Compara los precios de Blacksmith Run en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Skull Box Games. Publicado por КиКо. Lanzado el 19/4/2019. Disponible en PC. Géneros: Indie.

Twenty trap-packed levels, a pixelated blacksmith, and a mythology hook that costs less than a coffee. Low-fi charm with real spike-pit frustration baked in.

I went into Blacksmith Run expecting a throwaway sub-five-dollar curio, and what I got was something a little more earnest than that, and also a little more punishing. This is a short, linear 2D pixel platformer built around a single premise: a blacksmith needs the Hammer of Gods, the gods hid it inside a labyrinth of traps, and no mortal has made it through. You are the next mortal to try. The setup is mythology-lite and charmingly naive in the way that small solo-dev projects from 2019 often are, and I mean that without condescension. The obstacle vocabulary is modest but functional. Sharp spikes rise from floors and ceilings, lava pools demand precise jumps, giant saw blades sweep through corridors with rhythm you have to read, and vanishing platforms add a memory-test layer on top of the reflex-test layer. The move set keeps pace with that simplicity: you run, you jump, you wall-cling. There is no combat, no ability progression, no collectibles. Each of the 20 levels is a self-contained gauntlet, and the developer quietly notes that most of them have more than one viable path through, which is a small but meaningful design choice. It gives the trap layouts a puzzle quality rather than a pure trial-and-error grind, and it means a second playthrough can feel genuinely different if you poke at the geometry. The pixel art sits on the plain end of the spectrum. It is not the kind of hand-crafted work that makes you pause to look at the backgrounds; it is functional, readable, and occasionally a bit stiff. The same honesty applies to the audio, which I found serviceable rather than atmospheric. If you come to indie games partly for their soundscapes, this one will not stick with you afterward. What might stick is a particular saw blade on level thirteen, which a Russian-language forum post I found described, roughly translated, as the reason the game needed an update. That comment dates back years and no update appears to have addressed it. Consider this a heads-up for mid-game stubbornness. The Steam user base is small, eighteen reviews at time of writing, sitting at a 77 percent positive rate. That is a fragile sample, but it is not nothing. Players who click with this kind of lean, old-school obstacle-course design tend to find it a satisfying afternoon. Players expecting polish, story depth, or more than a couple of hours of content will find the seams quickly. The game occupies roughly 50 MB on disk, runs on hardware that predates modern onboard graphics, and asks almost nothing of your PC. Its ambitions match its footprint, which is either a virtue or a limitation depending on what you walked in wanting. Blacksmith Run is a micro-project from Skull Box Games that knows its lane. It does not pretend to be a platform milestone, and there is something I genuinely respect about that clarity of scope. If you are the kind of player who misses the feel of old Flash-era trap platformers, the ones where the whole point was memorizing a gauntlet and finally clearing it clean, this scratches that itch without overstaying its welcome. Kai, Scout Team

Blacksmith Run

Blacksmith Run

19 abr 2019Skull Box GamesКиКо
GamerScout opina

Twenty trap-packed levels, a pixelated blacksmith, and a mythology hook that costs less than a coffee. Low-fi charm with real spike-pit frustration baked in.

PC
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.36

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I went into Blacksmith Run expecting a throwaway sub-five-dollar curio, and what I got was something a little more earnest than that, and also a little more punishing. This is a short, linear 2D pixel platformer built around a single premise: a blacksmith needs the Hammer of Gods, the gods hid it inside a labyrinth of traps, and no mortal has made it through. You are the next mortal to try. The setup is mythology-lite and charmingly naive in the way that small solo-dev projects from 2019 often are, and I mean that without condescension. The obstacle vocabulary is modest but functional. Sharp spikes rise from floors and ceilings, lava pools demand precise jumps, giant saw blades sweep through corridors with rhythm you have to read, and vanishing platforms add a memory-test layer on top of the reflex-test layer. The move set keeps pace with that simplicity: you run, you jump, you wall-cling. There is no combat, no ability progression, no collectibles. Each of the 20 levels is a self-contained gauntlet, and the developer quietly notes that most of them have more than one viable path through, which is a small but meaningful design choice. It gives the trap layouts a puzzle quality rather than a pure trial-and-error grind, and it means a second playthrough can feel genuinely different if you poke at the geometry. The pixel art sits on the plain end of the spectrum. It is not the kind of hand-crafted work that makes you pause to look at the backgrounds; it is functional, readable, and occasionally a bit stiff. The same honesty applies to the audio, which I found serviceable rather than atmospheric. If you come to indie games partly for their soundscapes, this one will not stick with you afterward. What might stick is a particular saw blade on level thirteen, which a Russian-language forum post I found described, roughly translated, as the reason the game needed an update. That comment dates back years and no update appears to have addressed it. Consider this a heads-up for mid-game stubbornness. The Steam user base is small, eighteen reviews at time of writing, sitting at a 77 percent positive rate. That is a fragile sample, but it is not nothing. Players who click with this kind of lean, old-school obstacle-course design tend to find it a satisfying afternoon. Players expecting polish, story depth, or more than a couple of hours of content will find the seams quickly. The game occupies roughly 50 MB on disk, runs on hardware that predates modern onboard graphics, and asks almost nothing of your PC. Its ambitions match its footprint, which is either a virtue or a limitation depending on what you walked in wanting. Blacksmith Run is a micro-project from Skull Box Games that knows its lane. It does not pretend to be a platform milestone, and there is something I genuinely respect about that clarity of scope. If you are the kind of player who misses the feel of old Flash-era trap platformers, the ones where the whole point was memorizing a gauntlet and finally clearing it clean, this scratches that itch without overstaying its welcome.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Trap PlatformerWall-Cling MechanicsVanishing PlatformsMythology SettingFlash-Era FeelShort-Form ChallengeObstacle CourseNo Combat

Requisitos del sistema

Mínimos

OS
Microsoft Windows
Memory
1 GB RAM
Storage
50 MB available space
Graphics
Intel HD Graphics
Processor
Intel Celeron 1800 MHz
Sound Card
DirectSound Compatible

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Información del juego

Desarrolladora
Skull Box Games
Distribuidora
КиКо
Fecha de lanzamiento
19 abr 2019

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¿En qué plataformas está disponible Blacksmith Run?

Blacksmith Run está disponible en PC.

¿Cuándo se lanzó Blacksmith Run?

Blacksmith Run se lanzó el 19 de abril de 2019.

¿Quién desarrolló Blacksmith Run?

Blacksmith Run fue desarrollado por Skull Box Games y publicado por КиКо.