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Steam News26 January 20265mo ago

The Future of Heat 'n Hit Starts Now!

From a small blacksmith shop to a living world... After the holiday season, we’re back at full speed working on the next updates for Heat 'n Hit!

In this update3

Full notes

Full Heat 'n Hit: The Blacksmith Simulator update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions18 changes0 removals
  • Store
  • Workshop
  • Gameplay
  • Maps
changedFrom a small blacksmith shop to a living world...After the holiday season, we’re back at full speed working on the next updates for Heat 'n Hit!
changedFrom a small blacksmith shop to a living world...The end of the year was also a special moment for us to reflect on how much this project has grown and evolved, mainly thanks to your feedback. What started as a simple idea has become something much bigger, more alive, and full of possibilities.
changedFrom a small blacksmith shop to a living world...In the beginning, our ambition was much more modest. The dream was to create a blacksmith simulator set in a medieval fantasy world, but with a casual approach. The experience was limited to serving customers at a counter inside a closed workshop, with only occasional visits from traveling merchants. There was no idea of exploring the city, traveling to other places, or venturing beyond the walls of the forge.
changedFrom a small blacksmith shop to a living world...Ores, for example, would be obtained exclusively through these merchants, with no mining or exploration systems at all.
changedFrom a small blacksmith shop to a living world...Everything started to change the moment we decided to open the doors of the workshop.
addedFrom a small blacksmith shop to a living world...From there, we began thinking about how players would interact with the city. Why not add a tavern? How do the townsfolk live? It was during this process that the idea for the guild incursions system was born, as a passive way to obtain new resources and bring more life to the world around you.

Heat 'n Hit: The Blacksmith Simulator changes

changedAfter the holiday season, we’re back at full speed working on the next updates for Heat 'n Hit!
changedThe end of the year was also a special moment for us to reflect on how much this project has grown and evolved, mainly thanks to your feedback. What started as a simple idea has become something much bigger, more alive, and full of possibilities.
changedIn the beginning, our ambition was much more modest. The dream was to create a blacksmith simulator set in a medieval fantasy world, but with a casual approach. The experience was limited to serving customers at a counter inside a closed workshop, with only occasional visits from traveling merchants. There was no idea of exploring the city, traveling to other places, or venturing beyond the walls of the forge.
changedOres, for example, would be obtained exclusively through these merchants, with no mining or exploration systems at all.
changedEverything started to change the moment we decided to open the doors of the workshop.

From a small blacksmith shop to a living world...

After the holiday season, we’re back at full speed working on the next updates for Heat 'n Hit!

The end of the year was also a special moment for us to reflect on how much this project has grown and evolved, mainly thanks to your feedback. What started as a simple idea has become something much bigger, more alive, and full of possibilities.

In the beginning, our ambition was much more modest. The dream was to create a blacksmith simulator set in a medieval fantasy world, but with a casual approach. The experience was limited to serving customers at a counter inside a closed workshop, with only occasional visits from traveling merchants. There was no idea of exploring the city, traveling to other places, or venturing beyond the walls of the forge.

Ores, for example, would be obtained exclusively through these merchants, with no mining or exploration systems at all.

Everything started to change the moment we decided to open the doors of the workshop.

From there, we began thinking about how players would interact with the city. Why not add a tavern? How do the townsfolk live? It was during this process that the idea for the guild incursions system was born, as a passive way to obtain new resources and bring more life to the world around you.

Even so, we still felt like something was missing.

That’s when we started looking more closely at what daily life would feel like for a blacksmith in a medieval era. Not just the work itself, but also the routine, the fatigue, and the need to take breaks. At that point, we decided to expand the experience by adding elements like sleep and hunger. But we didn’t want this to turn Heat 'n Hit into a punishing or stressful game. The idea was never to make players constantly worry about bars and numbers.

So we changed the way we approached it. Instead of treating these as survival elements, we began to see them as living elements. Something natural, part of everyday life, meant to enhance the experience without breaking the casual feel.

Then the next question came up. How do you satisfy hunger?

That’s when the need to develop hunting and resource gathering systems emerged. Soon after, another question followed. Should we deal only with passive creatures? Would a combat system make sense?

The answer was yes.

We implemented a combat system to face hostile creatures, which naturally evolved into something bigger. Today, it supports broader adventures, including boss encounters.

Even so, we didn’t want to create a traditional adventure game with warriors, archers, or mages exploring dungeons. We wanted something different. A blacksmith who feels the urge to explore the world, help friends, and uncover the mystery behind their grandfather’s disappearance.

Here, challenges are faced the blacksmith way. By forging the best weapons for each situation and cooking food that helps during adventures and dungeons.

But what if you just want to live as a humble blacksmith, serving townsfolk and visitors?

No problem. The time is yours.

You decide when to stay in the city and when to explore the world. Offering this freedom has always been important to us, respecting different playstyles without pushing players down a single path. Casual gameplay has always been, and still is, one of the core pillars of Heat 'n Hit.

We wanted to share these reflections with you.

Do you think these changes were positive?

How do you imagine the game would feel if the blacksmith never left the workshop and stayed in a limited space?

Finally, this post also marks the beginning of updates about the game’s first Major Update. This update will allow players to reach a new reputation milestone and will introduce a new map, new quests, new ores, new weapon recipes, new foods, new merchants, new creatures, new enemies, and much more.

Subscribe now to our newsletter to stay up to date with everything about the Major Update: Valenortica!

Source

Steam News / 26 January 2026

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