
Start small, team up with friends, and automate production with conveyor belts, pipes, and magical devices. Stock your shop with potions, jewelry, and relics, complete commissions, and build an alchemy empire! Alchemy Factory 1.0 is out now with the Wagon Logistics System and revamped shopkeeping.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.14/day in the week to Sep 7 → 24.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Alchemy Factory is a medieval-themed automation game.
Start with a small shop and team up with friends. Use conveyor belts, pipes, and magical devices to build automated production lines, then stock your shelves with potions, jewelry, and relics. Fulfill commissions, amass wealth, build your own medieval alchemy factory, and become a renowned alchemy tycoon!
In Alchemy Factory, conveyor belts connect every corner of your factory, carrying materials and products around the clock.
Grind, extract, distill, smelt, and process materials. Link devices into complete production chains and automate every tedious step of alchemy. Balance inputs and outputs, tune production, clear bottlenecks, and keep your factory running efficiently.
Your factory does not have to stay on a single floor.
Freely arrange conveyor belts, pipes, devices, and your shop. Build production chains at different heights and in every direction, keeping resources flowing efficiently through a three-dimensional layout. As your factory expands, extend production upward or downward and integrate scattered functional zones into a tightly connected automation network. Ultimately, you can create a vast multi-level factory with every floor working together.
Production is only the beginning.
Stock your shelves with potions, jewelry, and relics, serve customers, and complete commissions. As sales become automated, you can focus more on planning your factory, researching recipes, and scaling up. Use the coins you earn to buy land, research equipment, and upgrade technology, further boosting efficiency and capacity, driving sales, and setting your factory on a cycle of continuous growth.
Plan production lines, build your shop, and manage logistics with friends as you create a sprawling alchemy factory together.
Whether you excel at optimizing production lines, mastering management sims, or designing efficient spaces, you will find a role that suits you in co-op. For long-term play with friends, you can also host a dedicated server to keep the factory running, ready for everyone to return and continue building at any time.
Alchemy Factory supports Steam Workshop!
Subscribe to blueprints shared by other players, from beginner-friendly starter layouts to complex production plans for veteran players. These blueprints can help you learn Alchemy Factory's production systems faster and draw inspiration from other players' designs. You can also upload your own blueprints and share your factory layouts with alchemists around the world.
Alchemy Factory v1.0 is out now!
The full release delivers the Early Access roadmap's major features: the Grand Portal, Wagon Logistics System, rebuilt Reputation System, and revamped shopkeeping!
Production, transport, and sales are now more tightly connected. Expand your factory, grow your shop, build your reputation, and forge your own path through alchemy. Create a truly thriving alchemical empire and become a master alchemist whose ventures in potion-making, metallurgy, jewelry, and more bring wealth to rival a kingdom!
Updates
Engagement
Reviews
Themes across 370 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
