A desktop forge where autonomous smiths craft weapons while you work or play other games. Your choice to equip adventurers with quality or shoddy blades affects their survival and return rates, creating a light resource management loop tied to NPC consequences. Best for players who enjoy ambient automation with narrative flavor and don't mind their decisions having real costs.
About this game
A tiny forge that lives in the corner of your desktop. Quirky smiths gather materials and hammer out blades on their own. Every sword you hand to a passing adventurer decides how their journey ends — give them a poor one, and they may never come back.
Players, last 46 days
Peak 0 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Thank you to everyone who played the demo. Your impressions, requests and bug reports led to a broad pass over how the game feels to play. The tutorial has been rebuilt The old single-track guide is gone, replaced by a chapter-based one. A chapter begins when the feature it covers actually becomes available, and the guide points at the facility it is talking about, right there on screen. "Showing" and "asking you to do it" are now separate steps, so you will never be rushed forward before you have finished reading. Between chapters the guide folds away, and anything you skipped can be read again later. Terms you meet for the first time are explained on the spot. {STEAM_CLAN_IMAGE}/46267260/e420113de54869b9b235c1534beb35956cddcac8.png No more dead ends you never saw coming The most common piece of feedback on the demo was this: you can no longer forge a sword that matches any dungeon, and you run out of places to go. On some days the difficulties would cluster at the same value, and the run that would have been just right for you simply vanished from the world. Dungeons now always share out difficulties 1 through 8 between them. Every day gives you an unbroken ladder of destinations, so there is always a dungeon you can take on with the strength you have right now. {STEAM_CLAN_IMAGE}/46267260/db9484a10fafafd3801014128dae327adb2de02f.png Traits and the Smith's Notes are easier to read Trait descriptions have shed their implementation jargon and now focus on what actually happens as a result. For those who want the exact numbers, a dedicated tooltip shows the precise effects. The Smith's Notes you get from an appraisal have been fleshed out, with the verdict colour-coded in green and red. You get both the strengths and the shortcomings, and a truly exceptional blade earns genuine praise. Trait balance has also been retuned so that a more specialised build comes out stronger. Facilities are easier to see on screen Installed facilities now have an outline, so where you c...
Desktop Forge — the free demo is out now Hi, I'm Nulpoyo. The little forge that runs in the corner of your desktop is now something you can actually play. What's in the demo It runs to workshop rank 20 — around 5 to 10 hours of play After that the rank stops, but you can keep forging, appraising, arming adventurers, filling the codex and climbing the leaderboards The demo stays up after Steam Next Fest (starting 20 October) What the game is Every artisan has their own traits, specialties, likes and dislikes — over 200 of them. Instead of directing every movement, you decide which jobs each person is allowed to take, and they choose when to gather, process, forge or rest on their own. The materials used, the artisans involved and their moods shape how each sword splits between edge, durability and enchantment, and how fine it turns out. Beyond your walls lie eight towns, the monster dens beside them, and three nations at war, all moving every day whether or not you are watching. And the only thing that moves that world is the sword you forged. The blade you hand an adventurer decides whether they live; the blades you deliver to a nation push its front line, and can change which nation rules a town. I'd love to hear from you I make this on my own, so what players tell me goes straight into the full game. Most of all I want to know where you stopped playing. Only the person playing knows where it stopped being fun. Feedback and bug reports thread The full game is planned for Q4 2026. If you'd like to see where it goes, a wishlist helps a lot.
Posts come from Steam's official announcements feed.