Why Contracts Matter

Alchemy Factory contracts give a factory a dependable way to move finished goods through a Dispatch Portal. Instead of relying on normal shop customers, a contract lets you dispatch a specified product against a daily limit and earn its listed reward.

For progression, contracts matter because each completed contract leads toward the next one. The game does not present every option at once: players must meet level requirements, dispatch enough of the preceding item, and complete the relevant mailbox sample quest before a new contract can be selected.

A Dispatch Portal is the destination for contract goods. Feed the contracted product into the portal, then use the portal's contract selection to choose an available option. This makes contracts useful when you can produce a product steadily and want an outlet beyond ordinary shop sales.

How to Unlock New Contracts

Contracts initially appear as mailbox sample quests. Completing the sample quest for a specific item makes that item available to select at a Dispatch Portal.

The reported progression loop is straightforward:

  • Unlock or access the current contract.
  • Produce and dispatch its required item.
  • Reach the required prior-sales amount.
  • Complete the next item's mailbox sample quest.
  • Select the newly available contract at a Dispatch Portal.

A Steam discussion emphasizes that a new contract task appears only after the previous contract has been sold in sufficient quantities. Another player explains that the contract begins as a quest and becomes selectable from a Dispatch Portal after its mailbox sample quest is completed.

Progression stepWhat players report
First contract accessLook for a sample request from the Mailbox
New contract taskIt appears after the preceding contract has been sold in sufficient quantities
Contract selectionComplete the mailbox sample quest, then choose it at a Dispatch Portal
Missing unlockCheck whether the required preceding item has been dispatched enough

If you are waiting for a contract, do not assume that character level alone is enough. The reported unlocks combine level progression with sales or dispatch volume from the preceding bulk order.

Contract Unlock Order

The available source material provides a six-contract sequence. The Contracts Calculator lists the item, units per contract, reward, daily maximum, level needed, and dispatch requirement. A Steam discussion separately describes the same order and the prior-sales thresholds.

Contract itemUnits per contractRewardDaily maxLevel needed
Bandage50124Not listed
Gloom Spores50185Not listed
Pocket Watch20266Not listed
Fertile Catalyst20607Not listed
Silver Amulet103408Not listed
Moonlit Soap10609Not listed

The calculator's level column instead shows the progression as Bandage at level 4, Gloom Spores at level 5, Pocket Watch at level 6, Fertile Catalyst at level 7, Silver Amulet at level 8, and Moonlit Soap at level 9. A Steam discussion reports the same chain one level earlier, beginning with Bandages at level 3.

Because those sources do not fully agree on the level numbers, use your in-game contract and quest screens as the final check. The consistent part is the item order and the fact that each next contract depends on sufficient sales of the prior one.

Current contractRequirement reported for the next contract
BandageDispatch or sell 2,000 Bandages to unlock Gloom Spores
Gloom SporesSell 5,000 Gloom Spores to unlock Pocket Watch
Pocket WatchSell 3,000 Pocket Watches to unlock Fertile Catalyst
Fertile CatalystSell 4,000 Fertile Catalysts to unlock Silver Amulet
Silver AmuletSell 2,000 Silver Amulets to unlock Moonlit Soap

The sequence means that a high-value later contract is not an isolated discovery. It is the result of maintaining earlier contract production long enough to clear its progression requirement.

Dispatch Portal Basics

A Dispatch Portal automatically batch-sells goods based on purchase contracts. You belt finished goods into the portal, and the portal sells them under the contract without requiring normal shop customers.

This separates contract production from customer-facing shop sales. A product sent to a Dispatch Portal can advance contract progression when it counts toward the active contract, while shop-specific recognition goals require sales to normal shop customers rather than dispatch sales.

That distinction is important when routing production:

GoalWhere the item needs to go
Complete a contractDispatch Portal
Unlock the next contractDispatch enough of the preceding contract item
Complete a mailbox sample requestMailbox quest process
Advance Shop RecognitionNormal shop customers, not Dispatch sales

A practical layout is to keep a dedicated route from the finished-goods line to the Dispatch Portal. That makes it easier to see whether the portal is being supplied and prevents contract products from being consumed by an unrelated shop route.

When a new contract does not show up, work through the progression chain before rebuilding production:

  • Confirm you have dispatched the current contracted item.
  • Check whether the prior-sales requirement has been reached.
  • Look for the corresponding Mailbox sample request.
  • Complete that sample quest.
  • Return to the Dispatch Portal and check its available contract selection.

One player report also notes a co-op issue: another player may have already completed the relevant quest. If your expected contract is absent despite meeting the requirement, check the shared quest status and the contracts visible at a Dispatch Portal.

Rewards, Limits, and Negotiation

The Contracts Calculator lists different unit requirements, rewards, and daily maximums for each contract. These values help determine whether your factory can keep a contract supplied.

Contract itemUnits per contractRewardDaily max
Bandage50124
Gloom Spores50185
Pocket Watch20266
Fertile Catalyst20607
Silver Amulet103408
Moonlit Soap10609

The calculator also includes a Negotiation Skill option labeled “Purchase Contract Amount.” Its displayed default is 100%, which indicates that the calculator treats negotiation as relevant to contract amount.

Another guide states that every point of Negotiation increases the quantity that can be sold per purchase contract by 25% across all contracts. That guide also says Bandages begin at 800 per day and that 12 points raise the amount to 3,200 per day. It notes that version 1.0 reworked purchase-contract upgrades into Shop Recognition and advises checking the in-game tooltip on a 1.0 save.

Since the supplied sources describe both Early Access calculator data and later version 1.0 guidance, verify your own save's tooltip before planning around a specific skill calculation.

FAQ

How do I unlock alchemy factory contracts?

Start with the Mailbox sample request. After completing the sample quest for an item, that item becomes selectable at a Dispatch Portal. Later contracts require sufficient sales or dispatches of the preceding contract item.

Why is the next contract not appearing?

The previous contract may not have been sold in sufficient quantities yet. Check its reported threshold, then check the Mailbox for the next item's sample quest.

Are contracts unlocked only by level?

No. Player reports say unlocks depend on both level and enough sales of the prior contract item. The listed level requirements differ between sources, so confirm the requirement in game.

Do Dispatch Portal sales count for Shop Recognition?

No. The supplied Shop Recognition guide says that Dispatch sales do not count. Recognition progress requires selling the specified item to normal shop customers.

What is the first contract?

Bandages are the first contract in the supplied progression sequence. Dispatching 2,000 Bandages is reported to unlock the Gloom Spores sample quest and the next contract.