
Manage your own medieval smithy in Blacksmith Master and supervise the entire process from mining ores and gems to designing and selling finished products. Forge everything from weapons and armor to tools and cooking utensils to fund your craft and become the Blacksmith Master.
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.
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): 0.57/day in the week to Aug 22 → 1.43/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
Blacksmith Master puts you in charge of your own medieval forge and has you manage resource acquisition and refinement alongside the production and sale of finished goods. Find and hire the best staff for each respective step of the process and equip them with the right tools to optimize your business and train their skills over time. Design your shop for the best throughput, fulfill orders from across the kingdom to unlock new capabilities, and seek out new opportunities in the market as customers come in looking for a variety of historically inspired items – from weapons and armor to tools and cooking utensils, you’ll perfect your craft to become the Blacksmith Master.

Tucked away through the winding alleys of a small medieval town lies your workshop – at first just a humble place for a humble blacksmith, but with potential for greatness. From here you control the entire production chain – take charge of distant woodcutter camps and mines to acquire raw materials, smelting your ores into ingots and then crafting weapons, armor, tools, and jewelry to put on display and sell to customers for a profit.
Fulfill orders from different parts of the kingdom to unlock new privileges and capabilities, including the ability to design new products. Design your shop to make the best use of space, ensuring there’s enough room for the production and sale of goods alike, all while adding personal touches to liven up an otherwise dreary space. As your reputation grows, so too will your operation, and it won’t be long before you become a master of your craft.

Be it a footman’s sword, a woodsman’s ax, or an inn keeper’s frying pan, everything you produce will require raw materials either dug up from the earth, or acquired from the deep woods spread around the kingdom. Hire miners and woodcutters, equip them appropriately, and build up their camps to ensure they remain efficient – without them, you won’t be able to produce any finished goods.
So will you invest in rest stations and additional staff at these distant outposts, spending time and money to keep your workers healthy and happy? Or will you minimize these frivolous costs to maximize profits at every corner? Perhaps your money is better spent hiring and paying the wages of talented smiths at your shop itself? And there’s always the need to upgrade your shop to include multiple storeys and more advanced manufacturing methods allowing you to craft more interesting items that in turn build up your reputation and draw a bigger crowd…

Whether you take direct control and get your hands dirty at the forge or instead rely entirely on your staff to get the job done, there will be many different ways to craft items in Blacksmith Master – some will require a longer process which includes heating an ingot, hammering it on an anvil, tempering it, assembling parts, and finally sharpening it on a grinding wheel. Other items will be simpler to make, requiring fewer tools as well as less effort and time, though they might sell for a smaller profit margin and do less for your reputation as a result.
Your job will be to research and develop exciting new goods for people to buy as you optimize your workspace to ensure your team of blacksmiths can work in tandem, creating goods from the simple to the highly complex, servicing customers from and around your small town with items like:
Military equipment - a multitude of weapons, shields, and armor.
Kitchen utensils - spoons, forks, pots, cauldrons and everything in between.
Tools - from axes to hammers, take your pick!
Jewelry - necklaces, rings, bracelets, and crowns all fetch a handsome price.
Plus many others!

Different blacksmiths will have different skills that you need to cultivate. Some will be great at working with metal, others will be talented with woodwork, and others still might be particularly proficient with gems or excel at researching new techniques and items. WIth your guidance, your staff will grow more skilled over time. Will you train them as generalists, ensuring they all have support when needed, or will you seek to train famed specialists?
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 2.8Kreviews | 84% | — | $1.9M |
| $9.99−50% | 23ratings | 82% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 152 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
first off, i wanna say i LOVED the previous gam in the series, Tavern Master the customisation, the daily challenges the creative freedom, the chill vibe i was very hyped for this game, i was hoping for more of the same to a different theme instead it feels like a more dumbed down version of Tavern Master with a bunch of extra "thrown in" features even on easy mode, you will barely break even, so everything needs to be super optimised limiting your creative freedom, and it's much harder to unlock all the floor and wall designs the "blacksmith store" is a complete waste of time, you will spend more resources setting it up than you will selling items, it's best just to stick with the basic orders then when you get into making more complex items the game loses it's chill vibe, as you try to make an optimal setup, and the harder items don't even sell for more, so it's making the game harder for the SOLE reason of making it harder, all challenge, no reward if you are looking at this game and have not played Tavern Master, i'd highly recommend just getting that one instead i restarted this one twice and put 15 hours total into it, as opposed to 72 hours in Tavern master which i played start to end at least 3 times
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Turkish, Czech +5 more
| $19.99 |
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 153 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really wanted to like this game .. I thoroughly enjoyed their previous game tavern master. But despite seemingly wanted to innovate they really didn't nail a good gameplay loop here. I hope they improve it would love to change the review but as of right now it just feels .. boring.
