Compara los precios de Craftlands Workshoppe en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Arvydas Žemaitis. Publicado por Excalibur Games. Lanzado el 17/12/2021. Disponible en PC. Géneros: Adventure, Indie, Simulation.

Run the numbers on alchemy, blacksmithing, and cookery before your workers bleed your wallet dry - a charming but grind-heavy shop sim with a surprisingly quirky mystery underneath.

My first instinct when I see a shop-management sim is to check whether the economy actually works at a systems level. In Craftlands Workshoppe, the honest answer is: eventually, but not without friction. You inherit a dilapidated floating-island workshoppe and must juggle three crafting disciplines - alchemy at the cauldron, blacksmithing at the anvil, and cookery at the furnace - while keeping a counter full of customers happy and an accounting book that does not lie. The loop is gather resources, craft items, sell them, repeat, and the game is transparent about that rhythm from the first in-game morning. The progression structure is more layered than the surface grind implies. You start by picking one of the three crafting permits from the town hall, which effectively determines your early income stream. Mastering a recipe - meaning you sell a set quantity of that item - is what unlocks the ability to hand that recipe off to a hired worker in the basement. That automation pivot is the real mid-game goal, and it changes the texture of play considerably. Once workers are funded and supplied, your character is free to explore the cluster of floating islands, build bridges to unlock new areas, fulfill asynchronous freight orders, and chase down the mystery of what actually happened to the previous owner Allcraft. The story is lightweight but genuinely oddball, and the cast of NPCs is eccentric enough that quests do not feel purely like filler between craft cycles. The problems are real and worth budgeting for. The worker economy is stiff early on - hiring costs plus daily wages can wipe a fragile cash reserve, and the game's quest line sometimes pushes you toward automation spending before your margins support it. The core crafting mini-game, a timing click on a moving bar, becomes mechanical after your fiftieth sword or potion, and variety never arrives to save it. Movement controls have drawn consistent criticism too, with awkward directional options that feel like a holdover from an older design pass. Steam reviews sit in mixed territory at roughly 59-61 percent positive across around 110 votes, which tracks: the audience that bounces does so over grind monotony, while the audience that stays gets pulled in by the management puzzle of keeping workers profitable without going into the red. There is also a moddable tag on the Steam listing, though the mod scene appears thin compared to bigger names in the genre. For players who treat a Recettear or My Time at Portia as comfort food, Craftlands Workshoppe is a smaller, rougher but genuinely affectionate entry in the same family. The floating-island setting, the low-poly art, and the willingness to lean into absurdist humor give it a personality that separates it from pure grind clones. Approach it knowing that the first several in-game days are financially tight by design, resist blowing your reserves on workers before you have mastered two or three profitable recipes, and the management layer becomes satisfying. If you need the crafting mini-game to stay interesting past hour three, or if janky movement controls are a dealbreaker, adjust expectations accordingly. Diego, Scout Team

Craftlands Workshoppe

Craftlands Workshoppe

17 dic 2021Arvydas ŽemaitisExcalibur Games
GamerScout opina

Run the numbers on alchemy, blacksmithing, and cookery before your workers bleed your wallet dry - a charming but grind-heavy shop sim with a surprisingly quirky mystery underneath.

PC
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Mínimo histórico: €1.40

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My first instinct when I see a shop-management sim is to check whether the economy actually works at a systems level. In Craftlands Workshoppe, the honest answer is: eventually, but not without friction. You inherit a dilapidated floating-island workshoppe and must juggle three crafting disciplines - alchemy at the cauldron, blacksmithing at the anvil, and cookery at the furnace - while keeping a counter full of customers happy and an accounting book that does not lie. The loop is gather resources, craft items, sell them, repeat, and the game is transparent about that rhythm from the first in-game morning. The progression structure is more layered than the surface grind implies. You start by picking one of the three crafting permits from the town hall, which effectively determines your early income stream. Mastering a recipe - meaning you sell a set quantity of that item - is what unlocks the ability to hand that recipe off to a hired worker in the basement. That automation pivot is the real mid-game goal, and it changes the texture of play considerably. Once workers are funded and supplied, your character is free to explore the cluster of floating islands, build bridges to unlock new areas, fulfill asynchronous freight orders, and chase down the mystery of what actually happened to the previous owner Allcraft. The story is lightweight but genuinely oddball, and the cast of NPCs is eccentric enough that quests do not feel purely like filler between craft cycles. The problems are real and worth budgeting for. The worker economy is stiff early on - hiring costs plus daily wages can wipe a fragile cash reserve, and the game's quest line sometimes pushes you toward automation spending before your margins support it. The core crafting mini-game, a timing click on a moving bar, becomes mechanical after your fiftieth sword or potion, and variety never arrives to save it. Movement controls have drawn consistent criticism too, with awkward directional options that feel like a holdover from an older design pass. Steam reviews sit in mixed territory at roughly 59-61 percent positive across around 110 votes, which tracks: the audience that bounces does so over grind monotony, while the audience that stays gets pulled in by the management puzzle of keeping workers profitable without going into the red. There is also a moddable tag on the Steam listing, though the mod scene appears thin compared to bigger names in the genre. For players who treat a Recettear or My Time at Portia as comfort food, Craftlands Workshoppe is a smaller, rougher but genuinely affectionate entry in the same family. The floating-island setting, the low-poly art, and the willingness to lean into absurdist humor give it a personality that separates it from pure grind clones. Approach it knowing that the first several in-game days are financially tight by design, resist blowing your reserves on workers before you have mastered two or three profitable recipes, and the management layer becomes satisfying. If you need the crafting mini-game to stay interesting past hour three, or if janky movement controls are a dealbreaker, adjust expectations accordingly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Shop ManagementWorker AutomationEconomy BalancingFloating IslandsCozy GrindPermit ProgressionAsynchronous FreightThree-Craft SystemDay-Night Cycle

Requisitos del sistema

Mínimos

OS
Windows 10 (64bit)
Memory
8 GB RAM
Storage
1 GB available space
Graphics
Dedicated graphics card with 1GB memory
Processor
Intel Core i3 2GHz or equivalent

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
Arvydas Žemaitis
Distribuidora
Excalibur Games
Fecha de lanzamiento
17 dic 2021

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¿En qué plataformas está disponible Craftlands Workshoppe?

Craftlands Workshoppe está disponible en PC.

¿Cuándo se lanzó Craftlands Workshoppe?

Craftlands Workshoppe se lanzó el 17 de diciembre de 2021.

¿Quién desarrolló Craftlands Workshoppe?

Craftlands Workshoppe fue desarrollado por Arvydas Žemaitis y publicado por Excalibur Games.