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Save 25% on Blacksmith Master

[p]Build your forge, manage your blacksmith shop, and save 25% on Blacksmith Master during the Hooded Horse August Sale.[/p][p][/p][p]Manage your own medieval smithy and supervise the entire process from mining ores and gems to designing and selling finished products. Forge everything from weapons and armor to tools and cooking utensils to fund your craft and become the Blacksmith Master. [/p][p][/p][p]HOODED HORSE AUGUST SALE[/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]

Blacksmith Master News Roundup at the Hooded Horse August Publisher Sale

[p]Blacksmith Master is part of the Hooded Horse August Publisher Sale at 25% off on Steam. Check it and other games out in the sale. Below is a roundup of recent development news, including flexible mastery, a rework of the scholars and design table, and a set of fixes and tuning. [/p][p]Hooded Horse August Publisher Sale 2025[/p][p][/p][h3]
Blacksmith Master News Roundup[/h3][p]Luka has been hard at work on the next patch based on all of your feedback that you've shared in Steam reviews. Whether it's balance, features, suggestions, or any other feedback, we are reading your reviews.

Less than a week ago, Update #9 came out, and it's a major one. Update #9 turns the Mastery Tree from a queue into a sandbox. Shield currency is gone. You complete one clear goal, then unlock any eligible mastery you want. That blows open the early game: rush the silver mine before the store, gun for advanced metalworking before the second floor, or steer into hiring upgrades first. The point is choice, not rails.
[/p][p]Also cleaned up: the tutorial softlock, ingot storages with smelting off now accept ingots, elite worker speed no longer scrambles miner and lumberjack paths, and design credits now belong to scholars, not blacksmiths.

Full details here:
[dynamiclink][/dynamiclink]Update #8 splits brains from brawn: scholars handle design, blacksmiths craft. Blacksmiths now care about walking speed. Scholars track walking speed, design speed, and collaboration.

Design costs scale 100 → 400 → 1600 → 6400, which slows single-blueprint rushes and widens progression.[/p][p]Design rooms matter. Plants, lighting, chalkboards, and bookshelves boost output, and scholars actually use them. Put tables side by side to trigger collaboration bonuses. Cleanup pass: Thai mastery stability, Steam Cloud on macOS, and smelter pricing rebalanced.

Read the full details here: [/p][p][dynamiclink][/dynamiclink]Alright, that's it for now. Happy gaming!
[/p][p]~The Hooded Horse Team

[dynamiclink][/dynamiclink][/p]

Update #9 - More Flexible Tree Mastery

Hello everyone, welcome to the blog post for Blacksmith Master Update #9! In this update, I bring you one really big change, and it's related to the Mastery Tree.

[h3]Why the previous change wasn’t enough[/h3][hr][/hr]As you might remember, two updates ago, I changed the mastery tree to be much less linear (Update #7: Master Tree Rework) It introduced many more paths that could be taken for progression, but it was not good enough.

Since each mastery still had a fixed price, it was pretty much already predetermined what was possible to unlock and what wasn't. It was pretty obvious that you need to unlock something costing 30 shields before you can unlock something that costs 500.

[h3]The new approach[/h3][hr][/hr]I thought a lot about it, and I wanted to make a change where you can really go any route you want at the start and experiment with each play-through. If you prefer to unlock hiring upgrades first, you should be able to do that. If you want to start producing jewelry as fast as possible, you should be able to do that, too.

To achieve this, I decided to remove shield currency from the game entirely. Now you get a single goal, for example, "Craft 10 items of common or higher quality," and when you do that, you gain the ability to unlock any mastery that you want (that has all the required masteries already unlocked, of course).

[h3]What this unlocks[/h3][hr][/hr]With this new system, you can rush and unlock the silver mine before you unlock the store, or you can rush and unlock advanced metalworking before unlocking the second floor. This gives you a true freedom of choice and enables you to shape your play-through however you want :).


