build 26103101
Fixed the bug where in distorted floors, after you're out of Hidden state, enemy units won't start to target you.
Fixed the bug where under specific conditions, Devil Mage's normal attack can't deal damage to other units.
20 announcements from the publisher, newest first.
Fixed the bug where in distorted floors, after you're out of Hidden state, enemy units won't start to target you.
Fixed the bug where under specific conditions, Devil Mage's normal attack can't deal damage to other units.
Endless Labyrinth adjustment:
EXP earned when defeating enemies in high floors increased.
Attack for enemies over 240F and EXP earned when defeating them increased.
You can now check how many Halos of Chaos you can receive when you Give Up.
Performance Improvement: The game will now automatically decrease the number of visual effects if necessary and possible in order to sustain a stable framerate.
You can now Favorite your items by holding the Organize Items button. Favorited items will be on the top of your inventory when you organize the items.
FIxed the bug where multiple sound effects playing at once can cause the sound to crack.
FIxed the bug where pressing Windows + F5 will cause the game to crash.
FIxed the bug where in Endless Labyrinth, items that don't belong in Chapter 1 will drop during Chapter 1 Boss battle.
FIxed the bug where being defeated by Blizzard of Doom in Chapter 5 Boss battle will cause you to struggle while standing.
FIxed the bug where when the Chapter 5 Boss' skill is interrupted by Magic Disruption, its Reflect Shield animation will disappear.
Miscellaneous bug fixes.
The minimal damage for units in the Special Casino is now 5.
Friendly summoned units will now avoid targeting enemies they can't hit, like enemies on the wall.
Enemy units will now perform Skills and special attacks after the animation for normal attacks before them are completely finished.
When enemy units prepare Skills that targets multiple units including you, and other units are defeated later, the Skill will now be canceled. (Further changes might be in order)
Fixed the bug where Commander can activate Skills and jump out of bounds in the Special Casino.
Fixed the bug where under circumstances, units in the Haste state will move back and forth in one turn.
ATTEMPTED to fixed the bug where when some enemy units prepare Skills that targets other units, and those units leave their targeting range later, the Skill will then target and hit you regardless of you being in the range or not.
Miscellaneous bugfixes.
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In case you are not aware, we had an Epilogue Update last month, with new scenarios, new features and more!
If you are interested in playing the (gradually improving but still) critically mixed experience, now's never better!
Fixed the bug where when in Deadly Barrage state, throwing weapon and dealing damage to units outside of the screen can cause the game to softlock.
Fixed the bug where Emergency Saves saved in the Safehouse could not be loaded properly.
ATTEMPTED TO fixed the bug where units being knocked back by Vortex on Ground will have their textures stay at the same tile.
ATTEMPTED TO fixed the bug where the matches in the Special Casino may not end, causing the game to softlock.
Several text fixes.
Miscellaneous fixes.
Fixed the bug where the campfire in outposts will sometimes appear in weird locations.
Fixed the bug where when units recover from Friendly state, their Hidden state will also be deprived.
After defeating Bosses in Endless Labyrinth, a battle message will now appear showing how much Souls you obtained, just like in the main game.
Overlapping map objects will now seperate themselves automatically.
Fixed the bug where under certain circumstances, you can learn Precise Forging before Forging Forecast, and activating Precise Forging will crash the game.
Fixed the bug where in the Chapter 6 fixed maps, after winning special battles, obtaining special Memories, coming back to the same map and triggering the same battles, teleporting will have limited range. Note: Before obtaining the special Memories, your teleporting range is expected to be limited.
Fixed the bug where Deviless' Skill Shadowdash isn't affected by Slow.
Fixed the bug where under certain circumstances, the Additional Effect Life Steal on critical hits won't activate properly.
ATTEMPTED to fixed the bug where your weight limit info is covered by other messages.
ATTEMPTED to fixed the bug where units in Friendly state will still attack you.
ATTEMPTED to fixed the bug where under extremely rare circumstances, proceeding to the next floor will cause your inventory to disappear.
Other miscellaneous fixes.
Time to show off your skills in the BOSS ATTACK community event!
Upload your marvelous fight with the bosses, and get an EXCLUSIVE animated wallpaper!