tl;dr: the early game in this is excellent and the mid-game is even better, but holy crap it has an end game problem. Still, if the concept appeals to you at all, there's a ton of fun to be had here particularly at the normal sale price. That's the gist. If you want to know more, read on... First, let's get into what Blacksmith Master is NOT: Blacksmith Master is not a store simulator, and despite having the look of one, it is not a simulator game of any sort. Despite what it may look like, the closest comparison this game has is actually to city builders and colony sims. If you like city builders, then you'll like this game. But even more than that, Blacksmith Master is a middle management training game. If you want to be successful at this game, you're going to have to think about the game in terms of process flows and production ratios. And indeed, the early game will quickly disabuse you of the notion of this being a store simulator and will present itself as a factory game. Like a factory game, you'll have raw materials to manage (early on, these are iron ore and wood) and you'll have processor buildings that convert the iron ore into ingots. There are no conveyor belts in Blacksmith Master. You'll soon wish there were! Instead, you'll start hiring assistants whose sole job is to move outputs of one source into the input of another. Each assistant will only perform one task for one very limited resource: for instance, you'll assign an assistant to move iron ore from your warehouse to a storage bin inside your shop. That assistant will never smelt the ore and when the warehouse runs out of ore, that assistant will sit down and will do no further work. You'll have to hire a second assistant to smelt that ore into ingots. You'll have to hire another assistant to move your first type of wood from the warehouse to wood storage racks. Blacksmiths will take these raw resources and process them and you'll be rewarded for their output with money, with which you can buy new processing machines and you'll march up a tech tree, which will unlock new resources that you can load into these new machines. And before you turn around twice, you will have six or seven resources that need to be moved from the warehouse into the store (each with their own assistant), then more assistants to process these raw materials into things the blacksmiths can use, or even more assistants to convert these first level resources into second level resources... If you are now picturing Factorio, except with all the belts removed and with everything being done by drones, except each drone can only move one type of resource and no others, you have the general idea. By the mid game, you'll have dozens of assistants shuttling this way and that and your job as the manager will be to make sure you have the right ratio of these assistants to the materials you have coming in, and to hire more miners and lumberjacks to bring them in, more and varied types of blacksmiths to use them, and soon cashiers to man the registers and scholars to come up with new recipes for things to buy... ...and before you know it, you'll have a hundred people working for you, each with one and only one job which they will do mindlessly in a very sorceror's apprentice fashion. And that's only where the management STARTS. Because you see, you also have to manage the flow of these materials through the shop as you expand it. You'll have to decide where raw resources get stored in the shop, where the pallets of ever larger and more varied types of ingots go, and where to place the six initial crafting stations for the blacksmiths to shuttle between. If you have not studied the real life Toyota Production System in terms of how to move materials around without a lot of wasted effort and motion, you will be rapidly overwhelmed. Then the game throws trade routes and another seven resources at you, most of which need more assistants to shuttle around and process. By this point in the game (if you get to this point in the game), you will start smashing into the game's hard limits. You only get one iron mine and that one iron mine can only successfully use about 1.5 lifts to bring the iron ore to the surface which means there's a hard limit on the amount of ore you can return during one work day no matter how many miners you have (about 300, if you're curious). There are late game upgrades that increase this slightly but the limit means that you've now got a new management challenge: keeping your blacksmiths just the right AMOUNT of busy with producing things from iron versus producing things from copper, silver, gold, wood, or clay, each in their own proportions. Even if you balance out everything PERFECTLY, by the end game you'll run into a wall where there simply isn't enough room for all the cashiers you need and not enough time for the assistants to empty storage chests into the racks to sell things in your store. Since storage chests can only be accessed by one person at a time, you'll start hitting a hard limit there, too. And that's where the game just kind of stops. There's no story and no satisfying ending. Even if you completely master every mechanic, some element of the game will just end your run because you can't optimize your way out of it, and at that point you'll be done with Blacksmith Master. It is not particularly satisfying in the way that most factory games or most city builders are. By the end game, you'll have literally a couple of hundred people shuffling around the place too fast to see and literally hundreds of customers coming in and out, only half of whom will be able to buy things because there's no possible way to have enough cashiers to satisfy them all even if you could stock enough stuff for everyone to buy, which you can't. So... yeah. Great beginning, even better mid-game, but the end game kind of lands there with an unsatisfying thud. But again, if the concept appeals, you'll have a good time until that point. I myself got about 20-25 hours out of it. There's zero replay value. Once you've seen the systems on offer once, a repeated play will have zero appeal. Good, and fun, but not a classic. 7.5/10.
This game is something specific and it doesn't really pretend to be anything else. It's a vibe, and won't suit everyone. If you want lore and NPCs to talk to, this isn't it. If you want a shop simulator that is focused on balancing resources, staff management, crafting speed, profit margins, and that kind of thing, then you will probably like this. My only real complaint is that I've already gotten to the end game a few times and I'm ready for something new, but of course that's how any good game is. For me, it's a 9/10, I find it to be a very calm, relaxing game. It runs well even on integrated graphics, despite having max floors of the shop and lots of NPCs buying from my store and lots of workers around, it runs perfectly smoothly.
