
Step into a cozy, first-person forge simulator where exploration and crafting go hand in hand. Discover rich mineral veins, master forgotten smithing techniques, and watch your humble workshop evolve as you craft fine wares and claim your place among the realm’s legendary artisans.
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About
Embark on an unforgettable journey into a handcrafted open world, where the clang of the hammer echoes with artistic flair. Explore rich mines, travel through medieval lands and unravel the mysteries concealed within the forge's flickering flames.
Delve into the life of a blacksmith, where each stroke of your craft creates not just weapons, but works of art. In this meticulously designed realm, your mastery as a blacksmith will not only forge legendary weapons but also shape the destiny of the entire world.
Prepare to immerse yourself in a truly unique adventure where craftsmanship meets fantasy in ways you've never experienced before.
Collect materials or buy them at your local market and use them to create various weapons. You can choose from a wide range of metals and parts to create weapons, each with its own unique properties.
Explore various locations around the world to collect resources that will be used to produce various items and weapons. Melt the mined ores into ingots and mix them to make better alloys that can be used to create powerful weapons.
From the ores you mine to every discovery that fuels your craft, allowing you to forge weapons and shape tools that turn ordinary exploration into a journey. All this is possible thanks to the companionship of your faithful horse.
Manage your day by cooking meals in your kitchen to restore stamina and when night falls, retreat to your bed for restful sleep, advancing time and preparing you for the challenges of the next day.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Danish, Finnish, Japanese, Norwegian, Polish, Traditional Chinese, French, Hungarian, Korean +5 more
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
I wish I could reccomend it, but the game is extremely barebones and unbalanced. What's there feels like an early demo and sadly just like a worse Hydroneers. There hasn't been any news for almost half a year either.
There's just not enough content yet. The world is under development, 80% of the menu says "coming soon", including quests, map, stats, specialization, etc. The mechanics are very "simple". There's mostly just left clicking and moving to the next crafting station. I gave the game a real chance and after 8h ive gotten all the metal and done everything there is to do, and my takeaway is that it just felt kind of... empty. The game has potential though, but definitely not ready for sale imo. Looking forward to coming back to new content in a year or so!
I wish there was more content. I bought the game and then put it down almost immediately in hopes that more is added. It would be much more fun if there were npc's roaming and a shop to sell your goods from. The system could manage all the value based on the quality you produce so the NPC's would buy items from your shops mannequins or weapon racks. There really really should be enemies in somewhat larger mines that you can fight with your gear you craft. That would give players a reason to make their first fancy gear sets to better be able to mine mats from deeper in the mines and fight harder or better geared goblins or something. If you had the combination of adventure, mining, farming, crafting, and maybe running a tavern/weapons/armor shop for NPCs this game would be really fun. Currently its a little mining due to limited mats, carting what little ore you get back before you have to wait a week for it to re spawn. During that time you are just farming carrots and mushrooms to make soup to sell to get enough money to buy ore from the stalls to make much of anything.
Fun little game with approx. 5 hours of gameplay. If you find it on sale - grab it! Otherwise I would recommend waiting for full release. This game is stuck in early access for way too long.
Enchanted Blacksmith, developed and published by Tanuki Sun, is an atmospheric first-person crafting and exploration game that leans into the quiet satisfaction of shaping metal, gathering resources, and building a livelihood through honest work rather than combat or heroism. Even in its Early Access state, the game makes it clear that its heart lies in the everyday rhythm of a medieval craftsperson. Players are invited into a slow, deliberate loop of mining ore, smelting ingots, forging weapons, and transporting goods between scattered settlements. Instead of fast-paced danger or high-stakes quests, the world moves at the pace of a workshop—steady, grounded, and focused on the pleasure of creation. The forging system is the centerpiece of the experience, and its tactile process helps define the game’s identity. Gathering ore requires traveling to mines, chipping away at stone deposits, and returning with raw materials. Smelting and alloying metals takes place through hands-on manipulation of the furnace, molds, and hammer, giving the act of crafting a physical presence rather than a menu-driven abstraction. As you melt, pour, cool, and shape metal, the repetitive motions become a soothing ritual that emphasizes craftsmanship. This loop—simple on the surface—creates a sense of ownership over every blade, tool, or weapon you produce. Selling these creations or bartering them for other goods reinforces the feeling of being part of a small, functioning medieval economy, even if that economy is still in its early stages of development. Exploration adds a second dimension to the game, connecting distant mines, forest paths, trading posts, and small towns in a gentle open-world structure. Wandering through the countryside with goods in hand creates a meditative contrast to the sharper, more technical processes inside the forge. Despite limited content at this stage, the world hints at larger ambitions: expanded regions, more varied biomes, new NPCs, and additional crafting systems like cooking, farming, and fishing. There is an appealing promise in the world’s unfinished edges, as if the player is growing alongside the game’s unfolding structure. The presence of a horse and cart, though not yet meaningfully functional, suggests future plans for deeper logistics and trade routes—systems that could significantly enrich the game’s long-term progression. Community impressions often focus on the game’s cozy, appealing atmosphere. Many players praise its clean visuals, gentle lighting, and unhurried pacing, describing the experience as calming and refreshing. The absence of major bugs in its current state—a rarity in Early Access—also contributes to a sense of stability and trust in the developer’s vision. Even with limited features, the core loop of gathering, forging, and selling feels rewarding enough to draw players into a satisfying flow. For those who enjoy games centered around process and quiet accomplishment, Enchanted Blacksmith already offers a meaningful foundation. However, the Early Access status also comes with visible limitations that affect pacing and long-term enjoyment. The crafting system, while engaging, lacks the depth and variety needed to sustain many hours of continuous play. The world, though pleasant to explore, feels sparse, with long stretches of travel that serve little purpose beyond moving items from one place to another. Some basic mechanics—such as object placement, furnace interactions, or inventory handling—can be unintuitive without explicit guidance, making early moments of the game confusing for new players. The lack of a clear tutorial or contextual tooltips amplifies this learning curve; many figure out essential actions only after trial, error, or community input. In addition, the economic system is currently too shallow to support expansive playstyles. Shops offer limited goods, selling prices fluctuate minimally, and trade routes offer little strategic variation. Without a more dynamic supply-and-demand model or a broader spectrum of crafted items, the market cycle risks becoming repetitive. Likewise, worldbuilding elements such as NPC interactions, town development, and environmental storytelling are still minimal, leaving the world feeling more like a framework than a living region. Yet even in its incomplete form, Enchanted Blacksmith has a warmth and sincerity that set it apart. It values quiet progress over spectacle, craftsmanship over conquest, and immersion over complexity. Players willing to embrace its slow tempo can find a peaceful rhythm in the clang of metal, the glow of the forge, and the simple act of traveling with goods packed for sale. For those looking for a polished or content-rich experience, waiting for future updates might be wise. But for others, especially fans of immersive crafting sims and tranquil sandbox gameplay, Enchanted Blacksmith offers a promising and heartfelt beginning—one that invites patience, curiosity, and appreciation for the small victories of a working blacksmith’s life. Rating: 7/10
There's nothing to do after 4 hours, but it has potential.
