
Forge gear, run a shop, and send mercenaries into danger so you don’t have to. A cozy-but-clever crafting sim where business booms, heroes bicker, and dungeons provide all the “supply chain” problems you’ll ever need.
Modeled estimate, not a reported figure. How we estimate →
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About
Welcome to your brand-new smithy! Don’t worry, you won’t have to swing a sword yourself—just hammer, haggle, and hire reckless mercenaries who’ll happily do the stabbing part for you.
The Loop (a.k.a. Your New Life):
Craft armor & weapons – Practice makes permanent: the more you make, the better the item becomes.
Sell or equip – Customers might want that shiny helmet, but your mercenary swears he “needs it more.”
Send mercs into the dungeon – They’ll fight, you’ll profit (hopefully).
Gather loot & ingredients – Then it’s back to the forge to repeat the cycle of capitalism and monster-bashing.
Hire mercenaries – Each with classes, skills, and questionable decision-making.
Features worth bragging about:
Evolving Crafting – Unlock permanent quality boosts by making the same items again and again.
Town Life – Wandering customers, visiting merchants, and bulk buyers spice up your day-to-day.
Upgrades Galore – Expand your shop, improve buildings, reduce costs, and line your pockets.
Town Prestige Levels – Gain new recipes, more inventory, and fancier mercs just by running your business.
Questing & Mega Questing – From simple errands to an overarching grand adventure.
Tactical Dungeons – Up to three mercs per lane, manual skills to keep things lively, and outcomes that range from “victorious” to “oops, all dead.”
Specializations & Strategy – Mix and match merc classes and playstyles to find your winning team.
It’s a world where smithing meets strategy, economics meets exploration, and your greatest enemy isn’t the dungeon boss—it’s deciding whether to sell that shiny breastplate or keep it for your favorite merc.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Polish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Cheap, unbalanced, unpolished crap. Uses cheap manipulations with plenty reward at start just to capture your attension long enough so you dont refund. Parralell farm on different lines, heroes classes, party managment, it looked promising on youtube. But after that you see it is all a ruse, 4 classes, 1 party template, and completely broken economy just by a single attempt to play smart (mass producing legendary helmet from ingredients on second line). Yes, they do not reduce prize no matter how many same helmet sold, you just get a convinient recipe and a secondary party to afk farm and up level, then you buy out everything in the middle of the game. what am I even complaining, in this game lacks even proper stat description. Do my warlocks damage stack up with charisma or wisdom? on what healing power depends? why should you care. More so, items in this game is complete mess. Most swords are produced in produce archery, gaunlets, glove and boots are placed everywhere randomly more randomly, than common items in 1st DOTA. Library produces gloves, cape and amulets while no books. Item icons look too much alike, t1-t2-t3-t4 system connected with the same artstile? nah, there even is no t3 bow or sword, everybody has to use a wand and yes it is working this way or else you would have hard time penetrating last dungeon. All quests are just clean location xTime, get prestige X or sell\\ produce X items (any) Saying short, game start is polished, many mechanics are introduced to intricate you but then it all turns into complete mess. Finished it due to strenghten my willpower, but it was not fun at all P.S. machine translation used, sorry for possible inconvinience
A solid premise but lacking in significant ways in execution. I don't recommend this game. Go for Dragon Cliff or Lootun instead. Pro's: - the town looks nice - The music is pleasant Con's: - significantly lacks QoL - everything is manual clicks, no automation, you click to send adventurers on a mission, you must manually click abilities, click to escape or click a confirmation on completion to return the adventurers to heal at which point you click again to go again. - Limited inventory space - there are more ingredients to craft items than possible inventory spaces. Stack size is only 99. - Buggy - renown 25 is the cap, at renown 26+ it gives a screen showing the renown 25 rewards (+1 inventory slot and the final character) but there are no rewards past this point. - Character stats have no explanation of their impact on the characters - Itemisation is... poor. - No endgame weapons, the last weapon unlock I saw was renown 17 as a staff.. only 3 items at renown 21 with all others lower, some items have 4-6 variations, others much fewer. there are not consistent endgame options for each slot. The game should still be treated as early access as the dev has a lot of work to do to make it worth playing and in its current state it feels pointless. Avoid.
Game is bugged vendors don't buy what they say they want even when you have the items. Items cant be made even you you have the gold and mats and open quest to make that items. Google pretends game doens't exist.
Tedious grind and slow progression. Is rather broad with the amount of items and materials, but is very shallow in it's mechanics.
