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Steam News15 April 20262mo ago

Post-Demo Improvements in Progress

Hello, blacksmiths. Based on the many pieces of feedback you have shared with us since launch, we are currently preparing several improvements. The items below are targeted for implementation within next week.

In this update4

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Full Tokatonton: One-Armed Blacksmith update

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Repeated intro

Hello, blacksmiths. Based on the many pieces of feedback you have shared with us since launch, we are currently preparing several improvements.

What changed

0 fixes0 additions4 changes0 removals
  • Gameplay
  • Maps
  • Workshop
changedHello, blacksmiths. Based on the many pieces of feedback you have shared with us since launch, we are currently preparing several improvements.
changed1. Adjusting Blueprint difficulty with the learning curve in mindBlueprint-based weapon crafting should have been easier to learn naturally during the early stages of the game, but we found that some players were feeling unnecessary pressure when first encountering it. To address this, we will improve the overall difficulty flow and level design so that players can first get familiar with simpler Blueprint patterns, then gradually move on to more complex ones.
changed2. Improving the Hammer Hook UXThe Hammer Hook is a supporting feature that increases Destruction and lowers the difficulty of Smelt, but at the moment, its purpose and usage are not being communicated as smoothly as they should be. We will continue to study and improve both the tutorial and the overall experience so that players can understand and make use of it naturally, without friction.
changed4. Other reported issuesWe will continue doing our best to deliver better fun and the intended experience. We will take this moment as an opportunity to keep improving the game and do everything we can to make it as good as possible by full release.

Tokatonton: One-Armed Blacksmith changes

changedHello, blacksmiths. Based on the many pieces of feedback you have shared with us since launch, we are currently preparing several improvements.
changedBlueprint-based weapon crafting should have been easier to learn naturally during the early stages of the game, but we found that some players were feeling unnecessary pressure when first encountering it. To address this, we will improve the overall difficulty flow and level design so that players can first get familiar with simpler Blueprint patterns, then gradually move on to more complex ones.
changedThe Hammer Hook is a supporting feature that increases Destruction and lowers the difficulty of Smelt, but at the moment, its purpose and usage are not being communicated as smoothly as they should be. We will continue to study and improve both the tutorial and the overall experience so that players can understand and make use of it naturally, without friction.
changedWe will continue doing our best to deliver better fun and the intended experience. We will take this moment as an opportunity to keep improving the game and do everything we can to make it as good as possible by full release.

The items below are targeted for implementation within next week. We are also continuing to review all of the feedback you send us, so please feel free to share your thoughts through any channel that is most convenient for you.

1. Adjusting Blueprint difficulty with the learning curve in mind

Blueprint-based weapon crafting should have been easier to learn naturally during the early stages of the game, but we found that some players were feeling unnecessary pressure when first encountering it. To address this, we will improve the overall difficulty flow and level design so that players can first get familiar with simpler Blueprint patterns, then gradually move on to more complex ones.

(Our developers may have played the game a little too much...)

2. Improving the Hammer Hook UX

The Hammer Hook is a supporting feature that increases Destruction and lowers the difficulty of Smelt, but at the moment, its purpose and usage are not being communicated as smoothly as they should be. We will continue to study and improve both the tutorial and the overall experience so that players can understand and make use of it naturally, without friction.

3. Improving the natural transition at the end of the day and the Stall auto-sale animation

The flow in which items on the Stall are sold after a customer transaction ends was intended as part of the process of clearing out leftover weapons and wrapping up the day. However, the way this sequence is currently presented and connected has not felt natural enough, which has led many players to perceive it as a bug. We will improve the related presentation and transition so that this flow feels clearer and more natural.

4. Other reported issues

We are carefully reviewing the reports and impressions you leave for us through Discord, the Steam forums, and other channels. We want to improve as many of the issues you report as possible, based on priority.

We will continue doing our best to deliver better fun and the intended experience. We will take this moment as an opportunity to keep improving the game and do everything we can to make it as good as possible by full release.

Thank you. SANDY FLOOR x Semo Games

Source

Steam News / 15 April 2026

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