I just want to take a moment to say a huge thank you to everyone who’s bought and enjoyed the game so far. This is my first game, and I’m still figuring a lot of things out, so seeing your support, feedback, and patience means the world to me.
I’ve been reading through all the feedback, and I’m working hard to address as much of it as possible in upcoming updates.
For now, here’s what’s new in this small performance patch:
Adjusted story pacing to make progression flow more naturally.
Improved save reliability in Story Mode to prevent rare progress issues.
Fixed save inconsistencies in Endless Mode that could occur after exiting the game during the store.
Fixed renderer issues that caused certain models to display incorrectly.
Made minor performance and visual optimizations to improve overall stability.
Updated and rebalanced some sound effects.
Thank you all again for playing, leaving feedback, and helping make the game better with every update. More improvements and updates are on the way!
Medieval Crafter: Blacksmith is about to receive one of its biggest updates yet! Before we dive into all the new features coming soon, we wanted to give you a look at our full content roadmap! Starting with the Enchantment Update, the first of many exciting additions coming your way.

The months ahead are packed with major updates that will expand your dwarven journey beyond the forge. You’ll soon be able to enchant weapons and armor, explore new regions like the Forest and the Docks, and arm the glorious tournament heroes in the Arena.
And yes, that's a Dragon Age reference.
We’re also working on a brand-new trading system that lets you barter a true dwarf craftsman, and a lineup of seasonal events so that you have more reasons to HIT THE METAL ALL DAY!
Of course, alongside these updates, we'll also be ironing out bugs, issues, and introducing new quality of life updates.
Join our Discord and help us shape Medieval Crafter: Blacksmith into the ULTIMATE DWARVEN BLACKSMITHING GAME!
https://discord.gg/CmaPy7eSJm
Fixed an issue where Abomination health bars sometimes wouldn’t sync correctly to all players
Fixed some instances where you could get respawned outside when dying in an Oxythane Breach room
Fixed an issue where the Oxythane Breach mission wouldn’t continue if you killed the Devastator but hadn’t yet killed any other remaining enemies
Slightly increased the chance of getting \[REDACTED] from Oxythane enemies
Fixed an issue where grenade cooldowns would reset when swapping mid-PTO mission
The Trident’s Bailing Water turbocharge now shows the correct value (was previously showing an incorrect negative reload speed)
The Accelerator
Feedback Loop now uses the actual number of bullets fired in the burst rather than the maximum burst size
Fixed an issue where the Accelerator’s rockets could track to allies and damage them
Bee swarms created by Sweet Heavens now appear in the correct size
The earth, after so many extreme climate changes, can no longer withstand it... earthquakes, destabilization of the core... and even... is something else happening?
Humanity takes refuge in bunkers adapted for this hostile environment, evolving its technology and advancing by leaps and bounds to survive, find a cause of these changes, and perhaps look for another better place...
With 7 other more difficult stages, (the 7th being the special one, as always needing to collect all the gems of the era) and some corrections.
New mechanics, brittle platforms: be careful where you step, the ground falls, and maybe not just the one you are stepping on... 👀
Corrections:
Fixed a bug where a file would practically double the size of the game, now returning to normal.
Fixed a malfunction of the ESC and P key to pause the game; When used after finishing a level, the pause menu opened, in the level selection menu itself, etc., causing strange interactions.
Hey there!
Just wanted to document the last (planned) demo update for Wrack: Reclamation. Unless something major comes up, we'll be entirely focusing on the full release from this point on.
Here's what's changed:
Wrack Remake is now Wrack: Reclamation!
New VFX for headshots (flesh/metal versions).
Switching weapons now instantly draws the next weapon. (Your current weapon no longer needs to be holstered.)
The name of the weapon you're switching to is now shown during the dry fire sequence.
Switches now fade out when pressed (rather than snapping to their new lighting amount).
Camera animation now defaults to 0.5 (was 1.0).
Punchier E1L1 checkpoint cutscene.
Moved a couple of crawlers on E1L1 so they don't sneak up on you while pressing a switch.
Music (temporary?) for the E1L2 storyboard.
Added missing fire speed VFX (the pink glow) for the gloogun.
Fixed (hopefully) newly added settings defaulting to 0, instead of their intended value (ex. bloom).
Fixed weirdness by stunning minibosses/bosses with a stun attack (pistol hyperblast).
Fixed objective marker arrows not disappearing sometimes on E1L2.
Thank you!


