Back to rankings
Alnico Smithery

Alnico Smithery

by Pinapl

★ 87%
Price $14.99
Avg Players 1
Reviews 98
Released Oct 25, 2024
2DAtmosphericCasualEarly Access
View on Steam ↗

Media

Video
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot

About this game

What players are saying

▼ Not recommended 0 hrs
This game appeared to be similar to Potion Craft, which I very much enjoy. However this game feels a bit too uninpsired in the long run. After you've played for 1 hour, you've pretty much done everything. All that changes later is the outcome but the process is completely the same.

I feel like what this game needs is change in pace after some upgrades. For example, make players have to refine a metal to get higher purity or make us hammer the ingot to make the metal tougher for some orders.

If the whole gameplay loop is "get ore > figure out ratio of ores > melt ores > fill ingot molds > combine ingots on anvil according to a preset recipe" you have to make each step somehow more complex or "interesting". I believe that the ore refiner section could be made more complex but rewarding for extra work. Same with ingot making, make it a bit more complex than just filling the mold. Maybe I am wrong and later it gets more complex but I've caught myself losing attention to the game after a little while.

Overall a very visually charming game with a theme I adore (smithing) but I can't recommend it for reasons mentioned above. However, maybe you're fine with what I said and this game is perfect for you. It's your call after all.
18 found helpful Steam ↗
▲ Recommended 6 hrs
The level of detail here is amazing. I've tried a fair amount of Blacksmithing games, most of them are average at absolute best. Alnico is different. Alnico is great.

From rock to raw metal. From metal to forging. Forging to crafting. Every step is done by hand using the a fairly accurate physics system. Everything has its own weight and feel. It feels good every step of the way.

Mixing alloys is reflective of real life. I was unable to find the right mixes for some metals easily and looking up the ratios on google provided the correct ratios that worked in game almost exactly.

Sound-wise there's not much to write home about except one detail. Different metals actually make different sounds. It could be a coincidence since sometimes many sound similar. But I was throwing around to ingots of Silverbright and Rose Gold, only to find the Silverbright made a distinctly lighter sounding chime than the gold. Even between Yellow Gold and Rose Gold there was a different chime. This is what prompted me to write a review at all. Its such a small thing, but adds so much.

I hope you like making a ton of Pot Metal to. Cause it's gonna happen a lot while finding ratios if you dont want to look them up.
13 found helpful Steam ↗
▲ Recommended 32 hrs


Disclaimer: This game contains unobtainable Steam achievements.



I've been looking for a good busywork title to pour a bunch of time into ever since I finished Potion Craft, and with Alnico Smithery I felt I finally found it - if only for a short while. And, despite Alnico Smithery managing to scratch the same type of itch for me, and doing many things right, it also falls into the same pitfalls Potion Craft does, and is about the same length - meaning you can 100% it in about 30 hours of gameplay with little to no incentive to replay it.

The resemblance to Potion Craft is immediately felt in the artstyle, depicting minerals and machinery in fairytale-book-type illustrations, and a vivid foxed-page color palette. I like this aesthetic a lot, it's a big part of what made the games appeal to me so. Information is retained through simple shapes, colors, linework; the tutorial is short and straightforward, and you are quickly left to discover things through the various interlocking systems it offers.

Much like Potion Craft, Alnico hinges on the satisfying feeling of seeing raw material through multiple stages of refinement in order to obtain a product to profit off of. In Potion Craft, you collect plants from your garden, grind them into paste, throw them into the cauldron, then mix, bottle, and serve them - while in Alnico Smithery you mine ore, crush it, refine it, dispense it, melt it, combine it into alloy, pour it into ingots, then shape said ingots into a craft you sell.

Considering the medieval setting of the game (modern alloys set aside), big emphasis is put on menial labor rather than automation. This is something I like, and even prefer. The process is begun by mining ore, physically turning a hand crank, to drop rocks onto a conveyor belt that also has to be operated manually. The rocks are then crushed by a crusher so they fit into the refinery snugly. Each action has an accessibility setting associated with it, ensuring prolonged play is not made straining for the player, which is considerate on the dev's part.

Refined ore is then dispensed onto a crucible the player places below the chute in advance. This crucible is manually moved to the furnace, which has to be heated up via the bellows repeatedly. It is then moved out of it with a pair of tongs. Spilled ore can be vacuumed back into the refinery using the chute if need be. Molten ore has to be carefully poured into the molds set out by the player - in that the tipper can be used to help do so precisely.

