Free to playSmithworks Chaotic co-op smithing comedy
Run a medieval smithy with friends, hammering out randomized orders while wobbly physics turns every shift into mayhem.
Is Smithworks worth it?
Smithworks is worth it if…
- you want a short co-op game to finish with friends in one sitting
- you like shouting instructions at people who are not listening
- you enjoy Overcooked-style teamwork with a hammer instead of a kitchen
- you want a casual management challenge that ramps up without a grind
Screenshots
Forge weapons before the customers snap
Orders come in fast and every one is timed. A customer wants an iron mace with a dragon leather handle, and they want it now. You heat the metal, shape the parts, enchant them, assemble the weapon and hand it over before patience runs out. The orders are procedurally generated, so no two shifts stack up the same way, and you choose which orders to prioritize when the board fills up. The guild has a motto for quality control: if it looks right, the customer won't notice. It usually does not look right.
The shop keeps getting harder
The early levels ease you in with a few ores and a hammer. Then the game keeps adding layers: new metals, new leathers, alloys that need several ores smelted together, enchantments that have to be applied to individual parts before assembly. By the later levels you are juggling all of it inside one order while the clock ticks. Learning the basics takes about five minutes; getting good at the full pipeline is where the real game lives, and the difficulty climbs steadily alongside it.
Running the guild, one contract at a time
You play Smitta, a new member of the Smithworks Guild who dreamed of joining the legendary smiths of the past. The reality is a business with same-day blacksmithing, questionable practices and customers who deserve better. Your job is to work through the contracts anyway, deciding what to build first and how to divide the work so the guild stays afloat and the customers stay calm. Profit and happy customers are the score, and the guild's own standards are, generously, flexible.
Better with friends in the room
Up to four players share one forge, and communication is the whole game. You split the roles, plan the routes between anvil, furnace and delivery desk, then abandon the plan the moment three orders land at once. The physics help: you can kick your friends, and you will. Lobbies are adjusted for 1, 2 or 3-4 players, so it works solo too, but the fun scales with the number of people shouting about whose dragon leather is whose. Voice chat is built in.



























