Dark Workshop Simulator Demo · published

Five weeks and two hundred and forty three commits. Crafting stopped being a button.
Draw the sigil.
Every craft now opens a full screen glyph and you trace it by hand, against a timer, with wet ink drying behind the nib. Run out of time or back out and you lose nothing, because the ingredients are only spent when the sigil closes. All six stations work this way.
Watch it cook.
Stations bubble, glow and fill while they work, with a timer floating above them, and the finished goods land in a crate on the table for you to carry out.
Hire something to do it for you.
A crafter is a creature, not a zombie. He lives in one room for life, takes a daily wage in gold rather than food, works a batch you order down to the last item, and gets faster as he levels. Miss his pay and he downs tools.
The Library is twice the size.
New books, new bindings, new reasons to visit the dark altar. Every recipe in the game now turns a profit on the crafted path, where eleven of them used to lose money.
Two new tiers of rarity sit above the old ones, waiting to be filled.
And the shop floor finally flows.
Customers keep out of each other's way, take everything they want from a shelf in one visit instead of queuing three times for it, and no longer gridlock your doorway.
Please start a new game. The economy was rebuilt from the ground up this patch, so old saves would be playing by prices that no longer exist. The game will ask you at the menu.
Come tell us how it goes on Discord.