有点诡异的游戏。机器没有升级的功能。有一些机器有高级版本,但只是增加了输入输出,并不提升工作效率。然后技能点的提升工厂效率作用于所有机器。导致的结果,好的方面是一旦做好的产线不用担心升级工厂效率后发生堵塞/缺货的情况,配平完成后无论怎么升级工厂效率永远是配平的。坏的方面是中后期开始的一些产物需要的机器爆炸式增长。找了个计算器网站想做一下火星。看到每分钟0.3个产物的情况下需要将近600台机器的时候有点懵(我点了4级工厂速度,每分钟0.3个刚好是一台雕刻机的产能)。很明显平铺是不可能的,只能垂直建造。但是垂直建造又没有透视层级的功能。拆除也必须从上往下拆,直接拆除下面的结构想弄个缝看一下会直接拆除目标方块上面所有的东西。导致建造及其费劲。 还有那个育苗我不想说什么了。但凡高级点的东西都要用到作物,导致建任何东西的前提都是先扩肥料产线。肥料产线直接按照当前需求的10倍建都不是什么问题。后面造点什么都要大量的肥料。特别是往后高级肥料产线本身就很复杂了,每次都要扩产扩产极其繁琐。 然后还是肥料问题,高级产物离不开肥料,但是肥料的分级却非常脱节。一开始的低级肥料和高级肥料还是很遵守循序渐进原则的,低级肥料+一种新材料=高级肥料,思路非常好。新手上来解锁苗圃,哦要肥料。搭个肥料产线,先用着,也不知道后面什么情况。然后解锁高级肥料,一看,哦低级肥料+蘑菇。旁边拉个蘑菇线合一下就行。很循序渐进。然后解锁更高级肥料成长药水的时候,wtf。和前面的高级肥料完全无关,产线完全从头搭。然后继续往后看,卧槽怎么什么都要肥料,再一看之前的产线一坨,推到重来工作量巨大,立体结构又缺乏层级透视导致施工困难。 引用一下隔壁戴森球的物品增产剂,就很好啊。从最低级的到最高级的,都是在上一级上增加一些新科技的材料。不比这好多了 然后吐槽下基础的材料处理机器,没错就是碎石机,锯木机,特别是碎石机。没有上位替代。一开始的碎石机用到结束。加上工厂效率技能是针对全机器的。什么叫我想满功率运转一台炼药锅产蓝宝石,要搭配41台碎石机。what fuxk。想自动化需要传送门对接41台碎石机,大量的传送带,导致库存积压了超大量的原料。什么叫41台碎石机最多塞123块石头,但是传送带上积压了上千块石头。钱都去哪了,都去传送带上积压了。就算用大炮投掷来解决传送带积压钱的问题,他没有一对多,只能一对一,导致需要41个大炮,那结果还是一样的传送带积压一堆。而且大炮还不支持立体结构,各种遮挡问题层出不穷。 我算是看懂了。从一开始就要求有非常精准且预制未来的规划。知道什么东西需要多少量,提前做好规划,然后做成立体结构埋头苦干连错一根传送带拆半个结构,最后保存蓝图复制黏贴。 我觉得迫切的是需要对一些基础机器出个上位升级版本,提高效率,至少把动不动就几十上百个的碎石机,坩埚出个上位版本提高效率,能大量减少复杂度。其次是针对立体结构出个层级透视,能临时性的拆除下层结构不影响上层。不然建造起来太复杂了
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best AU #59, worst RU #99 · 12 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, French, German, Russian, Spanish - Spain, Portuguese - Brazil, Traditional Chinese, Korean
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 373 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played it until they announced the roadmap. Looks like 1.0 is almost here and that's not updated. It's not worth playing. Things are fun for a bit, I enjoyed my time. But if you played the demo it's basically just that with a little more. The roadmap came after release was out and my refund window had passed and it basically said "no real new content, just some polish", which for an EA game, sucks.
[h3] АД ПЕРФЕКЦИОНИСТА [/h3] В начале игра и правда понравилась, что то необычное, строишь завод на столе, смотришь циферки, пытаешься оптимизировать. Интересно ровно до того момента, пока не дойдешь до этих сраных питомников... Кто это придумал? Очень хотелось бы посмотреть на этого персонажа. Посмотрите внимательнее на положительные отзывы, львиная доля не наиграла и 20 часов. Полной автоматизации в игре нет. Есть иллюзия автоматизации - когда дойдете до питомников поймете о чем я говорю. Для питомников всегда нужно удобрение, ладно, с обычными удобрениями там еще попроще, а когда будет улучшенное удобрение? А когда вы захотите все это оптимизировать? Вас кончат на месте. Не говоря о том, что дальше этих улучшенных удобрений там есть еще СУПЕР ПУПЕР ГИПЕР УЛУЧШЕННОЕ УДОБРЕНИЕ, на котором игра вас обкончает и не даст салфетку. Знаете почему в игре можно и нужно покупать отдельные территории? Да чтобы делать эти сраные удобрения с этими сраными питомниками, худшая механика из всех, что я когда либо видел в заводостроях. На счет того, что жалуются на монетки в отзывах, не особо понятно, доход в игре сделать меньше, чем расходы еще постараться надо. Игра для мазохистов
Seemed more fun in concept than in practice. I was hoping for less factory focus and more shopkeep, and the abliity to get to the more alchemy or magical themed items feels like it took quite a bit longer than necessary. The game feels very barren anywhere outside of the main interactable item areas, and working with such small items with only a standing and crouched height can be a pixel finding game a lot of times. Needs quite the qol overhaul before it's in a recommendable state. If it wasn't for making things in multiplayer with friends I would have easily gotten worn out with this after the first few machines.
