
Go with the brave blacksmith on his journey for the Hammer of Gods. To get the legendary tool, you have to overcome 20 hardcore levels filled with deadly traps!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
Simple but at the same time interesting game, the difficulty level increases quickly enough. Each level is something new, you need a good reaction. I advise fans of this genre.
Blacksmith Run, developed by Skull Box Games and published by КиКо, is a straightforward arcade-style runner that blends fast reflex-based gameplay with a light layer of crafting progression. It takes a familiar endless runner formula and gives it a thematic twist, placing players in the role of a blacksmith sprinting through hazard-filled paths while collecting materials. The result is a game that prioritizes immediacy and accessibility, offering a simple loop that’s easy to grasp but limited in how far it evolves. The core experience revolves around constant forward motion. Players must react quickly to obstacles, timing jumps and movements to avoid hazards while collecting resources scattered along the path. The pace rarely slows, creating a steady stream of decisions where hesitation often leads to failure. This creates a rhythm typical of arcade runners, where each attempt becomes a test of focus and reaction time. The simplicity of the controls ensures that players can quickly get into the flow, but it also means that the challenge is built almost entirely on execution rather than strategy. What adds a bit of variation to the formula is the inclusion of a crafting system. Materials gathered during runs can be used to forge or improve equipment, giving players a sense of progression beyond simply achieving a higher score. This system provides a reason to keep playing, as each run contributes to incremental improvements. However, the impact of these upgrades is relatively modest, and they do not significantly change how the game is played. The core loop remains the same regardless of progression, which can make the crafting element feel secondary rather than transformative. The difficulty curve is steady, gradually increasing as the game introduces faster speeds and more complex obstacle patterns. Early stages are forgiving enough to allow players to learn the basics, but later sections demand sharper reflexes and better anticipation. While this escalation keeps the gameplay engaging in short sessions, it also highlights the lack of variety. The game rarely introduces new mechanics, relying instead on increasing intensity to maintain challenge, which can make the experience feel repetitive over time. Visually, the game adopts a clean and colorful style that supports its fast-paced nature. The environments are designed to be easily readable, ensuring that players can quickly identify obstacles and react accordingly. While the presentation is functional and cohesive, it does not offer much variety, and the visual design remains largely consistent throughout the experience. This simplicity helps maintain clarity during gameplay but does little to create a strong sense of progression or change. The pacing makes the game well-suited for short play sessions. Runs are quick, and restarting after failure is immediate, encouraging players to try again and improve. This structure works well for casual play, where the focus is on quick bursts of action rather than extended engagement. However, for longer sessions, the lack of new content or evolving mechanics can reduce the sense of momentum, making the experience feel more repetitive than rewarding. Replayability is tied mainly to performance and incremental progression. Players can aim to survive longer, collect more resources, and refine their reactions with each attempt. While this can be satisfying for those who enjoy improving their skills, the absence of additional modes or deeper systems limits how much the game can offer over time. Once the core loop has been fully experienced, there are few surprises left to discover. Ultimately, Blacksmith Run is a modest and focused arcade runner that delivers a clean, accessible gameplay loop with a small progression twist. It succeeds in providing quick, reflex-driven entertainment and offers enough incentive to keep players engaged for a while. However, its limited scope and reliance on repetition prevent it from standing out in a crowded genre. It works best as a casual experience for short sessions rather than a game designed for long-term depth. Rating: 6/10
- нельзя сделать во весь экран - нет поддержки контроллера (она как бы есть, но нельзя переназначить клавиши, а играть жутко неудобно) - нет функции переназначения клавиш букв на стрелочки - на 13м уровне на 2м исчезающем кубике есть баг, если встать с левого края, то герой не упадет вниз, а наполовину сядет в текстуры - нельзя музыку выключить, напрягает однотонная хрень Из 20 дошел до 13!
Явная копирка под Super Meat Boy, уж больно похоже засчёт квадратности, ловушек и прыжков от стен. 20 уровней в игре, но проблемы начнутся уже ближе к половине, ибо отзывчивость управления здесь гадская, а к прыжкам от стен мне кажется невозможным приловчиться (я имею ввиду, когда требуется прыгать между разных стен с ловушками) и придётся помучаться. Не советую к употреблению данную игрушечку...
Ganhei de presente
Случайно нарвался на эту игру и она меня сильно удивила. Я не ожидал такой сложности, хотя она выступает изюминкой для Blacksmith Run. Множество попыток пройти уровень привычное дело для этой игры, но как сладка победа. Blacksmith Run отличный вариант для любителей хардкора, но не критичного, а вполне себе среднего. Долго писать не буду, но крайне посоветую эту игру. Я за нее и больше готов был бы заплатить, но уровней хотелось бы побольше. Надеюсь добавят в обновлении.
똥겜의 필수 요소들을 잘 담은 게임! 스토리 같은 쓸데없는 것은 넣지 않고 단순히 블랙스미스씨가 망치 먹여야 하는 게임! 비록 바닥이 흙바닥이지만, 얼음만큼 미끄러우니 주의!
상남자처럼 생긴 아저씨가 망치한테 가기위해 몸을 찢어발기면서까지 유저를 개고생시키는 게임 여러분도 꼭해보시길 바람
S1mple game but still challenge enough
nice
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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