THE USEFUL PART, FIRST

Treat a successful experiment as a record: inputs, quantities, conditions and result. Keep rare-material trials small until the outcome is repeatable.

Official screenshot of underground gardens, crops and alchemical circles
Official promotional screenshot · Bone Nail / 2P Games. Not a step-by-step demonstration.

What is confirmed

Alchemy transforms materials and can change Peoplesprout capabilities. The official description also connects experiments with volatile elements and Oracles. The Tree of Creation has separate achievements for obtaining it and completing its talents.

The public Workshop-level milestones are 10, 20, 30, 40 and 50. These levels are achievement requirements, not a verified table of which recipe or building unlocks at each level.

Build an experiment you can repeat

Use the recipe notebook to record every ingredient and quantity, the displayed elemental values, your equipment, relevant Oracle effects, the version and the result. Change one variable per test. Otherwise, a new result will be hard to attribute to a particular change.

The notebook stores your observations locally. It is not a shared recipe database and does not label an entry “verified” merely because you saved it.

Budget a batch before crafting

The batch planner asks for your target output, stock on hand and output per batch. It rounds the missing quantity up to whole batches, then multiplies ingredient requirements by that count. You supply the actual recipe and yield from your game.

Keep materials reserved for a story objective outside the “available stock” figure. This prevents the planner from accidentally treating them as spare supplies.

Sediment is a separate research question

There is a launch-day discussion about how alchemical sediment is obtained. Do not assume ordinary successful crafting always produces it. Our sediment page separates the observed player problem from the still-unverified acquisition details.

Sources & further reading

Last reviewed 2026-09-24.