📅 EVENT PERIOD
2026 / 9 / 2 0:00 ~ 2026 / 10 / 12 23:59 (UTC+8)
📘 HOW TO PLAY
Record a video of The Shimmering Horizon and Cursed Blacksmith for more than 5 minutes, with the requirements below:
You must record a Boss battle from start to finish, including the beginning cutscene and when the boss is defeated. All bosses on all difficulties are acceptable, with the exception of the boss in ANOTHER END.
[/list]The video must be unedited, without post-production. You can also not hide the game screen by any ways.
[/*]You should fight the boss accordingly, react to its movements and the map, and NOT overwhelm the boss with overly prepared resources and/or weapons. This includes defeating the boss with one hit, with a weapon that doesn't reduce its durability, being in Invincible state for the whole time, etc.
[/list]You should NOT use the Force acceleration feature.
[/list]You must NOT use any sort of external tools and/or cheating features.
[/list][/*]Upload your video to either of the following platforms, setting the video to be public or viewable by everyone.
Youtube
[/*]Bilibili
[/*]X (Twitter)
[/list]Then, add either of the following hashtags in your video or post.
#蒼光魔鍛BOSS戰
[/list]#CursedBlacksmith_BossAttack
[/list]#アオカジボスアタ
[/list][/*]Click the link below and fill in the form. You're all set!
ENTRY FORM
[/*]🎁 REWARDS
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For everyone eligible: Exclusive animated wallpaper
The wallpaper will be sent in MP4 format as an attachment through e-mail.
⚠️ DISCLAIMER
Whether your video is eligible for the reward will be decided by the development team.
[/*]Your video may be selected shown in a future official post.
[/*]Do NOT sell, distribute, share the reward illegally.
[/*]Ason reserves the rights to adjust or end this event.
[/*]Whether you just picked up your hammer, or you are a seasoned grandmaster of crafting in This World, we welcome you to this friendly contest!
So grab your sword and start fighting! We'll be waiting!
She. Will be waiting.
Force Stop feature added in the Battle / Visual Settings. When set to ON, hi-speed movement will be automatically disabled when in danger, such as enemy discovery and trap activation. Release the button to move. Note: Does NOT apply to forced acceleration.
Fixed the bug where under specific circumstances, the object summoned by the statue of Furnace can be activated more than once.
Fixed the bug where under specific circumstances, the object summoned by the statue of Furnace cannot be activated properly.
Fixed the bug where after checking Doroelle's hint at the bookshelf in the Safehouse, items on the floor will disappear.
Other miscellaneous fixes.
Complication adjusted. Now Complication will be triggered to enemies every time you inflict status ailments, even if they are already afflicted with the same status ailments.
Fixed the bug where in fixed maps in Chapter 6, using teleport circles in the maps will forcibly remove your HIdden state.
Fixed the bug where under specific circumstances, unexpected Additional Effects will be added when forging or enhancing a weapon.
Fixed the bug where under specific circumstances, Skills that deal elemental damage won't show up when trying to acquire a Skill through the Sword Mound. (HINT: Your weapon needs to have an element attack of 26 or higher to acquire such Skill.)
Miscellaneous interface issues fixed.
FIxed the bug where the battle message for acquiring Souls after defeating Bosses is shown incorrectly.
Other miscellaneous fixes.
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Hello everyone. This is Hanji, the producer of Cursed Blacksmith.
Below is a VERY LONG letter I wrote to express my feelings throughout the whole production of the game. I repeat, it’s VERY LONG. Please take your time if you decide to give it a read.
* Contains spoilers. Please read at your own risk.
~~~~~~~~~~
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Let’s start from a little flashback.
There was a 10-year-old kid. He spent hours in front of a TV holding the gamepad everyday.
The game he was enjoying is a so-called “Mystery Dungeon” game, featuring a chicken-like creature that’s ever so familiar.
It was the first time the kid experienced this genre. The playthrough was full of surprises to him. You never know what item you will get in the dungeons. You can use it directly, throw it, fuse it with something else and so on, all with its unique mechanics.
The ever-changing gameplay felt so fresh. It’s not an action game, yet it’s also not your ordinary RPGs.
Every step is like playing a chess game. Every single item has its use against enemies. Death is but a learning process and another step towards your preparation to defeat the bosses. After all the senses of achievement and loss, the ending is just that more satisfying.
