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Blacksmith Legends News

Steam Awards and -55% Discount

Hello blacksmiths!

Work on the full version is still in progress. We have two news for you.

Thank you for all your support, ratings and discord messages so far!

1. We are starting in The Steam Awards in the SIT BACK AND RELAX category!

The life of a blacksmith is not easy, but you have to admit that it is nice to spend time in the game after work and de-stress by developing our forge.

2. Historically low price thanks to a discount of up to 55%!

Who hasn't had the opportunity to buy the game yet or was waiting for a promotion, this is the perfect time to do so. Also remember that you can buy our game as a gift!

Starts: Tuesday, November 22 10 GMT-8 (19 CET)
Ends: Tuesday, November 29 10 GMT-8 (19 CET)

V2 October update

Hello crafters,

I'm bringing you another batch of things thatwere done during the time.

[h2]1. Blueprint setup will generate stats based on the parts used[/h2]

E.g. tongs are offhand. And they can either give you energy bonus to your stat when equipped or failure reduction.
Hammer can give you up to 4 different stats, depending on what setup you choose. This gives player freedom of giving his players stats they want.

Some products, ready to be sold! If you need to dump your wooden reserves, sometimes you just have to create everything by using wood! :)


[h2]2. Masterpieces![/h2]

Blacksmith will have a small chance to create masterpiece out of any object followed by above shown animation and effects.
The stats of the item will be doubled along with it's selling price, will be represented differently in the inventory too and the materials of the object will be randomly different to distinguish it in game too. Blacksmith will now also have new stat called 'Mastery' that will determine the chance of crafting a masterpiece. Will be increased by levels and items.

[h2]3. The rivalry of blacksmiths[/h2]

New town menu now will show your and rival's marketshare and your fight over 'banners'. Each banner will give you bonus to fame, which increases your daily customers per day and so on...you get the snowball effect :)
There will be total of 6 banners in town and each banner will generate 'impressions' the will expand your fame but also the risk of the rival blacksmith to commit something 'shady' to damage it. Damaging will reset the impressions. So you'll have to dedicate some budget to protecting it.

Later with heroes on the board, there will be also battles over them.

[h2]4. Weather effects...and how it affects...[/h2]

This will be fine tunes based on player feedback but basically I've decided to not use particles of rain which is very heavy in the scene but a nice post processing effect generating raindrops and so on.
At the moment there are 3 types of weather:
Sunny - all customers happily check you out
Rainy - customers are less likely to visit your workshop
Stormy - what poor soul would visit a blacksmith on this day?

As you guess, it will give a chance to get you less customers, well, that's the funny thing about weather. Hopefully it will not rain during that festival that you just organized for tomorrow!

[h2]5. Tavern reworked[/h2]
Click here for a youtube video on how it will look like and all it's features described a bit. But mostly it will just be the same as it was.

[h2]6. Smeltering reworked[/h2]
By putting more focus on the blacksmith I've decided to completely remove smelter profession from the game and supplement it's role by marketplace and devies.

As before, you can also buy stuff now on marketplace, only it's more organized and right in the menu.
Smelting furnace
Can smelt up to 5 ingots per day and materials are deducted when you end your day. So basically it's 'turn based' which gives you as much time as you want to do the right job!

Each will have it's own HUD to track what are you doing and what will be the outcome. Simillar thing will be for runes and gems. I'll need to think it through!

So, there is a lot in the works and hopefully it will all fit together well! Next huge milestone will be reworking the World map, which I've decided to do in 3d and in a style of Heroes of might and magic, where you see your champion and then just move him by clicking on visible points, collecting resources, attacking enemies and so on.
Most of things are going according the plan, I might have some delay, but the great thing is, all is going well.

Stay tuned for the next big update, will post it when everything is done and ready to be presentable!

Cheers and thanks for your support!

VM Machal

BSL v2 update

Hello everyone,

after the surveys I received from a lot of players (thanks a lot!) I've decided with my publisher to do major overhaul on pretty much everything while I'm still in a mid-development stage phase.
Sorry that this will keep you waiting longer time, but sitting at a low rating on Steam doesn't allow me to continue with the current setup of the game.
Most feedback I've received was about the UI and bugs. Later I've realized that even my visual scripting tool is overloaded and going further would bring serious performance issues. So it didn't take long to make a decision to restart it. And I don't regret a thing! Here's why:

[h2]1. Engine upgrade[/h2]
Moving from Unity 2017 to 2020 turned out to be a great idea, even though was skeptical first. It allowed me to upgrade all my tools and also buy some assets that enahnces the look of the game.

BSL was never about fancy graphics, so It's not my main aim, although I want to make it enjoyable as much as possible.
Mainly it's actually the UI that finally gives me a lot more room to do some nice ideas.
Menus will finally be movable and resizable!

[h2]2. Crafting[/h2]

I took some inspiration from Shop Titans, although still shape it in my own vision. Crafting is a complete sandbox now. You start with 1 empty blueprint and will have to set it up. I want to go away from premade recipes. It wasn't bad before, but now I can give more freedom to the players.

