
Become a blacksmith this roguelite deck-builder where you forge the powerful weapons adventurers use in battle. Slot your weapons into the Ouroburos Timeline to chain combos and outsmart monsters. Design your own builds and become the stuff of legend.
Modeled estimate, not a reported figure. How we estimate →
Media

About
This game is part of the Bahamut 30th Anniversary Indie Game Promotion Program.
Direct battles as a blacksmith-strategist by writing your action script on the Ouruburos timeline.
Enemy actions are displayed in one-second intervals, clearly showing what will happen, and when, over the next 20 seconds of combat.
Use that time wisely to:
Strike before deadly enemy skills go off
Chain actions together to trigger affix reactions that play off one another
Plan not only where each weapon sits on the timeline, but also which weapons you repair and prepare to fit your long-term plan
Different weapon weights and types directly affect how long it takes to swing.
If you time your attacks just right, you can seize the advantage—or even trigger unexpected chain reactions across the timeline.
Victory or death awaits in the next 20 seconds. Will your strategy win the day, or be the end of your adventurers?

Legendary blacksmiths don’t just “make” weapons; true masters start by choosing the right mold and materials, shaping a weapon’s personality one hammer strike at a time.
Collect unique crafting materials from powerful enemies on your journey. Each material has its own qualities and traits, allowing for endless weapon combinations.
Choose the appropriate weapon mold, then socket materials into its slots to let affixes and weapon traits interact with each other
Experiment with different “Mold × Material” combinations to forge the core weapon that defines your build
The quality of your weapons are defined by your combinations and your design.
Every hammer blow is a choice for your build; every completed weapon is the embodiment of your ideas and your journey.

Develop your skills as a blacksmith, with over 400 talents and different progression paths to not only choose your path as a Blacksmith, but also to forge new works.
These talents don’t reset just because a single run ends. Instead, every adventure and every death feeds into your growth.
Some talents turn you into a glass cannon at full HP and a sturdy wall at low HP.
Others specialize in certain weapon types, allowing weapon molds to grow alongside you. There are even high-risk talents that chip away a bit of your HP every time you attack, in exchange for damage that spirals higher the longer you fight. You can:
Let each death become fuel, growing stronger bit by bit as you search for the build that fits you best
Here, strength isn’t left to stats and RNG alone: it’s shaped by your point allocation and your design choices.
Every talent point you spend is a statement about your build; every talent route you unlock is the shape of your thinking and your journey made visible.

You can’t forge and quest on an empty stomach. Before every adventure stop by the restaurant for a proper meal.
Not only does the head chef prepare a special menu, there’s also a picky cat critic who rates your dishes and influences the buffs you take into your next outing.
Ingredients accumulate over multiple adventures: defeating monsters and clearing events gives you new ingredients to bring back.
Adjust the ratio of your ingredient based on their properties, and aim for the right range to cook a highly-rated dish.
Eating isn’t just a zero-sum game. There is no optimal meal for a hungry adventurer. Experimenting with unusual or risky ingredients can often provide powerful boons - or worse side effects.
Every meal is preparation for what comes next: will you eat safely and play it conservative, or taste forbidden power and bear its consequences?

