
Medieval Blacksmith is a blacksmithing simulation set in a magical medieval world. Play as a blacksmith with no past, craft legendary weapons from daggers to spears, and forge your path to becoming the world’s greatest. Dive into a story filled with adventure and endless creative possibilities!
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About
You are a blacksmith with no past in the cruel lands where feudalism reigns.
In this dark land where morality is dictated by the cold steel, the weapons you forge will determine not only your fate but also the destiny of others.
In this adventure, which begins in a ruined shop with no prior knowledge, you will encounter interesting people and witness their compelling stories. As you master your craft, you will gradually improve and spread your reputation across the world through the weapons you forge.
Medieval Blacksmith is a blacksmithing game set in a fantasy land. In this game, you can design and produce 17 different types of weapons, ranging from daggers to short swords, and from two-handed swords to spears.
Some customers visit your shop merely to browse the weapons on the shelves, while others come with specific requests for custom-made weapons.
Each of these special customers has a unique purpose and a story. As a blacksmith, you can observe their stories unfold and shape their destinies through the weapons you create.
In this game where knowledge and experience take center stage as mastery, you need to know not only your customers but also their enemies.
Will you craft an agile dagger or a long spear for a customer preparing to duel against a cavalryman?
Or, will you create a sword of gold or silver for a hunter venturing out to confront a "Teraset" in The White Forest?
The answers you provide to these questions will determine the fate of your customers. Medieval Blacksmith is a mastery game where not only your smithing skills matter but also your knowledge and experience.
Factors such as the design of the weapons you produce, the types of ore and wood you use, and the center of gravity of your weapon all deeply affect its cutting, penetration, and weight properties. To craft a quality weapon, you must mix the alloys in the right proportions, produce all the parts properly, and demonstrate your mastery to the fullest.
In this adventure, you are not only a part of the blacksmith shop but also an integral member of the town. Will you choose to help or stand against the power centers, each with a different plan? Numerous adventures and stories await you in Medieval Blacksmith...

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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, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +4 more
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I didn't complete the game myself. I thought it was a simulator. I was having trouble enjoying it initially because it is so harsh on resources and such and it felt like I could never get ahead, but then I watched a playthrough. I watched the whole playthrough, not because the game was that interesting, but luckily the content creator was. I could never recommend this game. If on sale, maybe, but unfortunately even then I'm not sure. I thought I might be able to as a simulator but, it goes from a simulator to some ridiculous very boring, non-stop text reading story they want to tell, and worst of all it's not even a good or original story. Have you ever played DND and the dungeon master forces you to stay on their story line. That's this game. You want to be a blacksmith? Too bad, you're forced into a religious / harry potter boring story with TONS OF TEXT TO READ and you kind of just stop being a black smith. It's called Medieval Blacksmith but you're a blacksmith really for 1/4 of the game, the rest is you being forced into a boring text heavy story, that is super generic and is just a mash of other peoples ideas. This seriously could've been a great game if they focused on blacksmithing, there's so much to build out there that even expands outside of blacksmithing, but instead they that this narcassitic approach of thinking they are being "artsy" and force you into a boring religion storyline where you're some god, and only you can defeat some monster, and you have to choose between Harry Potter or the Pope. AND IT'S JUST TONS OF TEXT. I can't express that enough. Even watching and entertaining content creator I was sooooo bored with all the forced dialogue because they wanted to make sure you played out their boring story instead of just being a blacksmith. You finally get to the end and it's seriously about 5-10 prompts of dialogue as, you the player do absolutely nothing but READ MORE TEXT, and then the story ends. It's the most anti-climactic thing ever. WAIT, BUT THERE'S MORE. You get zero play out of what you built toward but then get like an hour of dialogue (tons more text) in the end just so they can make sure they get to finish their boring ass story. You know it's concerning when even when you first start they game, they give you the option to skip the opening and WARN YOU IT'S 30 MINUTES. Just starting the game, they try to cram 30 minutes of dialogue down your throat. This game frustrates me most because the first bit of the game actually isn't bad. Getting to be a blacksmith and how much you can build toward, but instead of focusing on being a blacksmith (because it's hella buggy and severely out of balance) they instead decided to primarily focus on the most boring storyline ever that is nothing but text-spam.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Overall, this is a pretty solid game. It takes a fair amount of effort to get started and really rewards attention to detail. The storyline has a slight choose your own adventure feel, which keeps things interesting. I’d recommend it if you enjoy grind heavy, skill based simulation games. What I enjoyed: * Crafting weapons and equipping your warriors for the arena is genuinely fun. * The strong emphasis on skill based crafting feels rewarding and meaningful. * There’s plenty of story content for those who want to engage with it. * Discovering and purchasing books to learn which weapons are effective against certain monsters adds a nice layer of immersion to orders. What I didn’t enjoy: * Rewards from main story orders don’t scale well. By the endgame, you’re completing demanding tasks but receiving very little compensation. * Purchasing a noble title for a steep 10 million coins doesn’t seem to unlock any meaningful features. * There’s no display system for showcasing your favorite crafts, and overall inventory and storage management feels clunky. * Weapon quality whether in materials, stats, or craftsmanship doesn’t significantly impact value (with “god crafts being a rare exception).