That was the beginning for the kid. From the classics in the same era, to the great games made in the modern days. Every game fills him with everlasting impression.
And so, the Mystery Dungeon genre becomes his favorite genre. “If I got the chance to make a game myself, I’m gonna make a Mystery Dungeon game!” He thought. “I’ll add some mechanics of my own into this formula, with some content to spice it up. That should do it!”
Thus was the birth of the concept of The Shimmering Horizon and Cursed Blacksmith.
~~~~~~~~~~
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I believe I mentioned in the past that I was a total noob, only able to work on the base RPGMaker engine. With games that complicated, I needed to learn some programming.
There was a time where I went to work when the sun is out, and dove into the coding materials at night, while finding my party member along the way. After a long bad-for-health time, the very first alpha was finished.
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↑ BEFORE (v0.01 or such)
The alpha’s success led to the start of my Patreon page, bit by bit turning into stable income for the team to have faith in completing the game. The road has been real rough, with obstacle after obstacle, but we pushed through each and every one of them.
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↑ AFTER (v1.12)
And it’s all thanks to your support. When our team members are facing family issues, or when I needed to do a long-term rehabilitation after a surgery. This ship might just sink, or the road might get even longer than what we already have, if not for all your support.
By the way, desk workers? Please, please, please, make sure your desk and chair are at the correct height for long-time work. You can prevent excruciating pain from stacked damage on your spine. Take it from me, okay?
Also, I want to go off on another tangent and thank everyone who enjoys my previous game, Cage of the Succubi. Every single encouragement that went in my e-mail is what keeps me moving forward. You let me realize that however small it was, my game is loved by someone in the world. You literally is what made Cursed Blacksmith a reality. Thank you.
~~~~~~~~~~
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So, what exactly is Cursed Blacksmith?
From the very beginning, we understand that this is not going to be a breeze to go through, which is why we tried to warn players with so much “Ooh this looks difficult” hashtags.
In my opinion, Mystery Dungeon games are never easier than Soulslike games. They don’t test your reflex; they test your planning and decision-making. The strategy side of these games did make a lot of players then give up, which is Mystery Dungeon games are not in the mainstream nowadays.
(There have been difficulty choices these days for these games, but still.)
Enemies block your way with a variety of skills, and you need to literally utilize everything to get through. All bosses have a different theme and mechanic that you need to identify and overcome, making them all unique and relatively difficult by simply farming. This concept of mine goes way back to myself playing that one game, with the long dungeons, item-picking and all-or-nothing boss battles.
It’s not a walk in the park, yes, but the sense of accomplishment should come along.
So, are you someone who likes to overthink everything in a good way, handling your finite resources and feel the adrenaline running when those resources bleed drop by drop, as you fight to the very teeth against the boss?
Are you someone who likes Mystery Dungeon games?
Are you someone who enjoys fragmented story telling?
If the answer of either one of the above questions is “Yes,” then I strongly suggest giving Cursed Blacksmith a try. Even the free demo is good enough.
We don’t have eye-catching visuals and pretty effects, and there are definitely so much stuff we can improve so much more.
But even so, this is what we are capable at this point, and what we take pride in fully.
If you have read through all of this, I believe you will find something in Cursed Blacksmith that clicks inside you.
~~~~~~~~~~
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Now, let’s talk about the aftermath.
So many players have enjoyed the world we built, and have been eagerly anticipating what happens after the main game. And now we are happy to fulfill our promise since release, and deliver some closure through the additional Memories.
At the same time, we apologize that it took longer than I thought since the beta period, where the update is already content-complete. We had to fix some more bugs due to our lack of expertise.
The beta testers in our Discord servers helped so much, and we are always grateful. Hopefully this will help us on our next journey.
Speaking of “bugs,” I still remember having my brains burned trying to fix the “bugs” caused by external tool usage. When you get the error logs, the reports, but don’t know how in the crap you can do with it, only to realize that it’s not the game’s fault? That was rough.
Cursed Blacksmith ended up having a total Chinese character count of about 360 thousand, waaay bigger than we originally imagined. Naturally the physical and mental cost of localization skyrocketed.
We weren’t aiming for an epic literature with our writing, but we still had to try and build the world behind the main game so the story makes as much sense as possible. Who knows? We might need them in the future.