Player will be clicking blueprints for crafting and they will automatically be assigned to free workers.
Crafting log will report anything that will happen with the recipe. You can't see much now, since the quality of the recipe is 1%, which is the minimum where, so nothing worse can happen :)

Maximum level per character will be now 100 (up from 10) and each level gives you some stats. So even crafting quality, energy, working speed and so on will be affected by it.


Individual workers have additional crafting settings, but most of it it's as usual automatic. I don't want to overcomplicate it, since there are many other things players will do.

[h2]3. Blueprints[/h2]
I was literally dreaming before of doing something like this in the game but never had knowledge to do that. Well now I can lol!

Each blueprint will be applied to an item that you will be able to craft. They can be changed any time for now and different shapes will provide different outcome. In the beginning you only choose handle and head but later there will be 2 additional configurations, so total of 4 changeable things for each blueprint type...hopefully :)
Item types remained the same, so you will just start from Agriculture and move on to other like before.
Point is to get player close to the blacksmithing itself. Previous model strayed a bit too far from my original idea.

[h2]4. Selling[/h2]
I like the idea of having like 'racks' or 'showcases' for items in your workshop. So items will be assigned to the 'free slots' in the showcases for customers to notice them.

Once it's all set up, you can wait for customer to be roaming in your 'shop' and once they decided option will pop above their heads.

This will basically open up options for selling.

This will be the 'local sales' from original version now. It's more oriented for customers and your products and additional options for negotiation will be present.
I'm not yet sure if I'll keep the good/evil rep system, because my idea would be to have 'fame' with the bar and that will just attract more customers, different customers, quests and so on.

Next update will bring the changes in attracting customers (marketing) and the competition in town, where that you will engage with and then the world map. However, world map will probably stay the same, as I feel it was good the way it was and will only receive some UI boost.

Hopefully you like the changes and I'm very thankful for your patience and support.

VM Machal

Small survey update

-added survey in the main menu with early access disclaimer
- participants in the survey can provide a helpful feedback which will be evaluated (end of July)...the one with best answers will be declared a winner that can receive powerful in-game item reward! Stay tuned for the details.

More content news

Hey everyone,

after about 2 weeks of work I have to share some exciting news with you! As some of you may know (thanks for your ideas and suggestions) there are a bit too many things so this patch will take at least month longer than I anticipated. However, step by step, slowly getting there!

I've gone wild here clearly as no one sane would agree with this amount of content but for some reason, it drives me forward even more :D So what other stuff can you await in 0.9.0 patch?

[h2]1. New profession: [/h2]


She will bring another bunch of equipment made out of leather, cotton, linen, silk and wool! The materials will act like ingots, so she will have to make them out of basic materials.
All recipes will be divided into leather, fabric and fine fabric as per specializations.
Her biggest benefit will be for staff items. If some may remember, I've created equipment for staff workers too. Although decided to rework it a bit as it was kinda lame before and have a look by yourself.



[h2]2. UI - rework[/h2]
Equipment menu will bring total of 9 equipable slots by staff! Tailor will cover the garment (armor) slot and head, gloves, shoes. So it will kinda be divided into some reasonable things so that every profession contributes on it's own.

With that being said, I had to rework mines as there will be 5 new sources orderable from 'Royal farm' due to tailor. And I know that lot of players complained about it since it was a bit confusing and late game not helpful. So here is the change, where red brackets showes removal of the old HUD. It may have been graphically nice, but it consumed about 5-10 fps during late game, so it's a big no.

The new, green highlighted parts are icons of materials. After ordering them, it will just show quantity and display countdown delivery.

Yes, ordering will be done the same way as at marketplace. For now the limit will be up to 100 materials per oder. You can set it on repeat, which will repeat the same order after it's finished.

With new materials, I've decided to rework the top menu too, which is now like this:

Lastly, crafting system got a huge rework as there are 3 new stats for every employee due to the new stuff as well:


1. Energy - will be reduced by - 1/s when worker is crafting and + 1 / s when not crafting ofc. Same goes for Morale and Crafting speed during the day. Overall now it is pretty fixed as after 8pm workers just get refreshed stats and that's it.
New system will count when the worker is NOT at work and thus refresh +10% of their stats. That will kinda give working shifts more meaning.
2. Accident reduction change % - this stat is basically from skills atm, but I feel that it should be displayed and will also be included in items for workers.
3. Manuscripts reduction % - also same as above stat, but will now be included in items for staff. This kinda helps differentiate items for Heroes, Gladiators and Staff.

Employee allowance per fame is now increased and you can have Tailor as soon as you open Tavern. Which may be a lot for new players, but the quests will be in the bulletin board, so they are all optional.

I'm also optimizing the process with the overseer, as her actions are kinda heavy on the game performance due to constant refreshing and checking on many items. So that's why it takes big amount of time but it will probably save us some previous FPS (I hope :)).

I've thought that Dynasties and Wholesale orders will be the big things of this patch, but it was just a beginning :D. I'll have to create about 100 additional recipes and so on.

Thanks for the great input and hope everyone is doing great!

Will definitely put some pre-update before Steam Summer Festival with some survey for additional feedback. Coming in hot guys!

Stay tuned!

VM Machal