뜨겁고 매끈한 망치로 사정없이 내려치는게임 재밌음 8/10 이 게임은 토르비욘이 ㅈ밥 드워프인걸 알 수 있게 해준다 섬세하게 망치질해보자
DONT BUY -- DEAD GAME its a short game- unfinished, un polished, not worth the 20$ maybe 5-10$
Honestly, all the other plentiful issues with the game aside, I feel compelled not to recommend this for the simple fact that they made the game worse when I wasn't looking! When I first played, pouring out ore only subtracted metal from your bucket as it was added to the molds. As long as your metal was hitting anywhere within the sand, none would be wasted! So I got rather used to creating weapons that take EXACTLY 1 or 2 ore...but now I try to replay the game, and suddenly, 1 ore isn't enough to make a weapon that the design table tells me requires 1 ore! So I test, and indeed, now metal is constantly subtracted from your bucket for as long as it's pouring, no matter where it lands. And you might think that's more sensible, that they "fixed" it, right? But let me ask you, is it sensible for a weapon that the design table says takes 1 ore...to be impossible to craft with 1 ore? Because losses are inevitable now! I've tried repeatedly, and not once have I succeeded in crafting this dagger, no matter how careful I am to pour out the smallest amounts of metal to get JUUUST up to 100%, there is always a spec extra that escapes! And since the weapon I designed takes exactly 1 ore, it is thusly impossible to craft with only 1 ore, as some of it always gets wasted. Doesn't feel terribly "realistic" to me, honestly! The design table tells you the weapon takes 1 ore, and it is humanly impossible to craft with 1 ore! That was never a problem before! Now I have to design my weapons to only use 0.8-0.9 ore to deal with the losses, which...feels worse than the previous way this system worked. Thank you devs, for breaking a system that didn't need fixed! It's only a [i]core[/i] feature of the [i]blacksmithing[/i] mechanic in this [i]BLACKSMITHING[/i] game, no biggie! Sarcasm. So, just for the fact that the game is worse than when I last played it, I do feel obligated to warn others about this change! So, buy it if you really want a somewhat sandboxy game to forge weapons in, but be aware that updates making the game worse is not off the table here. You can see the other common complaints in other reviews...but to summarize here, the game is very grindy and click-heavy, doesn't properly reward weapons that take more work and material incentivizing you to craft nothing but daggers, and the ores are prized in a silly way such that you want to sell exclusively golden daggers, or whatever alloy is most expensive, rather than whatever metal makes the best weapon. And also, the writing is funny and charming at times, and ceaselessly sadistic the rest of the time, insisting on inflicting as much torture-porn and injustice on the player as possible, which is quite the fun-killer. Very promising game, but the developers have made a LOT of poor decisions, and it seems to have gotten worse over time rather than better. EDIT: After some testing, I recommend giving yourself a 20% margin of error on average to be safe. So for a dagger that uses 1 ore, design it to take 0.8 ore. For a weapon that takes 2 ore, design it to use 1.6 ore. Just take the amount of ore you want to use and multiply it by 0.8, and design the weapon to use that much. I tried making 0.9 ore daggers, but it's simply too narrow a band for me to be able to get even still, I STILL ran out of ore while being as careful as I could! So 0.8x as much as the amount of ores you're using seems to be the sweet spot, at least for me, and for smaller weapons, larger weapons might be able to be pushed a bit farther. EDIT 2: After even more testing, I don't think it's even a matter of how precisely you can pour the metal! It seems to pour in discrete amounts, and if the amount of metal that the mold needs isn't divisible by whatever that discrete amount is, then whatever excess is poured out in that last droplet will [i]always be lost,[/i] no matter how precise you try to be. I've been reloading and trying to forge this weapon that the design table says takes 0.9 of an ore, but the last of the 3 molds consistently stops at [i]98%[/i] when I run out of metal. What seems to be happening is, as I said, the last droplet used to get the other 2 molds to 100% has a little bit more than is required, meaning that extra is just wasted, with nothing you can do about it. And it's clearly not a small amount being wasted either, I [i]supposedly[/i] have a 10% margin of error here! Over 10% of the metal being wasted evin with perfect inputs, as far as I can tell! I've tried it several times now, the result seems to be consistent. I even tried filling the molds in a different order, but that actually just gets me [i]worse[/i] results! Man, why did they DO this? The system didn't need fixed, and yet, they broke it! Now I just have to somehow cut down on the material this weapon uses even [i]more[/i] somehow...why does over 10% of the metal I use go straight in the bin, devs? It didn't used to be like this. EDIT 3: I just keep finding new ways to hate this change. I just checked how much money I'm theoretically losing, from that 10-20% of the ore I have to write off as lost. Comparing a golden half-spear (one of the wizard's preferred weapon types, if