Ultimate Blacksmith Tycoon ~The Appraiser-Shopkeeper Conquers the Blacksmith Trade~
An appraiser-shopkeeper conquers the blacksmith trade. Read materials, decode Modifiers, bend the rarity table. Craft gear (Artifact 1 in 1,270), arm adventurers across 79 jobs, and dispatch parties into dungeons of 1,270+ monsters. Compound-interest debt, a re-forging workshop, 80+ tech nodes.

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Early Access Game

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Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Ultimate Blacksmith Tycoon is a tycoon game developed solo by Quench Forge.

The game features many systems whose behavior changes significantly based on player choices: dynamic rarity crafting, 80+ tech tree nodes, and customer AI driven by 4 customer classes x time-of-day windows.

With systems this complex, there will always be a gap between what the developer imagines and what players actually experience. We want to decide together with the community: "Which balance feels fun?", "Which features should be prioritized?", "Where are there opportunities for different ways to play?" That is why we chose Early Access.

Rather than relying on a single developer's judgment, the direction of upcoming features and adjustments will be shaped by player feedback.”

Approximately how long will this game be in Early Access?

“We estimate Early Access will last approximately 3 months as a baseline.

This duration is not fixed - it will flexibly adjust based on the volume and nature of community feedback, the priorities for additional features, and the need for balance tuning. If the community wants us to "spend more time refining in this direction" or "wait for a specific feature before going to 1.0", we will prioritize those voices.

Progress updates and roadmap changes will be shared transparently through monthly devlogs on Steam News.”

How is the full version planned to differ from the Early Access version?

“What gets added or changed for the full version will be determined through dialogue with the community during Early Access. We have the following areas prepared as "candidates", but the final scope, priorities, and specifications will shift based on player feedback.

[Areas we will decide together with the community]

* System Direction
- Whether to implement Two-Team / Three-Team Simultaneous Dispatch, and the feel of operation if added
- Auto-Crafting UI: number of presets, behavior, level of automation acceptable to players
- Which of the 10 TechTree branches to prioritize for full implementation
- New Game Plus carryover scope (what players want to preserve)

* Numerical Balance (driven by player data)
- Compound-interest debt rate, weight of recurring costs, Artifact drop rate, Stampede threshold
- Customer AI behavior patterns (which customer-class behaviors feel "fun")
- Combat / dispatch difficulty curves and adventurer scaling
- Sensitivity of the economic simulation (strength of public-order / economic feedback)

* Content Direction
- Themes and quantities of additional monsters, skills, and recipes
- Direction of gimmicks for new dungeons
- Diversification of NPC and customer behaviors

* Localization
- Tone adjustments for Japanese and English text (passages players find "unclear" or "stiff")
- Priority for additional languages (Simplified Chinese, Korean)

The 1.0 release will happen at the point when the community feels "this can be called complete".”

What is the current state of the Early Access version?

“What you can play in the current build:

- Blacksmith crafting, Dynamic Rarity, Smart Naming
- Adventurer hiring, equipping, dispatching (single party)
- 10 dungeons, 140+ monster types (including Elites and Bosses)
- 185 unique adventurer skills
- Customer AI-driven sales (4 customer classes x time-of-day x day-of-week x public order x economic feedback)
- Management foundation (28-day calendar, compound-interest debt, recurring costs, financial ledger)
- Stampede system with damage resolution
- TechTree core logic (80+ nodes, Pull-based architecture)
- Complete Save/Load with 5 auto-save slots
- 5-slot window layout presets
- Japanese / English language support

The core game loop is functional at the start of Early Access, but the "final form of fun" for each system is something we plan to refine together with the community. Balance, features, and content may all shift significantly based on player feedback.”

Will the game be priced differently during and after Early Access?

“We plan to slightly raise the price at the 1.0 release to reflect the added content and changes shaped by the community. Players who purchase during Early Access will be able to continue playing the full release at no additional cost.”

How are you planning on involving the Community in your development process?

“Players can participate in development through the following channels:

- Bug reports, feature requests, and specification proposals via Steam Discussions
- Official Discord (invitation link will be shared via Steam News)
- Monthly devlogs on Steam News sharing development direction and roadmap updates
- Polls and surveys posted on Steam News before major specification changes
- Numerical balance (compound interest, recurring costs, Artifact drop rate, Stampede threshold) will be continuously tuned based on player data and feedback
- The priority of additional features will be determined by community demand

Rather than a one-way "this is the right answer" from the developer, we will shape the direction of the game together with players.”
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Buy Ultimate Blacksmith Tycoon ~鑑定スキル持ちの店長が、鍛冶屋経営で無双する~

 
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About This Game

You're not just a blacksmith — you're the appraiser who runs the town through their forge.

