Ultimate Blacksmith Tycoon ~The Appraiser-Shopkeeper Conquers the Blacksmith Trade~
An appraiser-shopkeeper conquers the blacksmith trade. Read materials, decode Modifiers, bend rarity. ~70M gear combos; Artifact 1-in-1,270. Send adventurers from 55 jobs into dungeons of 1,270+ monsters. Dynamic rarity, compound-interest debt, 80+ tech nodes. For shopkeepers who watch the numbers.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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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Planned Release Date: Jun 9, 2026

This game plans to unlock in approximately 13 days

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About This Game

An appraiser-shopkeeper conquers the blacksmith trade.

Read the materials. Decode the Modifiers. Bend rarity to your will.

You are the shopkeeper of a small-town blacksmith shop.

But not just any shopkeeper — one born with the Appraisal skill.

At a glance, you read raw materials. You decode every Modifier.

You weigh the purses of every customer lined up at your counter.

The forge in the back roars over hot iron, while the ledger ticks up another night of compound interest.

You don't fight.

You hire adventurers, gear them up, send them into dungeons,

and forge tomorrow's blade from what they bring back.

That cycle — that is the economy of this shop.

Play as an Appraiser-Shopkeeper

Every node you unlock in the "Appraisal & Quality Control" TechTree translates more of the game for you.

Modifier values become readable. Quality scores appear in the preview.

Sale prices climb.

The shopkeeper's "eye for value" becomes a literal game mechanic in your hands.

Dynamic Rarity Crafting

The materials and Modifiers you feed in determine the quality score, and items dynamically promote and demote across six tiers:

Common / Uncommon / Rare / Epic / Legendary / Artifact.

No fixed-table draws — only systems you learn to read.

  • 29 base types × 22 materials × 22 Modifiers (up to 6 slots per item)

  • ~70 million distinct discrete combinations, before continuous rolls are even applied

  • Each Modifier rolls between 0.8 and 1.2 — at the stat-value level, the space is effectively infinite

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

The blade you forge is one of one. There is no other in the world.

Dispatch-Style Dungeon RPG

  • Adventurers drawn from 55 jobs × 7 ranks (F to S) × a pool of 300 names

  • 8 equipment slots (weapon, shield, head, body, arms, legs, two accessories — dual-wielding supported)

  • 185 unique skills and 5 elemental damage types (Fire / Ice / Thunder / Holy / Dark)

  • 1,270+ monsters including Elites and Bosses (140 base + 140 × 8 Elite variants + 10 Bosses)

  • Combat is fully automatic — you spectate through the battle log

A Living Town and Its Customer AI

Townsfolk, adventurers, guards, the wealthy — four customer classes, each with their own visiting hours and wallet sizes.

When public order drops, foot traffic vanishes. When goods sell too fast, demand cools off.

Saturdays are crowded. Sundays are quiet.

The town keeps moving, even while you aren't looking.

The Stampede System

Neglected dungeons grow more dangerous with every passing day.

Cross the warning threshold and one morning, the town is overrun — repair fees, forced closures, injured adventurers.

Build walls. Hire mercenaries. Research your way out through the tech tree.

80+ Tech Nodes Across 10 Trees

Forge, Tavern, Clinic, Training Grounds, Appraisal, Finance, Dungeons, Commerce, Defense, Magic.

Each tree spans Tier 1 through Tier 5, with exclusive endgame choices waiting at the top.

NG+ lets you run it all again (planned).

For the shopkeeper who watches the numbers.

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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