Please enjoy all-access on WWII Online and then join us for OPERATION AUTUMN FURY on Sunday.
Expand YOUR all-access / no rank privileges simply thru a Discord registration:
< 99 = Sunday only
> 99 = Saturday & Sunday
> 149 = Friday, Saturday, & Sunday
Register here: https://discord.gg/GvMJwwwN?event=1434616158883151873
OPERATION NAME: Autumn Fury
WHEN: November 30th at 12PM PST, 2PM CST, 3PM EST, GMT+8
WHERE: Campaign Server for large-scale combined arms battles
DURATION: 3 hours
UNLOCKS : All-Access 24/7
This is what you have been missing.
https://youtube.com/clip/UgkxC5OTtCbyJffujkEimXBty8gh3DkvM-h5?si=A1cDV9Rl7FTnsTGG
Join us to participate and witness:
• Dogfights and level bombers dropping payloads
• Massed infantry assaults
• Tank columns storming through expansive terrain
• Scores of paratroopers dropping over the objective
• Artillery bombardment and smoke
All of the above are accompanied by the "soundtrack" of WWII Online's gunners firing anti-aircraft, light machine guns, and the whistling of artillery.
Experience YOUR immersive "WWII Online Moment."
Every soldier is requested to RSVP right away. Doing so encourages more players to participate. Spread the word, let's go!



Champions, welcome to our final faction analysis!
For our final report, we turn our attention from the calculated grudge of Silence, to the maddening, cosmic horror or Delirium.
Read on for intel concerning the lore and art of the Delirium faction: the aberrant terror of the pre-creation Void. This faction of Lovecraftian nightmares, psychic harvesters, and the primordial cult of Xilith is ready to unleash a tide of annihilation and madness upon our reality.

Lore
Population: Unknown
Capital: N/A
Governing Body: Tyrant, the Divine Fear - There is no “ruling council”. Delirium is as often at odds with itself as it is with anything else – there is, however, rumor of a great being, invested with the power of the starlings and stitched for the dreams of the insane.
Notable Locations: The Void Portal, Jade City, the Great Project
To understand Delirium, one must understand the history before time. In that era, there were the Celestials, true shapers of our multiverse, who imposed order and defined our reality; But there were others that existed before: beings that basked in the undefined primordial mass and reveled in the formlessness, and chaos of the universe. These creatures fed on the energy of possibility, and now sought a return to nothingness.
At the center of this primal entropy, if such can be said of them, is a great urge given form: Xilith, the Dream Devourer. Older than the gods; where its gaze falls, there is only annihilation.
The Frontline of Extinction
The southern edge of Terrene Gall is where Delirium has established its beachhead. A Void Portal, a maw of distorted reality, hangs over the now terraformed ruins what was once Jade City.
From this foothold, Starlings, Stitchers, and Cultists harvest living creatures and employ bizarre machines to force them to dream the nightmares that are used to fashion their armies. Will you be able to banish the tides of extinction before they conquer our world, or will you too join the ranks of devotees to annihilation?

Art/ Inspiration
The Delirium Faction is a maddening mix of creatures. They are the hatred and fear of earthly races given form, a sickening blend of Lovecraftian nightmares, horrors from the void of space, and hybrid abominations that defy description. Of all the factions, Delirium is the most truly alien, a collective of twisted and insane beings that thrive on the energy tainted by chaos. Often set on a course of destruction without purpose.

The Lords of Delirium, sometimes called Gods of the Deep or demons, are led by Starlings, creatures whose purpose is to orchestrate the pandemonium. While their quest for chaos causes them to be opposed by all factions, the Starlings specifically targeted Scales first to weaken them with madness.
The Starling’s appearance is a grotesque mixture of desiccated, ancient sea creatures fused with shimmering, cosmic nebula clusters. Their bodies dappled with shifting colors and shimmering stars.
Other Delirium creatures even appear as translucent slimes, mixed with jellyfish, where one can plainly see the undigested remains of their victims – be it mangled flesh, vehicles, or the shattered remnants of technology.


Environment
Delirium’s territory looms upon a landscape of jagged, obsidian cliffs. Their structures are not built, but grown: made of towers that twist like petrified tentacles, perpetually clawing at the sky.
These cyclopean stones, slick with the sheen of eternal mist, pulse faintly as though the structures themselves draw breath from some abyssal heart. The air surrounding their conquered territories doesn’t just hang - it hums with a low, maddening resonance — a chorus of whispers from dimensions mankind was never meant to name. Beneath the blighted land, oceans of ink and shadow churn, waiting for Xilith, their dreaming god, to rise once more.


