemy Factory?

Among goods available by Level V, Transformation Potion adds the most value per machine: about 3 silver a minute on one Assembler, at base prices. By Level IV it is Whispering Fields (about 2 silver 40 copper on one Brew Barrel). Beverages are bought only by Citizens and Warriors, who don't wait for reputation.

Is the Dispatch Portal worth it?

As extra income, yes. A Bandage contract pays 12 silver for 50, 69% of their base shop price, but it needs no customers, and the game lists a daily limit of 16. Gloom Spores and Fertile Catalyst can't go on a shelf, so contracts are how you sell them. The Sample Request quest unlocks the portal at Level IV.

Do random requests pay more than the shop?

At base prices, yes. The game shows each reward as a share of the market price: 130% for a Random Quest, 160% for a Bulk Order and 200% for an Urgent Request, which is due before midnight. Shop Recognitions also raise shop profit, and the game doesn't say whether a request's market price includes that.

Are Diamonds from Quartz Ore profitable?

At base prices, yes: one Quartz Ore gives 80 Crude Shards and a Diamond takes 128, so 1.6 ore (70 silver 400 copper) becomes a Diamond that sells for 1 gold. It takes 127 Refiner crafts, and one player's Diamonds only sold again after they bought every Recognition available.

Tools for this

Spotted a mistake? Numbers on this page match v1.1.5023 of the game. If your game shows something different, tell us.

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