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Dev diary #2 - Demo in 2024 and recent milestones

Hello everyone! I've been meaning to write this dev diary for quite some time and finally I feel like there is enough news to write a blog post :) To give a quick summary at the beginning, the development of the game is going really great, but unfortunately I had to delay the demo for Steam Next Fest to February 2024. I've underestimated the amount of work needed to finish the core loop and the only reason for the delay is that I didn't have enough time to develop all the supporting features needed for the demo like the tutorial, audio, ui changes etc. On the good side, I did manage to finish the core loop which feels really fun so far (you'll be the judge of that of course)
So let's get into some details :) I've spent most time trying to rework the research tree. It's a big part of 2 problems Tavern Master had: 1) Every playthrough feels the same because research tree is the same 2) There is no bigger goal in the game except going day by day earning as much money as possible In order to improve that, I've replaced the research tree with a map of the kingdom where you're located. Since you're managing a blacksmith shop, you can influence events happening in the kingdom by providing weapons, tools, armor or something else. You can also help you kingdom expand either by force or diplomacy and in return receive certain benefits, bonuses, or materials. For example, a nearby mine could ask you for new pickaxes, and in return allow you to excavate ores there which unlocks copper ore for you. You will be progressing through the game by helping your kingdom basically :)

I've also streamlined the staff popup where you'll be able to drag&drop staff into certain roles. Each staff type will have different responsibilities, and you're job is to make sure the workshop is balanced. For example, a blacksmith can either craft items for racks, craft items for the kingdom map requests or work on designing new items. If you have too many blacksmiths designing, you'll be spending too much money on their salaries while racks will be empty and you won't be able to help your kingdom enough. On the other hand, if you're focusing just on production, but not on unlocking new items, you won't be able to fulfill certain requests.
There are some other not as important things finished: - I've reworked the whole AI system and with hundred of hours testing, I haven't had a single employee get stuck. I'll work hard on maintaining that quality until the game is released :) - Whole UI is getting reworked, you can already see parts of it in the screenshots - There will be at least 3 times more character animations than in Tavern Master - There are 8 different racks now which allows more customization Next steps are to polish and balance first 2-3 hours of the game and finish all necessary things for the demo that I mentioned. I'm taking a 2 month break from the development of Blacksmith Master so I can work on a really ambitious Tavern Master update which will release before the 2 year anniversary of the game (November 16th). That will also help me to be more critical and objective about the game when I get back to it, because I'll have 2 months to have my thoughts about the game settle :) Don't forget to join the Blacksmith Master Discord and please write feedback and thoughts in the comment! I'll respond to all of them. Sorry for delaying the demo, but I'd rather have something that I'm proud of in February than rush it for October and have lower quality feedback on the gameplay :)


[ 2023-10-05 19:25:33 CET ] [ Original post ]



Blacksmith Master
Untitled Studio
  • Developer

  • Hooded Horse
  • Publisher

  • 2024
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 8  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
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  • https://store.steampowered.com/app/2292800 
  • Steam Store

  • Blacksmith Master puts you in charge of your own medieval forge and has you manage resource acquisition, refining, and the production and sale of finished goods alike. Find and hire the best staff for each respective step of the process and equip them with the right tools to optimize your business. Design your shop for the best throughput, and seek out new opportunities in the market as customers come in looking for a variety of historically inspired items – from weapons and armor to tools and cooking utensils, you’ll perfect your craft to become the Blacksmith Master.




    Tucked away through the winding alleys of a small medieval town lies your workshop – at first just a humble place for a humble blacksmith, but with potential for greatness. Here, you control the entire production chain - from mining the ores to smelting them into ingots, then crafting weapons, armor, tools, and jewelry to put on display and sell to customers for a profit. You will design your shop to make the best use of space, ensuring there’s enough room for the production and sale of goods alike, while adding personal touches to liven up an otherwise dreary space. As your reputation grows, so too will your operation, and it won’t be long before you become a master of your craft.




    Be it a footman’s sword, a woodsman’s axe, or an inn keeper’s frying pan, everything you produce will require raw materials dug up from the earth. Hire miners, equip them with the right tools, and ensure they have everything they need to be efficient – without them, you cannot keep your business operational. Each additional miner means additional wages that need to be paid, though overworked staff are likely to get tired and inefficient. Will you opt to provide rest stations and additional staff to keep your employees satisfied regardless of cost, or will you instead keep a handful of overworked individuals to maximize your profits? After all, mining the ore is only the first step of the process, and there are many more wages to pay.




    There will be many different ways to craft items in Blacksmith Master - some will require a longer process which includes heating an ingot, hammering it on an anvil, tempering it, assembling parts, and finally sharpening it on a grinding wheel. Other items will be simpler to make, requiring less effort and time, though they might sell for a smaller profit margin as a result. Your job will be to optimize your workspace as much as possible so your team of blacksmiths can work in tandem, creating goods from the simple to the highly complex, servicing customers from and around your small town. Besides weapons, shields, and armor, your crafting recipes will include other common things that medieval blacksmiths would make. This includes items like:

    • Kitchen utensils - spoons, forks, pots, cauldrons and everything in between.
    • Tools - from axes to hammers, take your pick!
    • Jewelry - necklaces, rings, bracelets, and crowns all fetch a handsome price.
    • Plus many others!




    Different blacksmiths will have different skills that you need to cultivate. Some will be great at working with metal, others will be great glassblowers, and others still might be particularly proficient with gems. Crafting items of a certain category will increase a blacksmith’s skill level, enabling them to craft more complex creations, though it might come with an added cost. Will you train them as generalists, ensuring they all have support when needed, or will you seek to train famed specialists?
    MINIMAL SETUP
    • Processor: Intel Core 2 Duo E7500 (dual-core) / AMD Athlon II X2 250 (dual-core)Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GT 630 (2 GB) / AMD Radeon HD 6670 (2 GB)
    • Storage: 2 GB available space
    RECOMMENDED SETUP
    • Processor: Intel Core i5-750 (quad-core) / AMD Phenom II X4 965 (quad-core)Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 650 (2 GB) / AMD Radeon HD 7750 (2 GB)
    • Storage: 2 GB available space
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