Ultimate Blacksmith Tycoon — Early Access Roadmap (June 2026)
Thank you for playing! This is a solo-developed Early Access title, and urgent bugs and small issues are being fixed daily. Beyond that, here's where things are heading.
Top priority: early-game clarity
The most common feedback is "it's hard to tell what to do at first." This is my #1 focus — reworking the tutorial, early-game goals, and on-screen guidance.
Coming in upcoming patches (soon)
Rework death & injury — less "disposable adventurer" feel; tuning clinic and revive costs.
Surface the jobs — show job names and unlock conditions, with a codex, so collecting jobs becomes a goal in itself.
Mid-term
Make power & difficulty readable — combat-power and win-chance estimates, plus difficulty telegraphs, so a party that was doing fine doesn't suddenly get wiped.
Stronger save safety — protecting your items and progress across updates is a top priority.
Longer-term
Ongoing content (more enemies, jobs, and tech nodes).
More language support.
(Sharing direction only; scope and order may change.)
On daily fixes
Urgent bugs are squashed daily. The fastest way to reach me is the "Bug Report & Feedback" button on the title screen (it auto-attaches your save/logs). Your feedback sets the Early Access priorities.
As a solo dev I can't do everything at once, but I'll keep making it better, step by step. Thank you!
