Ultimate Blacksmith Tycoon · published · build 24010415

Thank you so much for playing Ultimate Blacksmith Tycoon! This is a big cumulative update since the last public build (EA r93). We've rolled up many new features, quality-of-life improvements, balance changes, and bug fixes. It's organized by category, so feel free to jump to what interests you.
Reworked the forge-completion screen. It now adapts to the situation:
Mass crafting (stock cleanup, batch production) shows a light toast that stacks in the bottom-right, with a countdown bar; click to expand the full details (with quick Keep / Scrap buttons).
A high-rarity piece still gets the full detail card with proper flair.
Under Settings → Gameplay → "Crafting Display", choose the mode (Auto / Toast only / Detail card only) and the rarity threshold for showing the detail card.
Added an "Updates" panel to the title screen. See your recent update history and the version you're playing at a glance. Click any entry to read that update's notes right inside the game, and you'll get an "update available" notice when a newer version is out.
Added a one-click link to the Beginner's Guide from the title screen — covering the things that trip players up early on (the economy, public order / stampedes, Vessels, and the Material Shop).
Added a small "leave a review" card to the bottom-right of the title screen. It's a subtle, out-of-the-way card that opens the store page when clicked (no pressure, no rewards — but if you've enjoyed the game, even a one-line review genuinely helps a solo dev).
Reworked hire-capacity logic to be clearer. Previously a hidden fixed pool was added on top, so you had lots of slots without taking any capacity tree. Now your adventurer capacity comes entirely from the Tavern tree. "Open Tavern" is unlocked from the start, so you begin with 3 slots, growing via the tavern tree (2nd Floor → 6 / Guild Certification → 10 / Great Hall → 15 / Slot Expansion → 17) up to a maximum of 17. Existing saves auto-migrate on load.
Loan interest is now charged once per week instead of daily-floored, closing a rounding exploit (e.g. 10,000 G at 0.5%/wk = 50 G/wk). The loan tab shows the weekly rate to 2 decimals, and per-loan and summary interest now match.
"Material Economy" tech renamed to "Frugal Crafting" — now reduces crafting cost by 10%.
Sell-price techs (Price Negotiation / Quality Seal / Master Appraiser) now show in the estimated price too (they already applied at the actual sale).
"Information Network" now unlocks after experiencing 5 stampedes, and we increased how often stampedes occur (almost no one was reaching the old condition).
The Clinic's "Surgery Room" now requires the "Nutrition Plan" prerequisite (closing a skip-ahead unlock hole).
[Important] Fixed auto-loop not stopping when a member got injured — the wounded member was being re-dispatched while still hurt. Now an injury stops the loop that round and the member returns home to the clinic (this also fixes the broken "Injured XX%" HP readout on re-dispatch).
Injury and death are now judged per-individual, not per-party. If one of three members falls, that's reflected correctly, and success no longer clears an injury on its own.
Simpler reward claiming. You can now claim the oldest available reward first without selecting its dungeon. The button reads "▶ Claim (N/M)" (N = rewards waiting / M = simultaneous dispatch slots), so you can see how many are stacked up. The screen updates the instant you claim.
More accurate "available adventurers" count, with an "(incl. N injured)" breakdown.
Unlocking a dungeon in the tech tree now updates the dispatch screen immediately (no need to reopen it).
Fixed idle adventurers being left below full HP (idle should always be full).
Added guidance when Auto-Display is ON and finished items go straight to the shelf (to keep one in hand, right-click it in your inventory to lock it).
Fixed mass crafting silently producing main-material-only items when option materials ran out — it now stops properly when materials are short.
Fixed craft option materials showing placeholder names right after "Continue".
Highlighted the tech nodes that let you use/apply two or more option materials or elements (Alloying, Dual Enchant, Dual Element) as diamond (major) nodes — these open up crafting significantly.
Crafting an elemental weapon (fire/ice/thunder, etc.) now counts weapons you already own toward the related tech unlock (retroactive).
Craft-window tidy-up: forge-cost readout right-aligned; option materials sorted the same way as main materials (by quality).
Window handling improvements: unified dark title bars, windows can no longer be dragged off-screen, per-type limits on how many windows you can open at once (less clutter), and a custom window/taskbar icon.
Auto-equipping from the adventurer detail now updates the open equipment window immediately.
Consolidated inventory sorting into the bottom tabs (Default / Rarity / Type / Name); removed the non-working top sort icons.
Adventurer list: added a "Dead" filter, fixed the "Injured" filter label, fixed the status column overlapping the name column in English, made injury/recovery update live, and the hire count now shows your real capacity.
Equipment picker: tidied the target adventurer's name/job/Lv/rank, localized the job name, kept the header fixed while scrolling, and fixed the selected weapon tab (e.g. Bow) going black.
Ledger: fixed the "showing N / M" count, made the search box actually filter, localized transaction material names, and fixed overlapping columns in the lender list.
Combat log: enemies marked "(Foe)" to distinguish them from Vessels/adventurers; materials obtained are listed per floor.
Removed the misleading "disposal fee" row from the difficulty screen (it's free).
A red warning badge now appears top-left when your weekly fixed costs exceed your funds (fixed costs = rent, mortgage, water, fuel, weekly interest, and wages).
Added a "drag sideways" hint animation to the target-floor slider, clarified the wording, and fixed the "claim your reward" highlight to point at the correct button.
Crash fixes: fixed crashes when loading a save that restores open windows, when enhancing a dispatched adventurer's gear in the workshop, and a few others (the workshop is now disabled for dispatched adventurers by design).
In-game bug reports now include crash details. If the game ever crashes, sending a report from the title-screen "Bug Report" button makes it far faster for us to track down the cause.
We'll keep improving. Feedback and bug reports are always welcome from the button on the title screen. Thank you so much for playing!