Out of all the texts, 40% of them are in the Memories, 20% of them are flavor texts for items, and 40% of them are for the main game voiced dialogues.
You don’t need to read every single entry to enjoy the game, however it is recommended if you crave for the lore behind the world, the 30+ characters, their relationships and more.
Looking back, we probably didn’t ponder enough about the risk we were taking when telling the story through fragmented pieces. We were crazy. This kind of subtle presentation often leads to misinformation, misinterpretation and such.
Still, it’s really exciting and heart-warming whenever I see our fans crafting their theories, sometimes right on the bullseye, even confirming with me about the story. I couldn’t possibly imagine how Mr. Miyazaki would feel when he saw players finishing the puzzle piece by piece.
With this sort of experiment, it was really reassuring knowing there are people who adore the script, especially the endgame cutscenes. As a creator, nothing motivates me more than that. And for that, I am mostly grateful.
On the other side of the spectrum, we understand that we have missteps regarding introductions and revealing informations to the public, resulting outrages from players feeling betrayed by the relationships between characters.
We have been announcing and reminding that stuff will come out with a later update, but it’s definitely not enough. We have a lot to remember and take care of, and one promise on a game we don’t currently like probably doesn’t weigh that much. The misinformation thus snowballs.
Not to mention the bugfixes were the highest priority, to make sure the game works properly. That was why I kind of postponed dealing with the comments.
For this, on behalf of Ason and the whole team, I would like to apologize.
And I would like to properly invite you to check the Event Gallery we added during the latest update. If you still have more questions you want to ask, feel free to find me on our Discord server. As I just mentioned, some fans have been discussing with us about the world-building, sometimes even asking stuff we haven’t thought of, and that’s a win for us, to learn more!
~~~~~~~~~~ [/img]
Cursed Blacksmith’s protagonist is your average Japanese-esque silent guy, much like a certain red-headed guy in an ARPG series where he takes on several adventures. The story will need to be unfolded by other characters’ dialogues and actions.
Sometimes when I see comments suggesting the player is just a cameraman, I’m actually a bit torn about what to say. Yes, you won’t find much heroism or fame in this story, but the protag and other main characters will bond gradually through the whole journey, towards the final goal.
The outcome of the main game will be a foundation to whatever comes next, or at least, that’s what we hope to achieve, hence the epilogue updates for story.
In my opinion, Cursed Blacksmith is like a prelude to a greater storyline. It tells a tale of how a young man’s sincere gift to his friend/partner, turns into a literal catastrophe, not just to her, but to the whole world.
Players get to know the world through flavor texts for items, get to know the relationships between characters through Memories, eventually realizing what he was set to accomplish, and with everyone’s help, escaped the never-ending nightmare.
That was the end of the game. Much more behind the scenes are not shown in front of you, but I hope I could get the chance to continue their journey through sequels and such. Maybe even give the elites actual names instead of “Elf Archer,” who knows?
~~~~~~~~~~
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With all that said. Before I got pulverized by the translation guy having to sit through this essay.
What’s next for Ason?
First and foremost, I would like to declare Cursed Blacksmith content-complete after the Epilogue update.
Unless of course if there are serious bugs that need fixing, which I’ll make sure to kill them with another hotfix.
I understand that there are requests for paid DLCs, but due to budget constraints and the game engine being outdated, we have decided this is not the best way to continue on.
For now, this is a nice timing to close the book for “This World,” and embark on another adventure.
To be totally honest, I couldn’t wait to make the sequel, with the same world we built throughout the game. Maybe some of you could have guessed the beginning of the next game, probably something about our main casts reviving the town, the city, and finding out what to do with all the knowledge they have. These concepts are already taking shapes during the development of Cursed Blacksmith; we have even left some breadcrumbs in the end.
Yet, this direction is not currently feasible. For 2 reasons:
We simply have not enough resources. And that’s mostly on us; after a series of missteps, we eventually didn’t turn Cursed Blacksmith into a success we originally projected. I would like to stress that we are not blaming anyone else with this fact. We didn’t promote properly; we didn’t share with you about the game’s genre, etc. These are experiences we will definitely utilize in the future. With that noted, rushing another project this big of a scope right now will just be following in our own footsteps. We’ll get stuck with budget and talent, going slow as crap on development, you know the rest. And we don’t want it to happen ever again.