Explore a world, one hexagonal tile at a time. Travel beyond your capability, and you risk Calamity, stronger enemies, and more pressure in battle.
Plot your route through the world carefully. There are safe routes, shortcuts, and hidden treasure for the discerning eye.
Each map also contains over 80 random events that require your quick-thinking and guile. Win equipment, or talk yourself into a brutal fight. The choice is yours.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Reviews
[h1]铁匠的传奇之路![/h1] [h3]游戏介绍[/h3] 萌萌的像素画风,游戏的剧情从小故事开始,王国的边境的小镇来了两个大人物,一位是传奇的铁匠 另一位是他的助手半天龙,只为了专心打铁的人而言,这里还是比较危险的,周边的魔物不知道为什么在躁动,有毒性的误区一直在扩展。于是他们就接到了调查任务 来到了这里,在经过一处战区雾界的时候,拯救了要死去的年轻人,他在这里生存了整整三天,故事从此刻就开始了。 战斗情节设计得还挺不错的,首先会有一个猫猫美食家,通过搭配不同的食材的配比和料理来将安培雅素,兽肉,谷魄控制在合理的范围,就能获得不同的药理效果,然后就会造一个六边形的像素方块世界里,随着四处移动来不断地探索,里面有怪物和丰富的事件可以供选择,还有商店购买。 栈道的话还是很独特的。有一个类似于烧烤架一样的骨头创上面通过摆放武器或者修理装甲等来串起他们之间的行动,并出手打断敌人的攻击。除此之外,就不得不提到了本作的特色铁匠了,通过收集素材可以打造武器,通过想要的模具,然后将素材拖动到这4个框里,然后就可以开始锻造了,有个不同的效果,助力你轻松打过。 [h3] 结语[/h3] 本作是一款像素肉鸽风格的策略游戏,通过打造在战斗中打败怪物,收集资源,通过模具与素材的组合搭配,铸造出强大的装备,有着不同的效果,构筑出属于你自己模块的武器,也有局外成长,可以点天赋点,在像素风的六边形地图中探索,丰富的事件,种类繁多的怪物以及商店等等,在战斗中还有独特的“欧若波罗斯时间轴”来决定接下来20秒会发生什么事。玩法独特有趣,不错的小众游戏。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
主打武器鍛造並且形成不同流派的遊戲,研究每個地圖與Boss適合的打法流派來不錯。 天賦樹看起來有變成天賦林的潛力,但之後實際玩起來的感覺會如何還不能確定,期待後續更新。
玩了之后只有一个感觉:这玩意真是狗屎中的狗屎,垃圾中的垃圾。 如果你最近心情太好了,日子过得太顺了,想给自己找点罪受,那可以试试《装备之路:铁匠传奇》。前提是你心脏够好,血压够稳,脑子也经得起折磨。不然真的没必要。 它最大的问题不是不好玩,而是根本没东西可玩。点来点去不知道在干什么,反馈像死了一样,交互稀烂到让我怀疑作者是不是没玩过游戏。4399 上随便翻个十几年前的小游戏,可能都比它更像个游戏。 别说“铁匠传奇”了,我觉得叫“坐牢模拟器”都更准确。玩之前我只是无聊,玩完之后我开始反思自己为什么要打开它。
[h1]机制数值很奇怪的diy[/h1] [h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 是否厌倦了千篇一律的所谓神兵利器,如果是自己diy进行组合会是怎么样。这款游戏就给了玩家用自己打造的武器砍瓜切菜的机会,这下没发说厨子做饭不好吃了 玩家需要在毒雾蔓延的冒险区域一格格探索,寻找boss击杀给工会交任务。开局前会吃饱再上路,料理是随机生成,对食材的需求也是随机,建议roll一个食材能填到红线的出门,猫猫都说不好吃的饭菜属性加成肯定不够。这样出门携带的初始素材会多一点,可以直接开始造武器了。 游戏的打造系统比较简化,有四个槽位可以放入材料,对应武器的攻击耐久效果变异。不是很明白武器变异的意义在哪里,可能在没什么素材的情况下赌一赌单车变摩托,但随机附魔可能会浪费材料,大剑整个剧毒附魔基本可以忽略。个人建议随便塞个垃圾材料就行。另一个值得注意的点就是,匕首的攻击固定为1,这个武器整体存在感特别低,想着可以上dot的,但游戏的剧毒伤害可有可无,打个小怪都费劲,火焰流血伤害又和攻击有关,导致匕首的设定就是上个翻倍的buff,材料随便造着存一下就行。武器属性在条件允许的情况下就凑无属性,对水火草电都有克制效果,耐久除了个别附魔反而没有那么多需求。 战斗有点类似《符文竞技场》,20秒内敌我双方的所有行动以每秒一格的形式完整展示在时间轴上 ,玩家可以观察到敌人将要在哪一秒释放攻击技能,来决定策略用什么武器进行应对。优先级最高的就是用武器攻击去对顶敌人的行动,这时候就会进行削韧,打空敌人耐力就可以任玩家宰割,不过哥布林精英会有反抗削韧的状态,这时候就要错开来攻击,时刻注意敌人的状态灵活改变武器进攻的顺序。武器是有耐久消耗的,攻击几次就需要维修一下,初始技能格挡也能很好的见缝插针减少敌人的致命打击。但同样游戏很大的问题就会这里暴露出来,没有战斗数据记录,动画跳过去之后,我收到了多少伤害造成什么效果很难判断,玩了两小时我也不知道防御的作用到底有多大,是怎么一个公式进行计算。 附魔很有趣呀,dot之间的互动关系也有很设计,但是互相冲突没办法精准控制。剧毒会增加燃烧几率,然后燃烧就把剧毒清掉了。想要冰冻对手控一手,不小心安排多了结果破冰了。敌人技能和效果描述起来都像是小作文,看着实在是头疼。不得不化身蒙多,就是堆肉堆攻击,和boss激情互砍。最后结果就是大剑堆满,你砍我,我砍你,看谁先倒。 局内和局外的数值也是非常感人。随机事件挺多的,但大部分都是金币或者步数的增加,不知道步数消耗完有什么结果,一直处于溢出状态。剩下就是没有任何提示的选项,选这个加血还是会叠buff,第一次我可以试试,但后面也不进行标记让玩家纯靠脑子记忆嘛?选对了还好,boss增加素材还扣数值,选错了敌人加血下次还是选错就是增加负面体验了。结束看到修女与鱼,那个密密麻麻的天赋树,不是惊喜纯粹是惊吓,感觉不是我菜就是局外不够,这种就偏导了游戏的目的性,不追求搭配更加合理,而是堆着局外天赋往一个方向死犟。 [quote][h3]鉴赏员测评配置:[/h3] GPU:NVIDIA GeForce RTX 3050 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽!
金币获取太有限了,锻造武器格子有限,素材拿多了岂不是只能当垃圾,建议可以把素材或者武器卖给商人。然后一个鼓励探索地图的游戏却有时间限制,是不是有点左右脑互博
滿不一樣的0_0/
