Direct answer

Items flow through the factory: raw materials → intermediate products → finished goods → selling. Potions, jewelry and relics stock your shelves; materials like iron ingots feed further recipes; coins buy land and research.

The official store description names the three shelf categories — potions, jewelry, relics — and the processing verbs — grind, extract, distill, smelt, process. Version 1.0 added a fourth shelf category, Beverage.

Item tiers

RawWood, flax, clay, ore…
IntermediateIngots, essences, refined sand…
FinishedPotions, jewelry, relics, drinks
SellableAnything customers buy

Item spotlights

The production graph

Entity relations drive the “How to make / Used in / Machines / Research / Achievements” sections on every item page. Items with independent search intent get their own pages; the rest stay inside hub tables until demand is proven.

  • How to make — the recipes that output this item.
  • Used in — recipes and machines that consume it.
  • Research & unlocks — what it gates.
  • Sell / economy — customer value, commission context.
Database coverage ≠ indexed page coverage

We deliberately do not publish one thin page per item. Only entities with independent search intent and enough verified facts receive URLs — exactly what keeps this wiki non-thin.

High-search items still pending 1.0 figures

  • Refined sand
  • Charcoal
  • Clay
  • Flax
  • Rope
  • Quicklime powder
  • Soap
  • Malachite
  • Fertilizer
  • Copper coin

Each of these appears in frequent searches. They are listed as leads with the items they relate to; verified numbers land on their own pages as soon as 1.0 observation confirms them.

Independent fan reference for Alchemy Factory. Game data refers to the current official 1.0 build (Steam, PC). Field-level evidence is flagged on each page with OFFICIAL / OBSERVED / COMMUNITY badges; amounts shown without a badge come from the official 1.0 patch notes or store descriptions.