

You're not just a blacksmith — you're the appraiser who runs the town through their forge. Read the materials. Decode the Modifiers. Bend the rarity table. You run a small-town blacksmith shop — but you're no ordinary shopkeeper. You were born with the Appraisal skill . At a glance you read raw materials, decode every Modifier, and weigh the purse of each customer at your counter. You don't fight. You hire adventurers, arm them, send them into dungeons, and forge tomorrow's blade from what they bring back. That loop is the economy of your shop. 🔨 Dynamic-Rarity Crafting — six tiers The materials and Modifiers you feed in set a quality score, dynamically promoting and demoting gear across Common / Uncommon / Rare / Epic / Legendary / Artifact . No fixed loot tables. 41 base types × 23 materials × 40 Modifiers (up to 6 slots) ~4.3 billion discrete gear combinations — and with continuous Roll values, stats are effectively infinite The top-tier Artifact drops just 1 in 1,270 (~0.08%) , with 6 Modifier slots and a ×2.5 stat multiplier The blade you forge is one of a kind. 🏰 Dispatch-Style Dungeon RPG Adventurers drawn from 79 jobs × 7 ranks (F–S) × a 300-name pool A job growth tree and per-adventurer job levels — they earn experience on dispatch and grow stronger (new) 8 gear slots (weapon, shield, head, body, arms, legs, ×2 accessories; dual-wield supported), 198 skills , 5 damage elements 1,270+ monsters across 10 dungeons (140 base + 140×8 Elite + 10 Boss) Send multiple parties at once, with auto-repeat runs (new) Combat is fully automatic — you spectate the log. Deaths in red, injuries in amber, at a glance 📊 A management sim with a calendar and a ledger A 28-day × 12-month = 336-day calendar (Day 1 is always Monday) 15% annual interest, compounded daily on your debt; repayment is manual, with an early-repayment simulator built into the finance ledger Four recurring costs (water, fuel, rent, mortgage) with an arrears counter — let the fuel run out and the forge goes cold Four customer classes — citizens, adventurers, guards, the wealthy — each with their own hours and wallets. Public order, the day of the week, and supply & demand all move your foot traffic 🛠 The Workshop — re-forge after the strike Bring a finished piece to the Workshop to enhance it (up to 5 tiers) , remove or re-roll unwanted Modifiers, and infuse elements . Optimization that continues long after the craft. (new) ⚠ The Stampede system Neglected dungeons grow more dangerous by the day. Cross the threshold and one day the town is overrun — repair bills, days of forced closure, wounded adventurers. Build walls, hire mercenaries, or research your way out. 🌳 80+ tech nodes across 10 trees Forge, Tavern, Clinic, Training Hall, Appraisal , Finance, Dungeon, Commerce, Defense, and Magic. Each tree spans Tier 1–5, with exclusive endgame choices at the top. Warehouse expansion is repeatable, so your inventory never overflows. 🎮 Evolving in Early Access Since launch we've added a first-hour "what to do next" guide, the Workshop, multi-party dispatch, job growth, an in-game encyclopedia, achievements, and more. Coming next: an endless dungeon with a depth leaderboard , more languages, and controller support. (Full plan in the Early Access section below.) About Quench Forge Quench Forge is a 2026-style indie studio — a solo planner/PM working alongside an AI development team. Code by Claude (Anthropic) and Gemini (Google), art by Midjourney, with every output filtered through the developer's own appraiser's eye. No AI runs while you play (see the AI disclosure at the bottom of this page). For shopkeepers who love to watch the numbers. — Read the materials. Decode the value. Forge the right result.
| Edition | Platform | Release Date | Region |
|---|---|---|---|
| Standard Edition | PC | Jun 13, 2026 | Worldwide |
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