Hi all!
Since last time there have been another large batch of changes, fixes, and optimizations in anticipation of release on Steam Early Access soon!
Special thanks to RyanMcleod and Plot_ArmoreD for their feedback which is where a lot of the focus for these changes came from!
Feature: Add graphics preset settings in options menu
Feature: New random travel events! Including:
Common cold
Dysentery
Flu
Ebola
Measles
Sepsis
Concussion
Enhancement: Random event pooling
This should resolve most situations where you could encounter many of the same event repeatedly, especially ones that are supposed to be more rare like tornados
Enhancement: Lots of new sound effects added for UI interactions and in-game events
Enhancement: Show family wealth on initial travel inventory screen
Enhancement: Bandit ambush event has an additional option for dealing with it
Enhancement: Certain event types will roll for avoiding injuries
Fix: Fix incorrect fonts in certain panels
Fix: Help text in exploration scene had an incorrect label
Fix: Tree collision in mountains
Fix: Tree collision in tundra
Fix: Fix incorrect result text for purchasing from traveling salesman (ammo and equipment)
Fix: Injury and sickness severity counters were still using old values for reference
Fix: Boons/banes expiration in party was broken
Fix: Clear weather boon had inverted effect modifier
Fix: Hide unneeded sprite if foreground text is blank in explore the area page
Fix: Inventory item randomization was giving the same items every time
Fix: Girl sprite portrait had a wonky eye
Fix: Item quantity counting in inventory was incorrect
Fix: Destination was not added to codex on journey completion
Fix: Problematic cleanup resolved after journey completion
Fix: Character creation buttons didn't scale well when the sprites were changed
Change: Greatly increase payouts for journeys
Change: Make various UI text larger for legibility
Change: Remove old unused code
Change: Party status page UI cleanup
Change: Event probabilities tuning
Change: Help text in exploration will stay up indefinitely
Journey to Alpha: Arrived!
Journey to Playtesting: Arrived!
Journey to Early Access: Coming soon!
Journey to Release: Coming soon!
Discord Server:
Bluesky:
https://bsky.app/profile/starcatgames.ltd
I have since moved on to Bluesky for all social media updates! Feel free to follow me there! :)
Thanks for reading!
- C


Thank you for your support. Please feel free to contact us with any comments or suggestions via wavebox66@gmail.com!
The Lewis gun is a First World War–era light machine gun. Designed privately in the United States though not adopted there, the design was finalised and mass-produced in the United Kingdom, and widely used by troops of the British Empire during the war.

The Vickers machine gun was based on the successful Maxim gun of the late 19th century. After purchasing the Maxim company outright in 1896, Vickers took the design of the Maxim gun and improved it, inverting the mechanism as well as reducing its weight by lightening and simplifying the action and using high strength alloys for certain components.

The QF 1 pounder, universally known as the pom-pom due to the sound of its discharge, was a 37 mm British autocannon, the first of its type in the world. It was used by several countries initially as an infantry gun and later as a light anti-aircraft gun.

The QF 3-inch 20 cwt was a common anti-aircraft gun on British warships in World War I. Britain entered World War I with no anti-aircraft artillery. The Navy provided the initial 3-inch guns from its warships for the defence of key installations.

The Ordnance QF 18-pounder, was the standard British Empire field gun of the First World War era. It formed the backbone of the Royal Field Artillery during the war, and was produced in large numbers. It was used by British Forces in all the main theatres.

Hi,
I made some gameplay improvements for tutorial phase and reduced the difficulty at the start of second age.
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