
Run a weaponsmith shop in dark medieval city of Greyhaven. Sell weapons, manage gold, debt, materials, and fame, while customers, beggars, bandits, and rumors reveal the consequences of every choice.
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About
This game is a dark medieval weaponsmith shop simulator set in Greyhaven, a troubled city shaped by debt, crime, desperate travelers, mercenaries, beggars, rumors, and the consequences of the weapons trade. The player is not a hero, but a struggling smith trying to keep their inherited shop alive by selling weapons, managing gold, building or losing fame, paying daily expenses, buying limited material stock, and deciding who deserves help, who should be refused, and when survival is worth moral compromise. Each day, customers arrive with specific weapon needs, budgets, and personal stories, and the player must match them with suitable weapons based on type, damage, balance, weight, price, and available materials.
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Stats
Languages: English**languages with full audio support
Reviews
Got to day 5 and had no methods to regain material? Interesting premise, game itself needs work however.
There's barely any gameplay here. The entire experience boils down to matching numbers and repeatedly clicking the same button. It gets repetitive almost immediately. The art and assets feel generic, it comes across as a collection of placeholder-looking visuals. Overall, it feels more like a basic prototype than a finished game.
This game has a great potential : 1 - Not enough thinks to do with your money 2 - The materials to craft are more expensive than the selling price (would be great to add a choices of the price depending on the demands) 3 - Ai art, I don't really mind it but some details would need just a small detail touch for it not to be noticed (the watermelon colors spreads to the wood of the barrel in the background, some of the NPCs avec imposible weapon) If those said upgrade are done the game might be worth some hours to play
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why does it say love 115 when i taBBED OUT TO CLOSE THIS GAME now im sus cause its free and imma be the first to call it a miner
就目前来看,可玩性简直垃圾。每天的进货量是固定的,这还能理解,毕竟人的能力有限的,不能运送过多物资。但是,我当天没有消耗的金属到第二天就没了。请问,为什么?那个金矿铁矿是会蒸发吗?其次,我不能向顾客提供优于他需求的装备,哪怕是在他预算足够的情况下。只能售卖完全一致的产品。不断匹配然后点击销售,这太单调乏味了。游戏设计感觉不合理,开始的时候,什么都缺,什么都买不起,到后面,有钱了,但却没有可以买的东西。不支持中文,也是我给差评的一个因素。
game is good theres just 3 things I'd comment about 1. resources feel too limiting. we should be able to buy the amount desired, not just a set max amount 2. excess money becomes useless if we can't spend more for resources or pay more on the debt 3. resource level could be shown without having to find it in the "Goals" menu
Game feels somewhat like it is in early access. I can see where there are a multitude of potential features to add to bring it up to snuff with the scale of say Papers Please but it does scratch the itch. In it's current state there seems to be minimal story development for retaining intrigue, but that's okay because it's neat enough on it's own. Takes a little too long for my taste to load the next scenario, and there aren't really consequences to losing reputation once you get on a roll. For reference I played 14 "days" of the game in under two hours and had enough gold stocked up that I could keep the store stocked, Pay off all my debt (which is not allowed but i had more gold than i had debt left), and for 700g to get stolen on the opening of day 15 with a +1400 reputation modifier. To me that means I have won. because at that point i just have to make enough to keep the shop supplied and handle any incidental events that come up. which is more than doable with that much reputation. Features I would like to see: The option to scale my prices to eek out more profit or spend more on certain inventory items to get extra stock if say a rumor comes up that I have become known for my Iron Work or my Steel, more story and more consequences. Overall I will give it an 8/10 if you enjoy Papers Please and similar resource management games but don't want an overly complicated experience or in depth story.
Momentum
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