Basically the blacksmithing mini game that would be in a conventional game, but that's it.
Das Spiel ist von der Idee her cool, zumal es in die mMn stark vernachlässigte Kerbe der Schmiede-Spiele schlägt. Deshalb der Daumen hoch. Abseits davon fehlt es leider noch an so ziemlich allem: Rezepte, vernünftige Wegweiser, Bewohner, Lebensfreude und Abwechslung. Ausserdem hat es noch jede Menge Bugs, u.a. hüpft mir jedes mal die Kiste mit einem Affenzahn davon, wenn ich sie woanders hinstelle als auf das Pferd, ein Trank, den ich in die Kiste gelegt habe ist verschwunden usw. Ich glaube, dass mit verdammt viel Arbeit was cooles draus werden kann, aber zum jetzigen Zeitpunkt ist es nur eine nette Idee und in meinen Augen unspielbar.
아직 더 많이 업데이트를 해야겠지만, 추가 하거나 고쳤으면 하는 점은 [추가했으면 하는 점] 마을로 가서 파는 것 보다 마을 주민이나 모험가가 와서 사가는 것도 재밌을 것 같아요 [고쳤으면 하는 점] 수레가 자꾸 해제할 때 난리부르스를 추고 짐을 실어서 나르는게 조금 힘드네요. 진짜 열심히조절해 가면서 해야해서 몇분이나 소요 되니까... 이 부분 들은 좀 고쳐졌으면 싶네요. 그래도 집접 만들고 하는 걸 좋아하시는 분에겐 추천합니다. 채집 요소도 있고, 아직 사냥 그런건 없구, 낚시나 퀘스트는 곳 나올 건가 봐요.
Overall a fun little game, but I do hope there are a good amount of changes as it comes out of early access Edit: Dev if you read this, ngl this comes across as more harsh than I intended, I want to be clear that I liked your game, I only leave this review with my opinions on what it is doing not as well, because I believe it is some polish away from being a game I would love. It is afterall still a positive review. There are a few choices which just seem a little odd. Food is only really useful early game, and at that point you are using such ♥♥♥♥ food and getting so little out of it sleep is much much better. The only thing you want to remain aware of the time for is the reset of the mine, and once you start doing upgrades to your tools that is not any sort of issue. Speaking of tools, it feels a little clunky, it would be nice if maybe there was another button that allowed you to pull out your last used tool, or just map them to the number keys. That the tool use is a bit clunky makes the core loop feel odd as well, this is not an automation game, as such you want that loop to feel smooth, and instead of a smooth loop we have a clunky one that slightly punishes you for trying to avoid the clunkieness. Which gets me to the pricing. I did not map everything out, but there was a something I clearly found. Daggers are the best value/ingot, and while I did not do the math, I get the feeling from some mental math that for the buyable ores, copper is the most return on investment. This by itself wouldn't be the worst, but considering daggers are the starting option and you need to pay to unlock the ability to make swords and then swords of greater sizes, it doesn't feel great. Yes I get that it's slightly more time efficent, but that comes to the next issue. The disconnect between the buying and selling system. I would disagree, but could understand if the idea was to not use any popup windows, but not only are they part of the core loop, but selling things contains one (With an annoying and not very useful haggle option). So you lose any efficency you get from smithing one big blade instead of 6 daggers by the fact you had to count out all that ore manually, and it's not even for a a consistant style choice. Some small QoL things like that would go a long way, the chopping trees is another example of this. Wood is so cheap that getting your moneys worth when the quest makes you do it (Not a big fan of the quests btw, works well as a tutorial, but went too long for that, and made me backtrack more than once.) means you have to fill the cart up high with wood, which you must do one at a time. Not bad, but not fun, especially as you then have to unload that back at the home. Lastly, I really wanted to give this a big thumbs up for being super stable, but literally in the last few minutes of me playing this I had my cart which was attached to the horse just disappear. As far as I can tell I can't buy another one either, so if I want to continue that save I am not only out the supplies I had on the cart, but the ability to use the cart itself. Edit/PS. After checking the roadmap, I honestly do not feel the need for monsters in this game. Hunting could be nice, but not every game needs monsters. Imo it would be like adding a dating sim portion with the NPCs when you add those.
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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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