So I played nearly 5h of this and I must say I can't recommend this game right now. The first evening of me playing was fun because it was new and I had lots to do and learn. The second evening was just letting the simulation run on 3x speed and making little changes to the running system, accepting new orders and leveling up my workers when they reached a new level. The balancing in this, like in so many simulation games, is just too fragile. If I hire multiple new workers I would need to speed up the process and get to the next skillpoint or "tier" faster, I accept a huge risk of just not being able to earn eough. There is very little variation in what you can do except for "produce stuff, sell stuff" and it just got boring after only 5h. Also, I personally don't like the graphic style. I don't minde the low poly but the lightning is really bad, everything is just lit the same way, hardly any shadows and it's always super bright mid-day. It just looks bad imo.
A pesar de ser una reseña negativa, quiero aclarar que solo elegí esta opción porque no existe una calificación intermedia, algo más cercano a un "Meh". Dicho esto, vamos por partes. Si vienes de su entrega anterior, Tavern Master, es normal que al principio quedes fascinado con el juego. Incorpora numerosas mecánicas nuevas y añade logros que supondrán un verdadero reto si eres de los completistas, como yo. Sin embargo, los problemas comienzan a hacerse evidentes a medida que avanzas hacia el mid game y el late game. La obtención de recursos termina convirtiéndose en un cuello de botella, mientras que el comportamiento de los NPC deja mucho que desear. En varias ocasiones se quedan congelados o simplemente trabajan de forma ineficiente debido a sus animaciones, incluso cuando están al máximo nivel y cuentan con un entorno diseñado para optimizar su rendimiento. Como consecuencia, la curva de dificultad se siente excesivamente pronunciada y, en las etapas finales de la partida, resulta muy difícil mantener una fuente de recursos mínimamente estable. A esto se suma un problema que ya arrastraba Tavern Master: la caída de rendimiento al cargar una gran cantidad de entidades. Los problemas de FPS siguen presentes y considero que todavía existe un amplio margen de mejora en este aspecto. Ahora bien, también hay que ser conscientes de que esta sigue siendo una versión bastante temprana del juego. Sería injusto emitir una crítica excesivamente dura cuando el proyecto aún se encuentra en una etapa de desarrollo donde muchas de estas cuestiones pueden cambiar. Aun así, para quienes llegamos con las expectativas que dejó Tavern Master, es inevitable sentir que la experiencia pierde fuerza conforme avanzan las horas de juego. Desde mi más sincero aprecio por este juego y por el estudio que lo desarrolla, espero que puedan solucionar los problemas de rendimiento y replantear la curva de dificultad. Una posible alternativa sería permitir la tercerización de ciertos recursos a cambio de dinero, ofreciendo más opciones a quienes preferimos un ritmo de juego más tranquilo, disfrutando y analizando el impacto de cada mejora antes de seguir avanzando. En su estado actual, no puedo recomendarlo. Sin embargo, tengo la esperanza de que con futuras actualizaciones logre convertirse en el gran sucesor de Tavern Master que muchos esperamos. O, al menos, eso espero.
Just an idler. Not for me
Игра не плохая, но баланс абсолютно сломан. Если дойти до открытия возможности пользования магазином, можно отправить всех кузнецов работать на магазин, поставить цены +50% наценки и почему-то в этом случае покупателей становиться БОЛЬШЕ а не меньше, а спрос у торговцев наоборот уменьшается до 1 вещи на заказ. И тут как раз баланс ломается, если отправить всех кузнецов делать вещи для магазина, ты в любом случае будешь зарабатывать т.к. покупателей становиться много а цены огромные. 5 кузнецов оставляем на создание предметов для торговцев (в такой ситуации если у вещи 50% наценка, то торговцы делают заказ на 1 вещь) оставляем там топовых кузнецов (максимально прокаченных) и они быстро выполняют заказы. А при выполнении 25 заказов мы получаем элитного работника, т.е. по моим скромным подсчетам каждые 2 дня я могу бесплатно получать элитного работника и при этом получать хорошую прибыль и ни за что не волноваться. Надо фиксить)
面白いのだが・・・・ なんというかいちいち助手に指示を出さないと働かない 木がいっぱいなら石を運ぶとかの思考がない ストーリーは皆無なので店を大きくしていくのが目的になってる 倉庫という概念がないので店を大きくしても助手の仕事が増えるだけで大変 もう少し融通の利いたシステムで固めてほしい
Fun for the first 2 hours and then it just becomes a repeat of buying larger space, adding the same things, hiring more people and wait for more money to come in to buy more space, adding the same things etc.
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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