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[/*]With no additional resources to have more people work on the development, we need to search for a new game engine ourselves, learning new stuff. Remember what I said about the engine being outdated? The engine, RPG Maker MV to be specific, crashes on me like half of the time I save the project ever since the animation folder gets bigger than 12MB. Sometimes it just erases EVERYTHING I made the past month. I think you can imagine what that would do to a man, not to mention having my members go through the same stuff for years. No sir.
[/*]Which is why we probably will start small again, making stuff with new tools and even genres. We will make sure to let you know what we’ve been cooking once it’s at least edible.
~~~~~~~~~~
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Lastly, please allow me to ask that if you find the latest update good, whether it’s the story, the QoL, the new feature, anything, please leave a good review on us. And maybe share it with your friends! Every single thumbs-up helps more than you could ever imagine. I am not joking.
If our work doesn’t satisfy you, that’s okay. We appreciate you giving us a chance to prove ourselves, and we’ll come back eventually, hoping to make you smile next time.
That’s all, folks. Once again, I would like to express my sincere gratitude to every single one who have played and loved our game.
We are on Discord 24/7 for some reason! Come join us to chat!
And with that, I wish you all a promising, heart-warming future.
May the Horizon Light shines above all of us, guiding us all the way.
[/img]
Hanji
Producer, Director
Ason
Now when Boss enters Regeneration state, the number of HP it recovers will be shown on-screen. (HINT: Bosses have a limit of HP recovery.)
You can now see how many times you have forged a weapon at the Item Index.
You can now check which difficulty is chosen in one save file at the save/load screen. (Applied when saved again in the new version.)
Fixed the bug where the same Forbidden Sword Skills may show up twice.
Fixed the bug where stunned Bosses in Stealth state may cause the game to crash.
Fixed the bug where loading Emergency Save saved in Boss revisit may cause some information to be shown incorrectly.
Fixed the bug where when the Skill Chilling Attack is blocked, the message "XXX's SP is reduced by NaN." is shown.
Fixed the bug where during the same turn the Chapter 2 Boss is using Beam Attack, if you are teleported due to passive effects, the Beam Attack will not activate correctly.
Fixed the bug where battle messages regarding multi-attribute damage and the enemy's weakness and defense may be shown incorrectly.
Fixed the bug where when enemies try to attack icicles with elemental projectiles, they will accidentally attack you.
Fixed the bug where when a teleportation is activated while the Chain to the Throne is defeated, the cutscene may not trigger.
Fixed the bug where the statue of Furnace won't refresh its usage under certain conditions.
Fixed the bug where in the ??? Mode, enemies' HP aren't set properly.
Fixed the bug where in the ??? Mode, Monster Girls' Max HP and Attack aren't set properly in the Arena.
Slightly adjusted how enemies work when you first enter the Labyrinth in the ??? Mode.
The Dummy in the Safehouse no longer gets changed in the ??? Mode.
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The wait is over! The FREE Epilogue update for The Shimmering Horizon and Cursed Blacksmith is now available!
To celebrate the update, we have a HISTORY LOW 25% OFF DISCOUNT starting from August 9th, 8:00 PDT!
Whether you beat the game half a year ago, or you are still hesitating from the reviews, now's your best chance to get in and try the newest content!
We'll have the full update log at the bottom of this post, if you're interested.
* Please make sure to update your game to at least v1.12 / build 26080901 to enjoy the latest update.
You can check the version of your game at the upper left of the game window, or at the lower right of the title screen.
Some updates will apply after entering and exiting the Labyrinth once.
➡️➡️⬅️⬇️⬇️⬅️➡️➡️
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Also known as "that stuff the team keeps talking about after the initial release," we have added 9 new Memories, each with thousands of words, depicting the world after Cursed Blacksmith comes to an end.
More books! If you're interested in how specific characters would think of or face the brave new world, this should be the place for you.
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We also added some new cutscenes in the Safehouse.
Most of them are to deepen the connection between Doroelle the Guide and you, the protagonist. Hopefully they will make the impact later on more believable.
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A new string of horizon light lingers near the end of your journey.
What Memories await at this hopeless place?