こつこつが好きな方には時間潰しに。。って程度かも? 今後の修正次第で変わるかもしれませんが問題点とゲーム性にちょっと癖があります。 ① 傭兵が自動でスキルを使わない。周回が自動でできない。 ② 傭兵が稀に動作不能になリスタートが要求される。 ショップLv22?以降あたりからダンジョンに出現する宝箱を通過した時点で 確定で動作不能に。 ③ 村人の購入者はシステム上登録されたレシピからランダムらしいが 基本的に現状の上位のアイテムを要求することが多く頻繁に売りができない。 ④ 傭兵のステータスの詳細が曖昧。 ⑤ ある程度傭兵を出撃できる状態になると初期ダンジョンアイテムで作成できる アイテムで大幅にショップLvが安易にあげれてしまう。攻略性がなくなる。 ⑥ ウインドモードのサイズ変更時特定のサイズに変更してしまうと 設定ボタンなど外にはじかれた状態になりウインドのままだとなにこできなくなり かなり焦る。対策は一度フル画面にしてから再度サイズを調整がいる。
Crafter's Hollow - цікаво задумана гра, але поки що з недоліками. Якщо їх виправити, гра справді засяє як автобатлер. 1. Автобої варто зробити справді автоматичними: щоб герої самі використовували навички, вставали в чергу після бою і тікали при критичному стані. 2. Додати дерева навичок для кожного адвенчера - щоб кожен герой відчувався унікальним. Тоді основний фокус залишиться на формуванні команд і крафті - як і задумано, адже ти тут коваль. [b]Лайк - за музику й саму ідею.[/b] Сподіваюся, розробник розвине концепт дослідників далі.
Game is buggy but this is a genre I love, and I read that the devs are responsive so I want to support you guys by giving a thumbs up. I saw Idlecub played this and knew I had to buy it lol. I am looking forward to more bug fixes, and I hope that the reviews coming in can be positive because I want to see you guys do well.
I wouldn't have known about this game if I didn't see it from a person I follow on Youtube. He played about two hours of it and it seemed like fun. I'm now way past that mark and it seems a lot more dull. It's not a bad game by any means, but it's not a good game either. The best I can describe it is, it's a game that allows you to turn your mind off and just click on stuff. There's no real challenge or need to progress outside for the sake of progression itself. There are bugs and weird UI design choices, but it's nowhere close to game breaking as some others may imply. It's easy to start up and kill an hour or two, while watching a movie or something on a nearby tv or second monitor, A suggestion for the developer would be (assuming this isn't already in the works or available at much later levels) is to allow for NPCs to use skills when they come up automatically instead of relying on manual clicking. It's a pain to have to craft and pay attention to the dungeon dives, especially if multiple lanes are engaged, to make sure they use their skills.
is ne 3/10 tbh. Das Spiel ist eigentlich auf 2 bildschirme ausgelegt oder sollte einen idle modus für die Dungeons haben. Man spielt auf der einen hälfte die Stadt und verkauft seinen ganzen alten kram. Auf der anderen halfte schickt man seine Abenteurer ständig wieder in die halb automatisierten Dungeons wo man alle paar sekunden deren skills drücken muss. Es zieht sich ab der hälfte nur unnötig lang und macht eigentlich nur eine Stunde spaß und dann ist es nurnoch wiederholung bis man durch ist.
就目前的游戏内容量而言,我是不推荐的,做个总结,作者如果能看到的话,希望后续更新能改进。 ①角色养成太浅,升级属性点是自动加的,职业也就四种,职业被动也就三种(相同职业的被动甚至都一样),毫无养成深度和组队搭配策略可言,希望后续能更新更多的职业和被动,如果你想不出来,我可以帮你想几个。 ②装备养成太浅,每件装备基础属性一样,可以理解,但最起码得有附加词条这样才有重复刷取装备的意义吧?可以设置成绿色附带一条,蓝色一到二条,紫色二到三条,装备制造次数达到最高之后可以有概率造出橙装,不同部位的橙装在三条额外词条的前提下,可以再多拥有一条特殊词条,特殊词条根据不同的部位在一个随机池里抽取。 ③出去不能自动探索,技能还需要手动释放,这也太耽误城里造装备的节奏了,希望添加以下功能:设置小队自动在某张地图循环战斗;设置小队自动释放技能,最好可以设置一些技能的释放条件,比如遇到怪物了再释放攻击技能,遇到箱子罐子这些杂物时不释放;设置小队血量低于XX%自动撤退,血量恢复满了再继续战斗。 ④这条是额外的建议,在游戏性内容补充之前,这条可以忽视:加一点外观选择,布娃娃系统咱也不指望了,至少可以根据角色等级解锁一点时装,城镇也可以根据天数有四季的变换(十五天为一个季度)
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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