Compara los precios de Smithy en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por David Mulder. Publicado por SA Industry. Lanzado el 3/6/2016. Disponible en PC. Géneros: Action, Indie.

A pocket-sized top-down shooter where you tunnel deeper, collect gold, and upgrade your arsenal - honest micro-fun for when you have thirty minutes and zero patience for tutorials.

I keep a mental shelf for small games that know exactly what they are, and Smithy earns a spot on it - barely, but earnestly. You play as a weapon-crafting underground rodent blasting through procedurally generated caverns in a top-down shooter that pitches itself somewhere between a budget arcade run and a light roguelite loop. The core promise is simple: go deeper, kill things, collect gold, buy and upgrade weapons, repeat. There is no lore to parse, no overworld to manage, no slow tutorial holding your hand. You are dropped in and expected to move. The weapon variety is the real reason to give this a session. Different tools behave differently enough that swapping loadouts between runs feels like a small but genuine decision rather than a cosmetic one. The procedural caverns keep the layout from going stale on repeated attempts, though the enemy variety thins out faster than you might hope the further down you burrow. Community sentiment, while modest in volume, lands around a mostly positive mark - players who click with the pace tend to stick around for a handful of runs; those who want progression hooks with more mechanical weight tend to bounce quickly. The honest friction points are real. Keyboard-only aiming is awkward enough that a controller is less a suggestion and more a quiet requirement - a community post flagging this has been up since launch with no apparent fix. The upgrade economy starts to feel repetitive once you have sampled the weapon range, and the game does not have the structural depth to demand a long session. There is no story, no soundtrack worth lingering on, no handcrafted moment that makes you lower the mouse and just listen. For a game I usually advocate for, that absence of intentional atmosphere is the loudest thing in the room. What Smithy does offer is honest about its scope. This is a micro-game made by a small team, priced and scoped accordingly. If you want something to fill a gap between longer sessions - a fifteen-to-thirty minute arcade loop that does not require context - it delivers that without pretense. Go in expecting a snack, not a meal, and the rodent earns its keep. Kai, Scout Team

Smithy

Smithy

3 jun 2016David MulderSA Industry
GamerScout opina

A pocket-sized top-down shooter where you tunnel deeper, collect gold, and upgrade your arsenal - honest micro-fun for when you have thirty minutes and zero patience for tutorials.

PC
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€0.00
en N/A
Mínimo histórico: €0.52

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I keep a mental shelf for small games that know exactly what they are, and Smithy earns a spot on it - barely, but earnestly. You play as a weapon-crafting underground rodent blasting through procedurally generated caverns in a top-down shooter that pitches itself somewhere between a budget arcade run and a light roguelite loop. The core promise is simple: go deeper, kill things, collect gold, buy and upgrade weapons, repeat. There is no lore to parse, no overworld to manage, no slow tutorial holding your hand. You are dropped in and expected to move. The weapon variety is the real reason to give this a session. Different tools behave differently enough that swapping loadouts between runs feels like a small but genuine decision rather than a cosmetic one. The procedural caverns keep the layout from going stale on repeated attempts, though the enemy variety thins out faster than you might hope the further down you burrow. Community sentiment, while modest in volume, lands around a mostly positive mark - players who click with the pace tend to stick around for a handful of runs; those who want progression hooks with more mechanical weight tend to bounce quickly. The honest friction points are real. Keyboard-only aiming is awkward enough that a controller is less a suggestion and more a quiet requirement - a community post flagging this has been up since launch with no apparent fix. The upgrade economy starts to feel repetitive once you have sampled the weapon range, and the game does not have the structural depth to demand a long session. There is no story, no soundtrack worth lingering on, no handcrafted moment that makes you lower the mouse and just listen. For a game I usually advocate for, that absence of intentional atmosphere is the loudest thing in the room. What Smithy does offer is honest about its scope. This is a micro-game made by a small team, priced and scoped accordingly. If you want something to fill a gap between longer sessions - a fifteen-to-thirty minute arcade loop that does not require context - it delivers that without pretense. Go in expecting a snack, not a meal, and the rodent earns its keep.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertrading-cardstier:sub-5Top-Down ShooterProcedural CavernsWeapon UpgradesArcade LoopController RecommendedMicro-GameShort SessionBudget Indie

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
512MB
Processor
2.0Ghz

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OS
Windows 7
Memory
4 GB RAM
DirectX
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Storage
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Graphics
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Processor
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Información del juego

Desarrolladora
David Mulder
Distribuidora
SA Industry
Fecha de lanzamiento
3 jun 2016

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¿En qué plataformas está disponible Smithy?

Smithy está disponible en PC.

¿Cuándo se lanzó Smithy?

Smithy se lanzó el 3 de junio de 2016.

¿Quién desarrolló Smithy?

Smithy fue desarrollado por David Mulder y publicado por SA Industry.