you turn that mechanic on) that is designed to use 0.8 ore vs one designed to use 1 ore, the theoretical sell value given by the design table of the two designs is 2997 and 3677 respectively. That is a ~22.7% difference! This seems to confirm that nearly the only thing affecting the cost is how much material goes into the weapon, so I am losing...apparently, slightly over 20% of my potential profits, compared to before! This sucks. Why did they change this??? EDIT 4: What is moraka ore/alloy meant to be used for? It's highest damage multiplier is for smash rate, and not by a little! ~1.82x smash rate with it, the next closest is pierce, which it has a 1.24x multiplier for. So one would think, it's meant to be used for maces, right? For blunt weapons! ...But with the lightest guard, pommel, and mace head that I have, a weapon forged with this alloy sells for around ~12,860 at a base 50% chance to sell. ...Who am I supposed to sell such a weapon to? Literally the only customer type that even CAN have that much money is the wizard, and wizards don't accept any weapon not made of pure gold. Anti-mages are the next closest, with a budget of 2,000-10,000...and they won't accept any weapons made of gold or [i]gold alloys.[/i] Moraka is an alloy that uses gold. The next closest is beast hunters, who have a budget of 2,000-6,000. So if I want to use moraka alloy, which has its largest bonus in blunt damage, to create a mace, a blunt weapon...it immediately makes it so expensive that in order to sell it, I would have to charge less than half of what it's worth. Which means I should never do this, and to use it's large blunt damage multiplier, I need to make it not a mace...but a bladed weapon. ...Why, developers? Why? What weapon am I supposed to make from this, if a mace forged of an alloy that has good blunt damage is literally TOO EXPENSIVE TO BE SOLD for anything less than <50% of the value of the materials??? Should I just turn off picky customers, is it just not a balanced mechanic??? Why have it as an option if it's not balanced! I have to either ignore moraka's high blunt multiplier, ignore it's actual use cases and just make daggers or whatever from it...or turn off picky customers, which I assume uncaps their budgets? Let me test that...yep, just had a peasant buy a weapon for 4,238, and peasants cap out at 2,000 with picky customers on. So...the greatest restriction added by "picky customers" is not what weapon [i]types[/i] you can sell them, but how much you can sell those weapons [i]for,[/i] and the budgets...weren't balanced well. Damn. I liked the idea of having to make different types of weapons for different people and price ranges...but it's just very poorly balanced and implemented. Might have to turn that off, since I am literally *unable to sell moraka maces otherwise.
The swearing ruins it for me. The smithing mechanics though, are really cool.
super jeu(pouce en l'air mais je ne sais ps comment mettre des émojis ce qui est très chiant dans la vie de tout les jours en prticulier quand on veut mettre un avis steam sur un jeu de forge qu l'on trouve plutot bon).
Игрушка реально отличная!!! Система ковки оружия продумана хорошо, но не идеальна. Украшать, оружия нельзя. Асслртимент, сегментов оружия - не такой то и большой. Но сделать, оружий можно прилично так: молоты, клинки, кинжалы, копья двуручники, и тд... Да и графика слабовата. Оружия получаются, какими то мультяшными чтоль? Но даже так, играть очень приятно. Очень радует ещё система плавки метала. Особенно система создания сплавов. Используя которую - так просто не получится закидать руду и сплав сделать. Нужно знать температуру плавления каждой руды и первой закинуть тугоплавкую. А то, если так не делать - на выходе, будет сплав с 0% качества. (Я много раз , руинил это дело. Расходуя редкие слитки - особенно за золото обидно) Да и сюжетец в игре присутствует. Очень радует, то что у каждого твоего ответа - зависит развитие сюжета. В какую он сторону свернёт не известно. Вон к примеру: Припрётся мадмуазель, и угрозами будет требовать создания кинжала. И тебе решать: - отмудохать её - согласиться - отказаться и возможно, быть убитым после этого. В общем, если согласится: - То отмудохают уже вас, по полной "скрытно сюжетной" программе. Пытки, жжение пяток огнём, утопление и тд... Ещё есть прикольная система гринда материалов. Различных руд, угля и тд... Правда имеется баг, с пропаданием руды (сквозь землю улетает) Кстати, для начального этапа игры: Советую - по началу ничего вообще не покупать, кроме палок для рукоятей. Главное руду и уголь добыть за городом - так навар в разы больше будет. А после покупки первого раба и отправки его в золотоносную шахту - вообще попрёт баблишко!!! (Вон к примеру: одни только булавы по 20.000 уходить будут) Одно только жаль: почему самому нельзя по всяким туннелям шахтам полазить, в поисках руды? Так наверное, в разы прикольнее было бы. В общем, игрушка реально затягивает. Но требует, доработки графона. Устранения багов (руда даже сквозь тигель проваливается - особенно слитки) И введения более продвинутых систем крафта.
bardzo relaksująca gra
The gameplay is addictive for people who just want to chill.
Players by region
Where this game's players are, estimated from review languages.
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