Alloy inside molds cools down into ingots, which have to be placed on the anvil to start the shaping process as they are still hot. Shaping is done through a mini-game that tasks players with hitting marks on the ingot precisely. This sequence is not time-sensitive, as the ingots don't cool off on their own; I appreciate this design, it contributes to the laid-back nature of the game. Missing marks affects the craft's quality however, and nets you less overall pay.

A complete product is then moved onto the scale to be sold for coin. Coins are physical objects that can be manipulated at will, put into a physical piggy bank or melted down into their base components. The game is chock-full of these cool interactions, like being able to burn orders you don't want to fulfill, turning bugs into carbon, or accidentally melting down household objects. It truly feels like the dev has an eye for detail, which is commendable.

With every task requiring deliberate action on the player's part - dragging ore chunks onto the crucible, tilting it so alloy isn't spilled - one is given ample control over the process, in turn ending up caring more for the outcome. Intent has to be put into portioning ore, moving tools around the workshop, configuring mold setups, shaping ingots with precision. And, as much as this undertaking can be frustrating to some, it was an enjoyable experience for me personally.

The challenge in Alnico Smithery does not stem from figuring out how to craft an object, unlike other games; the recipe is already written down in the scrolls you receive. Instead, the goal is to figure out how to make the alloy itself. As 3-part (or even 4-part) alloys are introduced, the process becomes more intricate, pushing you to tinker with elements and objects as you try to correct existing ratios, or dispose of failed ones. This fosters a sense of wonder and discovery with the game, filling you with joy when you succeed.

It is possible to deviate from correct alloy ratios by up to 30%; you do not actually need to be precise to a point where discovery is made impossible, or require prior metallurgical knowledge. This preemptively eliminates a lot of unnecessary frustration, preventing Alnico from becoming a "wiki game". New alloys are simply discovered when a mixture cools down, and products are discovered when you finally purchase the right molds for them.

Despite every aspect of the game being serviceable, my issue with gameplay (and thus replayability) is rooted in the limited amount of tools put on offer by it. Drawing parallels to Potion Craft again, Alnico suffers from the same issue where players can only use 1-3 hand tools to manipulate items with - two hammers for hitting marks, and a rag to undo mistakes - then tongs, which can be forgone by simply juggling hot objects barehanded.

I would have liked to see more such implements - a vat of water or oil to quench items in, a vise or pliers to hold down objects as you shape them, a chisel and mallet to make grooves, punches or drifts to make holes, a file to remove fine amounts of material, a wire brush to clean up scales, etc. Since interactivity and player involvement are the point of the game, players should have more tools to experiment and attune crafts with.

I would have also liked to see the existing mechanics (and consequently the range of customer asks) expanded; for example, sharpening blades with a grindstone, applying coating, wax, or varnish on products, assembling hilts from pommels and crossguards as well as potential leatherworking / wrapping in the making of the grip (like in Jacksmith), inlaying precious metals or embedding gems, engraving symbols or initials, bartering item prices, perhaps even "blessing" items. New mini-games would naturally have to be made to accomodate these.

The lack of aforementioned tools and mechanics hurts the game's longevity, especially as the core loop consists of earning money from products, only to make more products. There are not enough meaningful purchases or upgrades to keep the game entertaining for long. An expanded toolset would have benefitted both the product-making process and the game's economy. More storage options, as well as display cases for potential pins or rewards for following directions (like in Papers, Please) would be welcome.

It is precisely the vast selection of alloys that keeps players occupied, and I was pleasantly surprised to discover a couple alloys I work with in real life, as well as fantasy alloys with some interesting properties. Towards the endgame, waiting for an order to come through that has an alloy you're missing, can get tedious. I feel there are enough base metals to work with, that the product lineup is satisfactory (despite many products still using placeholder sprites), and that alloy discovery scales well with your purchase of new furnace upgrades.

Seeing a big emphasis put on the physics engine to carry gameplay forward, I have a hunch players looking for more substance will find themselves disappointed. It lacks the potential depth of a full-fledged smithing simulator in its current state. It's certainly one of a kind, a good foundation to build a more complex game upon. I am aware some features I mention in the review are already in the making, however with a sole developer at the helm, and half a year gone by with no major updates, I worry for this project's future.
11 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Beta 3.40 : Rebalanced

