
Soul Smith of the Kingdom is a business idle game involving smith workshop business. Play as Nine,heiress of the unparalleled Andelioar Workshop in the kingdom,instruct smiths and adventurers and make perfect weapons--all to revitalize the workshop!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, Simplified Chinese, English, Traditional Chinese*languages with full audio support
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
Soul Smith of the Kingdom is a relaxed, incremental management simulation that blends crafting, light strategy, and RPG-style progression into a gentle medieval fantasy setting. Developed by Inu to Neko and published by Starship Studio, the game places players in charge of a blacksmith workshop whose reputation and success grow steadily over time. Rather than emphasizing tension or constant decision pressure, it focuses on long-term development, careful planning, and the quiet satisfaction of watching systems gradually improve through player guidance. The premise centers on restoring the prestige of a once-famous smithing workshop. Players oversee daily operations by assigning smiths to forge weapons, manage materials, and train their workforce. Progress is built around repetition and refinement: crafting items generates income and experience, which in turn unlock better tools, more capable artisans, and higher-quality blueprints. This loop gives the game a strong idle-game sensibility, where efficiency and patience are rewarded more than rapid reactions or complex micromanagement. Crafting itself forms the backbone of the experience. Weapons are produced through layered processes that involve selecting materials, choosing smiths with appropriate skill levels, and managing production priorities. As the workshop improves, players gain access to stronger recipes and rarer components, pushing them toward more ambitious goals. While the system is not deeply granular, it strikes a balance between accessibility and progression, allowing players to feel a sense of mastery without overwhelming them with excessive mechanics. An interesting twist comes from the way adventuring is woven into the smithing economy. Rather than controlling heroes directly, players equip adventurers with crafted weapons and send them out to explore dungeons. These expeditions return with gold and rare materials needed for advanced forging, creating a satisfying feedback loop between crafting and exploration. Better equipment leads to more successful runs, which in turn fuels further upgrades back at the workshop. This indirect approach keeps the focus firmly on management while still providing a sense of connection to the wider world. Character progression adds another layer of long-term engagement. Smiths gain experience over time, improving their effectiveness and unlocking new capabilities. There is a generational aspect to this growth, as skills can be passed on, allowing players to slowly shape an increasingly efficient and specialized workforce. This creates a subtle emotional attachment to the artisans under your care, as their development reflects the success of your management decisions across many in-game cycles. Visually, the game adopts a soft, anime-inspired art style that suits its calm pacing. Character portraits, menus, and workshop screens are simple but clear, prioritizing readability over spectacle. The interface communicates essential information efficiently, which is important for a game built around monitoring progress and making incremental adjustments. While the presentation lacks the polish of higher-budget simulations, it has a modest charm that complements the low-stress nature of the gameplay. Audio design is similarly understated. Background music and sound effects are functional and unobtrusive, reinforcing the sense of routine without drawing attention away from decision-making. The soundscape supports long play sessions, making it easy to leave the game running while periodically checking in to