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After so many requests, we finally punched a hole in the game engine and managed to add a Story Gallery!
Fulfill specific conditions and you can relive all cutscenes throughout the game!
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Regarding battle, we first expanded our map function. See the full map and check your surroundings by one single button!
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Several QoL updates on the interfaces as well.
For example, the Skills you can activate will now automatically be sorted if you have too many to choose. Easier to find the one you need the most!
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At the Safehouse, there is a new statue for you to sacrifice your Souls for.
Furnace, the God of Fire, will grant you daily a single use of useful objects such as Sword Mounds and Enchantment Table!
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At the Arena, there are some new features to customize your gameplay.
You can also now revisit past Boss battles!
Beat the crap out of whoever gave you a bad day with your now overpowered arsenal!
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Speaking of the Arena, someone just put a chicken here. It seems strangely familiar...
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It seems to lead you to an unexplored place, where people are betting on some weird matches.
Maybe you can utilize this place to have some extra "cash?" Just be responsible, okay?
➡️➡️⬅️⬇️⬇️⬅️➡️➡️
Aside from the main features mentioned above, we have more updates here and there to better your experience, not to mention the usual balance updates and bugfixes.
Hopefully you can have more fun on your adventure!
Another thing, the Art + Music Collection is now available!
Please check here for more info. Discounts and bundles are also there for you to seize the chance!
It has been months since the last update, but we at Ason tried our best to make the game better and better, to add stuff we originally wanted to included after the initial release and more.
We hope you will enjoy what we have in store. And if you haven't try, come on and experience the critically mixed, definitely a game for yourself!
The official Discord server is also open for everyone interested! Come chat with us!
That's all from us. May the horizon light guide you until the very end.
…………
➡️➡️⬅️⬇️⬇️⬅️➡️➡️
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"Hehe... I will always be waiting for you, right here..."
➡️➡️⬅️⬇️⬇️⬅️➡️➡️
??? Mode added. After clearing Hardcore Mode or meeting certain conditions, this mode can be selected in New Game.
9 new Memories describing events after the main story have been added. (Can be obtained in various locations in the Safehouse after clearing ANOTHER END.)
7 new Soul Imprints dialogues added. (Triggered sequentially before the end of Chapter 5 each time Doroelle's Soul Imprints enhancement reaches a certain number of times.)
2 new multi-character events added in Chapter 6. (Does not affect Ending branching conditions. May trigger after viewing existing multi-character events.)
1 new story supplement object that can be triggered has been added to the Outpost before the Chapter 6 Boss battle.
Story Gallery added. All story events from the game can be reviewed. (Accessible via the green vortex in the Safehouse Church. Only available for save files that have cleared ANOTHER END. Cannot be accessed after starting a new Loop.)
A statue of Furnace, God of Fire, has been added to the Safehouse. Souls can be consumed daily to summon objects such as the Sword Mound or Enchantment Pedestal once. (Available after Chapter 3.)
Boss battle replay feature added to the Arena. Previously defeated Bosses can be challenged again.
Special Casino added to the Arena. Souls can be wagered to guess which of two randomly generated teams will win. (Available after Chapter 3 and defeating a certain number of enemy types.)
Switch Map feature added. Pressing the corresponding button will expand the minimap to the center of the screen, allowing the entire map to be viewed and scrolled.
Additional Effect Switch added. Specific Add. Effects can be disabled to prevent them from activating. (Available in the Settings menu or the Arena.)
Enemy Buff Cycle added. Enemies in the labyrinth can be strengthened based on the number of Loops in the save file. (Settings can be changed at the Mirror in the Arena.)
Double Strike: SP cost slightly reduced.
Heavy Strike: Damage slightly reduced.
Shadow Blast, Thunderflash, Flame Arrow, Ice Arrow, Tornado Blade: Text adjusted to indicate these are "Elemental Projectile" type Skills.
Forbidding Slash: Erosion increase when actively used reduced. (Unchanged when used while downed.)
"Armament Finisher" version of Forbidden Sword Skills: Erosion increase is now the same as normal. (Effect of reducing duration based on Forbidden Armament state turns remains unchanged.)
??? Armament: Initial Block Rate reduced. Block Rate increase slightly improved.