Read the materials. Decode the Modifiers. Bend the rarity table.

You run a small-town blacksmith shop — but you're no ordinary shopkeeper. You were born with the Appraisal skill. At a glance you read raw materials, decode every Modifier, and weigh the purse of each customer at your counter.

You don't fight. You hire adventurers, arm them, send them into dungeons, and forge tomorrow's blade from what they bring back. That loop is the economy of your shop.

🔨 Dynamic-Rarity Crafting — six tiers

The materials and Modifiers you feed in set a quality score, dynamically promoting and demoting gear across Common / Uncommon / Rare / Epic / Legendary / Artifact. No fixed loot tables.

  • 41 base types × 23 materials × 40 Modifiers (up to 6 slots)

  • ~4.3 billion discrete gear combinations — and with continuous Roll values, stats are effectively infinite

  • The top-tier Artifact drops just 1 in 1,270 (~0.08%), with 6 Modifier slots and a ×2.5 stat multiplier

The blade you forge is one of a kind.

🏰 Dispatch-Style Dungeon RPG

  • Adventurers drawn from 79 jobs × 7 ranks (F–S) × a 300-name pool

  • A job growth tree and per-adventurer job levels — they earn experience on dispatch and grow stronger (new)

  • 8 gear slots (weapon, shield, head, body, arms, legs, ×2 accessories; dual-wield supported), 198 skills, 5 damage elements

  • 1,270+ monsters across 10 dungeons (140 base + 140×8 Elite + 10 Boss)

  • Send multiple parties at once, with auto-repeat runs (new)

  • Combat is fully automatic — you spectate the log. Deaths in red, injuries in amber, at a glance

📊 A management sim with a calendar and a ledger

  • A 28-day × 12-month = 336-day calendar (Day 1 is always Monday)

  • 15% annual interest, compounded daily on your debt; repayment is manual, with an early-repayment simulator built into the finance ledger

  • Four recurring costs (water, fuel, rent, mortgage) with an arrears counter — let the fuel run out and the forge goes cold

  • Four customer classes — citizens, adventurers, guards, the wealthy — each with their own hours and wallets. Public order, the day of the week, and supply & demand all move your foot traffic

🛠 The Workshop — re-forge after the strike

Bring a finished piece to the Workshop to enhance it (up to 5 tiers), remove or re-roll unwanted Modifiers, and infuse elements. Optimization that continues long after the craft. (new)

⚠ The Stampede system

Neglected dungeons grow more dangerous by the day. Cross the threshold and one day the town is overrun — repair bills, days of forced closure, wounded adventurers. Build walls, hire mercenaries, or research your way out.

🌳 80+ tech nodes across 10 trees

Forge, Tavern, Clinic, Training Hall, Appraisal, Finance, Dungeon, Commerce, Defense, and Magic. Each tree spans Tier 1–5, with exclusive endgame choices at the top. Warehouse expansion is repeatable, so your inventory never overflows.

🎮 Evolving in Early Access

Since launch we've added a first-hour "what to do next" guide, the Workshop, multi-party dispatch, job growth, an in-game encyclopedia, achievements, and more. Coming next: an endless dungeon with a depth leaderboard, more languages, and controller support. (Full plan in the Early Access section below.)

About Quench Forge

Quench Forge is a 2026-style indie studio — a solo planner/PM working alongside an AI development team. Code by Claude (Anthropic) and Gemini (Google), art by Midjourney, with every output filtered through the developer's own appraiser's eye. No AI runs while you play (see the AI disclosure at the bottom of this page).

For shopkeepers who love to watch the numbers.

— Read the materials. Decode the value. Forge the right result.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

This title was developed with substantial assistance from generative AI.

[Store Assets — Visual Content]
The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).

[Source Code, Game Design, and In-Game Text]
The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).

[The Developer's Role]
Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.

Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.

This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.

[Runtime Behavior]
No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4690K / AMD Ryzen 3 1200 同等以上
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 960 / AMD Radeon RX 470 同等以上
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Additional Notes: フル HD(1920×1080)解像度推奨。ウルトラワイド対応。
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i7-9700K / AMD Ryzen 5 5600X 同等以上
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 2060 / AMD Radeon RX 5700 同等以上
    • DirectX: Version 12
    • Storage: 10 GB available space
    • Additional Notes: フル HD(1920×1080)解像度推奨。ウルトラワイド対応。

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