Alchemess Label Maker

Make it your own

Label Maker

Rename every potion in the shop, retitle the 26 shelves, change the bottle words — or translate the whole shop into your own language. Everything you type here becomes a mod folder you can drop straight into Alchemess. No game running, no tools, no image editing.

Your mod

Letters, numbers, spaces, - and _ only. This is the folder Alchemess shows in Settings → Mods.

Two letters: en, de, fr… A new code becomes a new language in the game's Settings.

Each shelf sign reads Letter: Category. The Greek letter itself stays; you can respell its name (e.g. AlphaAlfa) and retitle the category. Sun and Moon are the two special shelves.

Letter name
Category

Printed at the bottom of square labels only.

The eight bottle words, in shelf-row order. Their first letters must go up the alphabet (A… B… C…) — the drop cap on the label tells you which row a bottle sits in, so this is part of the game. The words themselves are free.

How the bottle word and the name are joined. Keep the two tokens {type} and {name} exactly as they are — translate only the text around them (German: {type} {name}; Japanese-style: {name}の{type}).

Continue an earlier mod

Load a .csv you downloaded here before (or one from any Alchemess mod folder) to keep editing it.

Start over

Export options

Getting it into the game

How to install your mod

Download the .zip and unzip it. You get one folder named after your mod, with a language folder and a .csv inside — for example MyPotionPack/en/MyPotionPack-EN.csv.
Copy the folder into the game's Mods folder. Right-click Alchemess in Steam → Manage → Browse local files, then open the Alchemist folder and put your mod folder inside Mods (create Mods if it isn't there yet). You should end up with …\Alchemist\Mods\MyPotionPack\en\MyPotionPack-EN.csv.
Switch it on, then bake. Start Alchemess, open Settings → Mods and enable your mod. Then open the in-game Label maker, pick your mod and press Layout & bake — this prints all your labels once and stores them next to your file. Do this before you play: starting a shop with unbaked labels makes the game print them on the fly, which can crash on lower-end PCs and the Steam Deck. After editing the file later, bake again.
Share it. Your own mods appear in the same Label maker under "Publish to the Workshop", so other players can subscribe with one click — the baked labels travel with the mod, so subscribers never need to bake. Mods you publish stay yours — see the EULA for the short version.

Why bake? The game normally ships every label pre-printed. Your mod has none until you bake, and printing 2,080 labels while the shop loads is exactly the job that overwhelms weaker hardware. One press of Layout & bake, and your mod is as smooth as the base game.

Only the rows you include are used; everything else falls back to the game's own text. A mod with a new language code shows up as a new language in Settings. The file is plain UTF-8 CSV with four columns (Tab, Rank, Col, Text) — you can also edit it in any spreadsheet.