169 days ago
Happy Holidays, everyone! Old St. Pinapl is here with a new update for you all.The focus this time has been re-balancing, tweaking, and wrapping up some unfinished business. Rather than make you wait even longer for another big update, I decided it might be better to release this smaller update so you don't have to wait as long to get something new.Without further ado, here's what's in the new version:ReceiptsReceipts now drop with every sale detailing the cost breakdown of every item. You can burn them away in the furnace, or keep them for your records :)Changes to Item PropertiesAlloys have been re-balanced. Each alloy has new cost and property values, which are being determined by new and updated calculations based on the core elements.Craft quality no longer gets boosted by heat or property values.Increased the threshhold for when a craft's quality results in a "junk" sprite.Item costs are now determined by a combination of their quality, alloy properties, and craft difficulty. This is all outlined clearly on the new Receipt items you will get in-game.SpritesAlmost every craft in the game has been sprited! The only crafts left to draw are the Pauldrons and Trophies. Order scrolls now have 5 different handle variations.Extinguished faeries (spider alternative) have updated sprites.SoundsAdded a new sound that plays when grabbing a handle.Added sounds to cooking & burning potatoes.SettingsRe-added the Fullscreen option to Display settings. (It took entirely too much effort to fix that one.)Added a new "Fly to Menu" toggle to Camera settings. This will enable/disable the camera moving to the menu book when opening/closing the main menu in-game.Added a new "Sound Toggles" menu to Audio settings. This will allow you to turn individual sound effects on or off. Misophonia havers, you're welcome.Achievements3 new achievements just dropped: "Maxed Out", "Quality", & "Exterminator"The "Pot Metal!" achievement should now be achievable by normal means.Updated several Steam ...

1 Year Anniversary Roadmap

228 days ago
Hello everyone!Today marks the 1 year anniversary of Alnico hitting early access!! Woo! I was hoping to have a fun update ready to release for today, but as usual between work and everything else, I have not been able to wrap things up like I wanted. As compensation, I hope you'll be satiated with this post where I'll go over everything that's currently planned for future updates! Big spoilers ahead!New NPCs!The final number of characters isn't yet set in stone, but right now I am working on introducing 3 new NPCs to the game alongside the merchant we all know and love.The Forge Supplier (WIP name) will be taking over the sales of smithing tools and equipment upgrades. He will also be selling new structures for your smithery, which I'll give more details on below.The Inventor will sell you more niche tools and high tech gadgets that will help improve the productivity of your forge, as well as fuel for a certain structure detailed below.and The Collector will sell you artwork to hang in the smithery, collectable items like plushies, and other decorations as well like the clock and potted plant. Most of the items they sell won't serve a purpose aside from livening up the workshop.Once added, you'll be able to see a tab for each available NPC on the right of the game which you can click on to call them. The tabs will also display how much longer it will be until you can summon them for business.Also coming will be some minor changes to the merchant, most notably the way order scrolls are handled. You will be able to view 3 orders prior to receiving them, and can select which you wish to complete. If you don't have interest in any of them, you can refresh the selection a set number of times per merchant visit to re-roll the orders. You are required to select at least 1 to continue, but can select all 3 if you want to. Rumors will also be coming to the game! Talking to the merchant will reveal the going ons of the kingdom as you play, and the quality of your crafts will ...

Performance Debugger

318 days ago
I know many players have been experiencing inexplicable lag, slowdown, performance issues, etc while playing Alnico. Despite my best efforts, the issue has persisted since the game released.In an attempt to weed out the issue, I have made a debugging tool that you can run in your game to help try and determine what is causing the lag.Accessing the Debug BranchIn order to access the debugger, you will need to opt in to the debug branch of the game. To do this, right click your game in the Steam Library, and select "Properties". Next, navigate to the "Betas" tab and enter the access code "shrimpisbugs" in the text box and press the "Check Code" button.Then you will be prompted to confirm, which you should confirm, and that's it! You should now be in the Debug branch.Running the DebuggerFirst, launch the game and load into a save file as normal.Once you've loaded into your save, make sure your window is maximized (so it fill the entire screen) and press the "F7" key while tabbed in to the game with your mouse towards the center of the screen.The debugger will automatically start measureing your FPS under different settings. Please do not touch or do anything while this is running!After about 1 minute, the debugger will conclude, close the game, and open a web browser page with a google form for you to fill out. Most of the sections will already be pre-filled with your test results, all you need to do at this point is fill in your system specs (if you know them) and submit the form.The debugger shouldn't damage your save in any way, but feel free to run it in a fresh save just in-case.Edit: New Launcher OptionsI just set up 2 new launcher options for the debugger branch: YYC and VM. Please try the debugger using both, you may find one has much better results than the other!That's it!Hopefully this will yield some results. Once I have some submissions, I will start looking over them and trying to nail down the issue. Thank you everyone in advance for your assistance and ...

Posts come from Steam's official announcements feed.

Comments

Log in to leave a comment.

Loading comments…

Developer of this game? Add an IdleDB badge to your site