[h3]Bug fixes[/h3][hr][/hr]Besides this big change, I used these 2 weeks to fix bugs:
  • Fixed a scenario where you could get stuck during the tutorial.
  • Ingot storages that have "use for smelting" unchecked can now accept incoming ingots.
  • Fixed miners and lumberjacks walking strangely when you have too many elite workers who boost walking speed.
  • Fixed a few mentions of blacksmiths doing design and replaced them with scholars.
[h3]Next update[/h3][hr][/hr]For the next update, I plan on doing something big so that I might skip the next bi-weekly update. I'll share more when I have something to show.

[h3]Thank You and Help Shape Future Updates![/h3][hr][/hr]Thank you for playing the game. :)

If you have a minute, a short Steam review helps with visibility and tells me what to focus on next. Even a few honest lines about what worked for you, what didn’t, or what you want more of makes a difference.

Hotfix - 6th August 2025

This is a small hotfix for a few bugs:
- Blacksmiths who were already saved in hire data now have design stat properly removed
- Design table tooltip refreshes as soon as you unlock design bonus masteries

Update #8 - Major Overhaul: Scholars and Design Table Rework

Hello everyone, and welcome to a new blog post for the upcoming update! It's the biggest update since the early access release, so your feedback will be very welcome as always :) I'm curious if you guys think I'm solving the right issues, or if you want me to focus on some different area. In fact, it'd be really great if you could leave a Steam review, letting me know what you think. I work on this game alone, and I read through your Steam reviews to know what to prioritize!

[h3]What I Wanted to Solve[/h3][hr][/hr]

  • Blacksmiths were working at design tables, which were entirely unrelated to crafting items. Because of that, they had either a useless stat for crafting, or a bunch of useless stats if they were working on design (why do you need good woodworking if your only job is designing)
  • It was way too easy to focus on one blueprint and upgrade it to legendary quality even in the early game, while everything else was common quality
  • The planning for the design tables was very boring. You just buy a bunch of tables, place them where they don't bother anyone, and you hire a bunch of blacksmiths who work on generating design points. The only relevant trait was a bonus for design points.

[h3]Introducing Scholars[/h3][hr][/hr] To solve these three issues, I decided to split the design into a new worker type - scholar. Now, blacksmiths can focus on crafting items, and scholars can focus on generating design points.

Instead of design speed stat, blacksmiths now have a walking speed stat, which was also highly requested, and scholars have walking speed, design speed, and collaboration bonus (I'll come to that later).



[h3]Design Point Scaling[/h3][hr][/hr] This solved the first issue, now let's move on to the second one :)

Design points needed to upgrade a blueprint were increasing very slowly. Here is an example in the old system:

Rarity Upgrade
Cost (Points)
Common → Uncommon
100
Uncommon → Rare
200
Rare → Epic
400
Epic → Legendary
800


If you had four blacksmiths generating 200 design points per day, you would only need 7.5 in-game days to upgrade a blueprint to the maximum quality.

In the new system, price increases by a factor of 4, not 2, so it goes like this:

Rarity Upgrade
Cost (Points)
Common → Uncommon
100
Uncommon → Rare
400
Rare → Epic
1600
Epic → Legendary
6400

As you can see, for that same team, you would need 42.5 in-game days. I know it sounds unreasonable now to need that many days just for a single blueprint, because we have about a hundred blueprints in total, so you would need to play the game for months to upgrade everything, so, let me explain how I solved the third issue and this one together :)

[h3]Making Design Tables Interesting[/h3][hr][/hr] Since thinking of layout for design tables was too boring, and I wanted to change that scaling mentioned above, I decided to add depth here. You can now unlock six different upgrades, which significantly boost the design points generated. You need to think about how to make the design space inspiring for scholars so that they work better! You can buy plants for them, add light, buy chalkboards and bookshelves, and so on. I don't want to spoil too much. All these things increase their productivity level, and they are not just a decoration; scholars actually use some of them, so their time is not spent exclusively at the design table.



Besides that, you also need to think about how to group them. When two design tables are adjacent, scholars working there will activate their collaboration bonus, which also speeds up the design process.

[h3]Additional Fixes[/h3][hr][/hr]

  • Mastery tree no longer breaks in Thai language
  • Steam Cloud now works properly on MacOS
  • Smelters' pricing was rebalanced

I look forward to hearing your thoughts because, as you can see, it helps me understand the issues and think of solutions for them :) Thank you for playing, and until next time!

~Luka