The following Add. Effects have been added to randomly obtained Material effects and may be inherited through Essences:
Automatically reduce Durability to evade undiscovered traps and magic circles
Automatically reduce Durability to prevent items from disappearing
Potential Stones, Soul Pieces (Crystals, Cores), and "Weapon Blessings" Magic Circles will no longer grant weapons the Add. Effect "Chance of entering brief Haste state when using Clutch Jump".
"Obtain Skill" at the Sword Mound changed from random to selectable.
"Delete Skill" feature added to the Sword Mound. (Cannot remove all Skills from a weapon.)
Item types and rates given by the Horizon Light during Chapter 4 and Chapter 5 Boss battles adjusted.
When throwing an equipped weapon, the weapon's Add. Effect"Max Throwing Distance Increase" will be applied to the throw distance.
After triggering special events in Beyond the Chaos, additional Upgrade Souls will be obtained. (Save files that have already triggered these events will automatically receive them after updating and loading from the Church.)
Based on the number of phase transitions triggered by dealing enough damage to the Boss in ANOTHER END, additional Halo of Chaos will be obtained when loading a cleared save file. (Up to 30.)
When the number of available Skills reaches a certain amount, the Skill switching interface will automatically categorize Skills into "Single", "Range", "Movement", and "Etc." for easier access.
After forging, enhancing, or enchanting, if the target equipment has more than 20 Add. Effects, a complete list of Add. Effects will be displayed separately for confirmation.
When an enemy does not enter a specific status ailment (Immobilize, Poison, Blind, Silence, Stun, Confusion, Slow, Sleep) due to having resistance above 100%, a dedicated battle message will be displayed as a notification.
A battle message will be displayed when discovering or disarming traps or Magic Circles.
The minimap will be automatically hidden when adjusting direction or selecting a Skill target.
Visual effects for the appearance of the Horizon Light during Boss battles enhanced.
A battle message will be displayed after obtaining Souls during story events (mostly when defeating Bosses).
When a story event is triggered in the Safehouse, elemental residue, summoned units, and other objects will be forcibly removed.
In the Journal, if there are unread Memories within a Memory category, the category will also display "NEW".
Some story sequences and character voice volumes in ANOTHER END adjusted.
Reward categories added to Chaos Enlightenment, making it easier to find Endless Labyrinth enhancements and illustration rewards.
Text in various languages adjusted.
Fixed the bug where the game crashes due to incorrect equipment data under certain circumstances.
Fixed the bug where stat changes are not updated immediately when the player enters Haste state.
Fixed the bug where Precision Throwing does not activate the Add. Effect "Chance of not ending turn when throwing potions" under certain circumstances.
Fixed the bug where after evading a trap via the Caution Charm, if enemies of different factions are attacking each other, the trap will automatically trigger at the end of that turn.
Fixed the bug where after evading a trap via the Caution Charm, the same trap still triggers Perception.
Fixed the bug where visual effects for Materials with additional Add. Effects on the ground display abnormally.
Fixed the bug where the Add. Effect "Duration of enemies' status ailments and debuffs" activates when causing enemies to enter a buff state.
Fixed the bug where the Skill "Retribution Thrust" deals too little damage when hitting an enemy that is "only" in Immobilize state.
Fixed the bug where after activating the Skill "Retribution Thrust", the Add. Effect "Chance for moving via Skills to create elemental residue" appears at the player's moved position.
Fixed the bug where the Skill "Scorching Torture" cannot deal continuous damage to certain Bosses under certain circumstances.
Fixed the bug where the activation range of the Skill "Heavenly Dive" does not match its description.
Fixed the bug where elemental residue generated by Skills does not persist for the maximum possible number of turns.
Fixed the bug where the BGM at the Mountain Road of Breeze Outpost plays abnormally under certain circumstances.
Fixed the bug where elemental residue generated by Add. Effects causes issues when triggering map events under certain circumstances.
Random labyrinth generation logic adjusted to reduce situations where rooms are divided into separate areas by water pools.
Fixed the bug where a Succubus in Friendly state may use the Skill "Flying Kiss ❤" on the player.
Fixed the bug where Monster Girls in certain fixed battles can still use some Skills while in Stun or Sleep state.
Fixed the bug where when the Chapter 2 Boss is defeated by Poison damage, the screen scrolls outside the battlefield.