adjust production or respond to completed tasks. The pacing of Soul Smith of the Kingdom is intentionally slow and methodical. Progress can feel gradual, especially in the early hours, and the game expects players to embrace repetition as part of its core appeal. This can be relaxing for those who enjoy idle or incremental games, but players looking for frequent dramatic shifts or high-stakes challenges may find the experience too subdued. Much of the satisfaction comes from optimization rather than discovery, as systems become more efficient and production chains smooth out over time. Where the game may divide players is in its depth and presentation polish. Some systems feel lighter than they initially appear, and the English localization can be awkward in places, occasionally obscuring nuance in menus or flavor text. These issues do not break the experience, but they can limit immersion and make the game feel rougher around the edges than its core design deserves. Overall, Soul Smith of the Kingdom succeeds as a calm, idle-leaning crafting simulation that emphasizes gradual progress and workshop management over complexity or challenge. It offers a cohesive loop of forging, upgrading, and supporting adventurers that feels rewarding in its own quiet way. For players who enjoy low-pressure management games and the pleasure of watching numbers steadily improve through thoughtful planning, it provides a cozy and consistent experience rooted in patience and incremental growth. Rating: 5/10
[h1]该游戏为挂机类游戏[/h1] 游戏中可以设定挂机,然后玩家就可以不管它了,过几天再上线,系统会提示获得了需要用的资源 当然还是收集系统好玩了。 [h1]介绍[/h1] 《Soul Smith of the Kingdom》(王国的灵魂锻造师)是一款经营锻造工房的放置/经营模拟游戏。操作王国首屈一指的锻造工房·安德里奥的当家大小姐·妮奈,指挥锻造师和冒险者,制作完美的武器,来让工房红火起来吧! [b]优点[/b] [list] [*]可爱的日式画风,立绘比较优秀 [*]打造武器的系统做的挺不错的,适合收集玩家 [*]游戏的随机性非常高,游戏性丰富 [*]有云存档,点名表扬! [*]铁匠铺模拟器 [/list] [b]不足[/b] [list] [*] 目前模式单一,玩久了还是会觉得腻 [*] UI让我看的眼花缭乱 [/list] [h1]游戏性[/h1] 该游戏的主要目的:赚取更多的钱!打造武器完全就是附带的,为了让锻造师们为冒险者提供更好的武器探险,并且提升冒险者们的能力,向更深的地下城进发,冒险者们会从附近的地下城中收集制作武器的资源,貌似不同的人物使用的好像不一样,游戏设有收集系统,通过锻炼锻造师的技能,以及提升工房的水平,以打造出最强武器Soul Smith为目标,从打造最简单的铜匕首开始,磨炼锻造师,来制作各种各样的武器吧,不仅仅是经营,与冒险者进行交流也是很重要的一环。他们会从附近的地下城中收集制作武器的资源。游戏中可收集的元素也非常多,各有特色的武器装备大量提升了玩家的游戏体验。 [h1]总结[/h1] 该游戏作为一个挂机游戏有一定的赌博性质,刺激!总而言之是一个类似铁匠铺的模拟器,冒险者探险打收集素材,其实也能作为游戏的一环,但没做好,而且很微妙的是冒险者完全没有存在感,还没有魂值有存在感, 作为挂机游戏还行。 最后,小尼禄祝大家游戏愉快! [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/34585550/ ]风韵游存[/url] ←点击关注,查看精彩评测 欢迎加入我们Steam组: [url=https://steamcommunity.com/groups/fengyunyc]风韵游存[/url]←点击加入,一起探索游戏的风韵 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
怎么说列 几个小时就无聊了····
Je cherchais un jeu de gestion de magasin, il était dans mon bundle. Je l'ai installé, c'est à ce moment là que j'ai découvert l'immensité de ce jeu. Dans un univers Héroic fantasy envoyez des héros faire le sale boulot et attendez patiemment qu'il vous ramène des ressources pour crafter des armes de qualité ! Le jeu peut-être vu comme un cliquer où les forgeron craft en boucle et tout seul, le dynamisme se trouve dans les mini-jeux disponible chaque mois (du jeu). C'est un petit jeu, ne vous attendez pas à un gros budget derrière. Les mini-jeux sont assez bien pensé puisqu'à un certain niveau ils sont assez difficile sans l'être de trop. J'ai pas passé 3 jours non-stop sur ce jeu pour vous en décrire les moindres détails et avoir un avis de conséquent. Mais j'ai acheté ce jeu et j'y ai joué et je peux donc rapporter ce que j'ai vu !
bug巨多 存档卡死 17块钱买了个摆设嫖了6小时 退款失败 贵游太牛 重大bug不修复就出来卖
ゲーム内実績をフルコンプするまでプレーしました。 キャラクターがとても可愛い経営シミュレーションゲームで、武器を作成するためのリソースや鍛冶師を育てるためのお金が相当数必要なので、貯まるまでゲームを放置する時間が長いです。 放置系ゲームが好きな人や、別作業をしながら何かゲームをしたい人にお勧めします。 BGMが優しい感じのメロディーで素晴らしいので、サウンドトラック(全8曲でインストールフォルダに直接ダウンロードされた曲を各自のPCのミュージックプレーヤーで再生して聞くタイプ)の購入もお勧めします。
殺殺時間還不錯 期望能有更好的作品 當個投資吧~加油 !
画面サイズ1280×720固定。 ゲームにならん。 返金。
Not sure why people would make a fuss over the translation.
有时候会闪退和回档 也不知道为什么
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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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