Medieval Crafter: Blacksmith Early Access Impressions

I’ve admittedly played enough job simulators to know when one’s going to hook me. The moment I walked into my little dwarven forge, heard that furnace crackling, and realized I’d be spending the next several hours swinging a hammer at glowing metal, I already knew I’d be sacrificing the better part of my weekend. And that I did.

Rhythm Keeps You Swinging

Medieval Crafter: Blacksmith doesn’t reinvent anything. You mine ore, smelt it into ingots, hammer out weapon parts, and assemble them for customers who apparently can’t be bothered to do it themselves. Standard stuff. But there’s something about the actual loop here that just works. Maybe it’s the satisfying clang of metal on anvil. Maybe it’s watching a pile of raw copper transform into a functional sword over a dozen steps. I found myself saying “one more order” at 1 AM, which is basically the highest compliment I can give a game like this.

The crafting process involves actual steps along the blacksmithing process: heating, hammering, tempering, assembling. And while it’s not exactly a metallurgy degree, it feels more involved than clicking “craft” and waiting for a progress bar. Customers show up at your shop with orders, you flip through your recipe book to figure out what materials you need, then you get to work. Simple on paper, genuinely absorbing in practice.

Heroes, Quests, and More

The hero and questing system is what really makes Medieval Crafter: Blacksmith stand out. You don’t just sell gear—you equip heroes and send them out on quests. Watching someone march off with a sword I hammered out, hoping they come back with loot instead of getting absolutely wrecked in a dungeon? That’s strangely personal. I actually got invested in whether my first hero would survive her adventures. (She had terrible luck. Let’s not talk about the 90% success rate quests she somehow failed.)

The hero system adds a layer of strategy that most blacksmith sims don’t bother with. Better gear means better survival odds, which means better loot, which means more materials for even better gear. It’s a clever loop that gives your crafting actual stakes beyond “make number go up.”

Early Access Edges

Let’s talk about the state of things. The game launched into Early Access with a save system that apparently just didn’t work for some people. Imagine putting three hours into your forge and coming back to nothing. The devs have since pushed out an auto-save hotfix, which is good, but it’s worth mentioning because early access is early access.

I also ran into the content wall faster than expected. Around the 20-hour mark, I’d more or less done everything—maxed out dungeons, geared up my heroes, completed the available quests. I’m basically waiting for the Arena and Forest areas that are promised on the roadmap. For now, there’s a “I beat the game” feeling that hits sooner than I’d like. Though once again, this is Early Access.

The environments start feeling repetitive after a while too. Your forge looks great:warm lighting, tools gleaming, molten metal glowing. But you’re staring at the same spaces constantly. A bit more visual variety wouldn’t hurt.

Worth the Sweat

At roughly ten bucks, Medieval Crafter: Blacksmith delivers a solid foundation. The crafting mechanics are genuinely satisfying, the hero questing system adds unexpected depth, and the dev team seems responsive based on how quickly they addressed the save issues. The roadmap promises enchantments, trading, new areas, and seasonal events. If they deliver on these promises, this could become something special in the genre.

If you need a complete experience right now, maybe wishlist it and check back in a few months. But if you’re the type who doesn’t mind playing something while it’s still being built, and you’ve got that itch to hammer out legendary weapons in a cozy dwarven forge, it’s an easy recommendation at this price point.

Medieval Crafter: Blacksmith is currently in Early Access on Steam with an estimated one-year development timeline. These impressions are based on the current build and may change as development continues.

Categories: Feature

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