Fixed the bug where animation effects for the Chapter 2 Boss's Skills do not display correctly under certain circumstances.
Fixed the bug where the Skill prediction range for the Chapter 6 Boss displays abnormally under certain circumstances.
Fixed the bug where the game crashes during the cutscene when entering the Chapter 6 Boss battle in a new Loop.
Fixed the bug where issues occur when entering Noxel's tent from the newly added vortex in the Arena in the Chapter 6 Safehouse, triggering events.
Fixed the bug where unexpected situations may occur during story sequences under certain circumstances.
Fixed the bug where accessories that have already been identified sometimes still appear unidentified when sold at Skewer's Shop.
Fixed the bug where the game crashes when repeatedly pressing cancel to Abandon Body in the Arena.
Fixed the bug where leaving the Endless Labyrinth under certain circumstances does not trigger settlement and Halo of Chaos rewards are not obtained.
ATTEMPTED to fix the bug where the battle message and status ailment description interfaces sometimes disappear.
ATTEMPTED to fix the bug where equipped weapons do not appear in the weapon list when using the Sword Mound under certain circumstances.
ATTEMPTED to fix the bug where using recovery potions sometimes triggers the Add. Effect "Chance to spend considerable Souls and negate damage".
ATTEMPTED to fix the bug where Fire Rats summoned by a Giant Fire Rat in Friendly state may attack the player.
ATTEMPTED to fix the bug where Live2D models of certain Bosses cannot switch actions correctly.
ATTEMPTED to fix the bug where during the Chapter 5 Boss battle, if the Horizon Light appears at the same time the player is defeated, the game cannot continue after getting out of struggle.
ATTEMPTED to fix the bug where multiple units sometimes overlap and cannot be separated.
ATTEMPTED to fix the bug where Shanoa sometimes appears in multiple locations simultaneously in the Chapter 4 Safehouse.
Other miscellaneous fixes.
If you haven't tried the critically mixed (?) experience, now's never better!
On another note, it has been quite a while since the last update for Cursed Blacksmith, so here is a quick update about what we've been doing lately.
Please note that the below information is almost all already revealed in several supporter sites.
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We've been telling around the world that a small story update is scheduled, with some aftermath for characters beyond the main game and the epilogue. These stories are originally planned for additional content post release.
Well, "fast" certainly isn't our strongest suit, as our writers just keep typing and deleting, making little progress and taking so much time. Every memory contains like over 1,000 words, equal to or even more than some of them in the main game. sigh
That said, now they are almost all done. And with some additional story segments voiced, hopefully we can provide some explanation on the mysteries untold through the main game.
Once again, this story update won't contain that much of additional scenarios, and will mostly be shown as text-based Memories. We hope you understand.
While the dreading wall of text might not be the best solution, we still want to complete the whole worldbuilding, all the while showing what could be coming in the future. Please give it a read if you're interested!
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These months have been updates and updates and hotfixes and balance patchs and QoL improvements and newcomer-friendly features and stuff.
By March, almost all the game-breaking issues have been fixed. Although we still receive reports of a certain blacksmith who doubles as a Ninja, literally shadow-cloning herself...
Anyways, that's why the updates have been slow lately. With the story update, we plan to add some more stuff to further assist your journey.
For instance, look at the new statue here! It's the last of the five Gods who created the whole world. Take a guess what it does!
(btw, statues of the other Gods are already in the game. See if you can find them all!)
Also, there are some other features on the way, including some that players have been hoping to see, some way to revisit the story easier, and more! Please stay tuned!
It's been almost four months since the initial release of Cursed Blacksmith, and we have put out dozens of updates featuring balance tweaks, new features, QoL improvements and such.
We know that we didn't have the rolling start, but if you were interested before and didn't buy the game, do give us a shot and experience the despair- I mean the fun!
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Play the game and you'll get those trading cards and more for your profile and chats!
We should have put this out a long time ago, but the reviewing process was a bit hard.
And in order to meet the requirements of community items, some of the pictures have to be adjusted from the original materials. We hope you can understand.
We might add some other things that you can exchange with your sweet Steam Points!
We are still working with small updates, including one story update featuring several new memories and scenes!
If you're interested, consider joining us in the Discord for first-hand info!