I like the underlying concept but it has a lot of unresolved jank. Some of this I hope will be polished up for the final release but until then I'm not holding my breeath. - The build controls are a bit weird, and not as smooth as other factory games that have figured this stuff out. - It would be nice to be able to see through constructions to build underneath, but not sure if the game is capable of patching that in. - Some ratios are way off. Upgrading your machine processing speed can throw this off further, so spend skill points wisely, or learn to live with things being off ratio. - The graphics are janky, but for a shop sim, that's kind of expected, and oddly charming. - The shopkeeper side of the game is lacklustre. It sounds weird to say it but people enjoy operating registers and giving change in those kinds of games. Just hitting 'E' on everything when a customer comes isn't really gameplay. You also can't set prices or compare them to market prices, so the core gameplay loops of a market sim is missing entirely. It's just set dressing. I still enjoy this game's concept, and I may end up playing it more once the full version comes out, but as it stands I just don't like it as much as I would like to.
That's probably the most fun i've ever had in a game in the last years. Absolutelly awesome! The progression, the difficulty, the beauty of the machines, the sounds, how you have to use your brain. I'm almost out of words to describe how much fun i had with this game, everything seems to fit, the machines, the fact you have to sell the goods, the upgrades. Fun fun fun fun fun fun!
Some things of note. This is one of those fantasy shop games that runs off an asset store template. You know them when you see it. That said, the store part is just for off-loading resources, the actual game is a rather well made factory game. The one noticeable difference here is that your factories are small models, train set scale, and are very stackable. Things go vertical without being overwhelming because it only comes up to your shoulders. Transport uses a lot of throwing items around, even across floors. The end result makes the factory really look like a fantasy workshop with things flying all over the place. So far, early game hits good enough notes to be worth a recommend. I'll upgrade late game once I get there.
This looked really promising in Early Access, but I was disappointed in the 1.0 release. Much of the jank that was excusable for an Early Access game was left unaddressed, and the "shop" aspect is incredibly shallow. If you removed the gold cost of items and just threw your products into the void, the gameplay would be identical. This might be a cynical take, but I get the impression the dev made a lot of money in early access and simply decided to go enjoy being rich instead of working anymore.
I really wanted to love this game. For the first hour I actually did, but after nearly 5 hours I think I am done for now. The biggest problem is it feels more like FarmVille than a factory game. I currently have 26 plant plots, all growing flax, and I still can't keep up with demand. I am only trying to make bandages. For the amount of plants I need, I am spending more time farming and restocking inputs than actually building a factory. For a factory game I shouldn't constantly be waiting on plants to grow. The whole point for me is that as you progress you automate the things you were doing manually. Here I feel like the further I get, the more things I have to run around and keep stocked. It also feels like content over substance at the moment. There are hundreds of recipes and items, progression trees, quests and loads of things to unlock, but I have had the same quest sitting in my mailbox for about 5 hours because I simply can't produce enough flax to make the bandages. There is loads of content there, but the balancing is stopping me from actually getting to it. I also think they have concentrated too much on the aesthetics and the "look how cool it is having items flying about" side of things. You can't even put furniture properly against walls because items need space to be thrown into the shelves. Just let me feed a conveyor belt into storage. It would look less flashy, but it would actually be useful. The recipes also seem overly convoluted, with basic materials like flax being required by multiple production chains in huge quantities. Instead of feeling like I have solved an earlier part of the factory and can move on, I am constantly going back and restocking the same inputs. The actual concept is really good. Making products, stocking a shop and having customers come in and buy everything is a great idea, and visually the game is lovely. But having put thousands of hours into Factorio and Dyson Sphere Program, this is nowhere near the balancing or feeling of progression those games give you. In those games, building more eventually means doing less manually. Here, building more seems to mean giving yourself more chores. It is Early Access, so I will absolutely check back in 6 months and see what has changed because I genuinely want to love this game. Right now though, it feels like they added hundreds of things to make before making sure that making them was actually fun. Content over substance, unfortunately.
Ich zock schon seit NES-Zeiten und für mich ist größtenteils die Luft raus was das Gaming betrifft aber bei diesem Game, keine Ahnung warum, fühl ich wieder diese "am liebsten 24 Stunden am Stück zocken" Zeiten. Es macht übelst abhängig. Hier noch was optimieren. Da noch was schöner bauen. Dopaminüberschuss des Grauens xD
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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