制作组的脑子是被冻结、眩晕还是麻痹了?还是说你们连基本的异常状态描述都不会?!冻结效果写着“无法行动”四个大字,结果叠了12层冻结的怪物楞是在被冻成一个大冰坨的情况下一刀反手给我干晕了,合着这些debuff都之后对我有作用是吧?!!!!到底是你们的代码组和文案组在左右脑互博,还是说审核组一点审查义务没尽到? 还有那个天赋树升级,你们一局就这么点经验搞这么大一个天赋树,更别提还有打完第一章0经验获取的bug,如果游戏好玩就算了,玩了几十局就那么几个流派能用的不说,能不能凑其还全看脸,就这个游戏体验你想让我做电脑前给你肝一晚上?!请把你们做白日梦时流了一地的口水拖一下谢谢,实际情况是我玩了10局左右看到这个天赋树就想开修改器了。 新手引导做的也是一言难尽,你把本作的武器属性系统设计的这么复杂,结果到了游戏里愣是提一嘴都没有,我都是自己去翻玩家手册才知道这些属性的搭配和异常效果的情况的。 再说说战斗反馈:打了几把后就发现全是在互秒,尤其是那个食人魔还有第二章的小怪,流程里加防御的效果没多少,扣防御的效果一堆,打到后面就是在激情互秒,那你们游搞一个根据防御加伤害的武器效果又是几个意思?。 再就是战斗方式,战斗的方式设计的倒挺新颖,但有的时候好不容易打晕一个怪物结果他在持续时间里完全没行动,等到了下一个行动的时候他的眩晕又解除了,还有麻痹效果也是一样,有buff的时候敌方不行动,行动的时候buff有没了,就导致这些效果看上去就和摆设一样,要我说如果你们还不如搞回回合制呢。 再说反馈和bug提交,网页不挂个外网代理根本都进不去,怎么?中国玩家的意见就不是意见?我不知道你们制作组是哪个国家的,但这不能是借口。 Here is the English translation of the previous text, machine-generated.: Is the production team's brain frozen, dizzy, or paralyzed? Or are you incapable of even describing basic abnormal states? ! The freeze effect says "Unable to Act" in big letters, yet a monster stacked with 12 layers of frost still managed to slash me and knock me out while frozen solid as an ice block. So all these debuffs only take effect after I'm already down, huh? !!!! Is it your coding team and copywriting team battling each other between the left and right brain, or has the project review team completely failed to fulfill its duty of oversight? And then there's the talent tree upgrade. You guys gained only a little experience in one game but managed to build such a huge talent tree. Not to mention there's also the bug where you get 0 experience after completing the first chapter. If the game is fun, that's one thing. But after playing dozens of games, there are only a few playstyles that can be used. Not to mention whether you can use them all depends on your luck. Just imagine, for this gaming experience, do you want me to spend an entire night sitting in front of the computer and grinding for you? ! Please wipe the drool that you spilled while daydreaming. Thanks. The truth is, after playing about 10 rounds, I saw this talent tree and immediately wanted to use a modification tool. The novice guidance is also quite confusing. You made the weapon attribute system in this game so complicated, but when it comes to the game, not a single mention is made of it. I had to consult the player's manual to figure out the combinations and abnormal effects of these attributes. Let's talk about the combat feedback: After playing several rounds, it was discovered that it was all about competing for seconds. Especially for that ogre and the minor enemies in the second chapter, the effect of adding defense in the process was not significant, while the effect of reducing defense was substantial. By the end of the game, it was all about intense competition for seconds. So, what does it mean when you design a weapon effect based on the combination of defense and damage? Then there's the combat method. The design of the combat method is quite novel, but sometimes it happens that you successfully knock out a monster, but during the duration of the effect, it doesn't move at all. When the next action comes, its stun effect is lifted. The same goes for the paralysis effect. When there's a buff, the enemy doesn't act. When they do act, the buff disappears. This results in these effects seeming like mere decorations. In my opinion, if this is the case, you might as well go back to the turn-based system. Let's talk about feedback and bug submissions. If the website doesn't have an external network proxy, it simply won't be accessible at all. What? Are the opinions of Chinese players not considered opinions? I don't know which country your development team is from, but this cannot be an excuse.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Related
| OR | $5.4K | 191 | 40% | $1.99 |
| 100 hidden cups | $5.4K | 433 | 42% | $0.59 |
| Nayati River | $5.4K | 86 | 64% | $4.99 |
| Classic Sport Driving | $5.4K | 76 | 86% | $3.99 |
| A Little Golf Journey | $5.4K | 71 | 86% | $3.89 |
| IHF Handball Challenge 12 | $5.4K | 83 | 63% | $2.99 |