THE USEFUL PART, FIRST

Plan production around what you can sell and what an order needs. Revenue, profit and available stock are three different numbers.

Official screenshot of a furnished alchemy shop with customers and display shelves
Official promotional screenshot · Bone Nail / 2P Games. Not a step-by-step demonstration.

Protect your order stock

The game combines ordinary shop sales with special orders connected to reputation. Before filling the shop, set aside anything needed for an objective. Then decide what can be sold without delaying progress.

Use the batch planner to translate missing order quantities into production batches. It is an arithmetic aid using your inputs, not a prediction of demand or a hidden game economy model.

Measure profit honestly

Revenue is the sale total. Net proceeds are revenue minus the costs you include. If you leave seeds, ingredient purchases or other costs out of the calculator, the displayed result will overstate what you retain.

For an unsold batch, calculate the result at a realistic number of units sold, not automatically at the entire harvested quantity. Keep a record of the same product before comparing it with another one.

Useful milestones

Verified achievements mark shop sizes of 10×10, 15×15 and 20×20, completion of 100 and 10,000 orders, and daily revenue of 200,000 gold. The daily revenue milestone is not a profit target. Use the achievement checklist to keep those goals separate.

Check the version before diagnosing prices

Version 1.0.1 fixed an issue with incorrect prices when selling large quantities. If your own arithmetic does not match a sale, confirm your version and capture the quantity and displayed price before reporting the discrepancy.

Sources & further reading

Last reviewed 2026-09-24.