Compare Craft Keep VR prices across 50+ stores and find the best deal. Developed by Strange Fire. Published by Excalibur Publishing. Released on 4/21/2017. Available on PC. Genres: Adventure, Simulation, Strategy.

Job Simulator with a medieval blacksmith twist - satisfying for a session or two, but shallow systems and lingering bugs make it a tough sell at full price.

My spreadsheet brain wanted to love this more than it does. Craft Keep VR frames itself as a time-management sim where you run a fantasy smithy, filling weapon and potion orders on a countdown timer before adventurers lose patience and your gold dries up. That structure has real strategic bones: you manage a resource chain of ore, hilts, vials and herbs, ordering supplies from a clipboard while simultaneously hammering moulds, dipping vials into cauldrons, and attaching enchantment stones to blades for fire or ice properties. On paper, that is a decision loop worth optimising. In practice, the loop is thin enough that most players will see its ceiling well inside two hours. The physical crafting side is the genuine highlight. Throwing ore into a furnace, pouring molten metal into moulds, then hammering them out before snapping blade to hilt with both motion controllers is tactile in the way early VR showcases promised. Potion-making follows a herb-mixing recipe system that is mostly intuitive, though alchemy recipes grow opaque in later chapters and the game stops holding your hand faster than it should. The seven-chapter campaign is short enough that a determined weekend player can finish the story before the novelty wears off, and an endless mode and a firing range add minor replay hooks afterward. The scenario mode lets you tune which customer types visit and adjust your starting loadout, which is about as deep as the strategic customisation gets. Here is where the strategy analyst in me has to be blunt: the decision-making depth does not scale. There is no meaningful build progression, no branching tech tree, no economy curve that forces hard trade-offs. You earn gold, spend gold on components, fill orders, repeat. The AI customers are not reactive in any interesting way. Compare that to a contemporaneous time-management sim like Shoppe Keep (the flat-screen predecessor this was spun off from) and Craft Keep VR feels like a concept demo that shipped as a full product. The VR gimmick carries it for a session; pure strategic satisfaction does not. Bug tolerance matters here. Community forums flag a persistent "ingredient mismatch" cauldron bug that can block chapter progression entirely, and object physics routinely send items rolling out of reach, costing crafted components with no clean recovery path. The Oculus Rift version requires careful dual-calibration of both Oculus software and SteamVR before room scale works correctly; skip that step and the workbenches sit too high to interact with. Standing mode is supported for smaller play spaces, but the teleport-to-station system is clunky enough to break flow. With around 80 Steam reviews sitting at a mixed 64 percent positive, the community verdict broadly matches those friction points. For a VR newcomer who wants a gentle, humorous first experience with motion controllers, and who will not mind the short runtime, Craft Keep VR delivers a functional novelty. The tone is cheerfully irreverent, the moment-to-moment physicality works, and the tutorial is approachable enough that anyone can pick it up without a manual. Strategy players looking for systems depth, late-game complexity, or mod support will find none of those things here. Go in with calibrated expectations (literally, in the case of Rift owners) and it is a diverting couple of hours. Go in expecting a simulation with legs and you will be disappointed before the credits roll. Diego, Scout Team

Craft Keep VR
AdventureSimulationStrategy

Craft Keep VR

Apr 21, 2017Strange FireExcalibur Publishing
GamerScout Says

Job Simulator with a medieval blacksmith twist - satisfying for a session or two, but shallow systems and lingering bugs make it a tough sell at full price.

PC
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About Craft Keep VR

My spreadsheet brain wanted to love this more than it does. Craft Keep VR frames itself as a time-management sim where you run a fantasy smithy, filling weapon and potion orders on a countdown timer before adventurers lose patience and your gold dries up. That structure has real strategic bones: you manage a resource chain of ore, hilts, vials and herbs, ordering supplies from a clipboard while simultaneously hammering moulds, dipping vials into cauldrons, and attaching enchantment stones to blades for fire or ice properties. On paper, that is a decision loop worth optimising. In practice, the loop is thin enough that most players will see its ceiling well inside two hours. The physical crafting side is the genuine highlight. Throwing ore into a furnace, pouring molten metal into moulds, then hammering them out before snapping blade to hilt with both motion controllers is tactile in the way early VR showcases promised. Potion-making follows a herb-mixing recipe system that is mostly intuitive, though alchemy recipes grow opaque in later chapters and the game stops holding your hand faster than it should. The seven-chapter campaign is short enough that a determined weekend player can finish the story before the novelty wears off, and an endless mode and a firing range add minor replay hooks afterward. The scenario mode lets you tune which customer types visit and adjust your starting loadout, which is about as deep as the strategic customisation gets. Here is where the strategy analyst in me has to be blunt: the decision-making depth does not scale. There is no meaningful build progression, no branching tech tree, no economy curve that forces hard trade-offs. You earn gold, spend gold on components, fill orders, repeat. The AI customers are not reactive in any interesting way. Compare that to a contemporaneous time-management sim like Shoppe Keep (the flat-screen predecessor this was spun off from) and Craft Keep VR feels like a concept demo that shipped as a full product. The VR gimmick carries it for a session; pure strategic satisfaction does not. Bug tolerance matters here. Community forums flag a persistent "ingredient mismatch" cauldron bug that can block chapter progression entirely, and object physics routinely send items rolling out of reach, costing crafted components with no clean recovery path. The Oculus Rift version requires careful dual-calibration of both Oculus software and SteamVR before room scale works correctly; skip that step and the workbenches sit too high to interact with. Standing mode is supported for smaller play spaces, but the teleport-to-station system is clunky enough to break flow. With around 80 Steam reviews sitting at a mixed 64 percent positive, the community verdict broadly matches those friction points. For a VR newcomer who wants a gentle, humorous first experience with motion controllers, and who will not mind the short runtime, Craft Keep VR delivers a functional novelty. The tone is cheerfully irreverent, the moment-to-moment physicality works, and the tutorial is approachable enough that anyone can pick it up without a manual. Strategy players looking for systems depth, late-game complexity, or mod support will find none of those things here. Go in with calibrated expectations (literally, in the case of Rift owners) and it is a diverting couple of hours. Go in expecting a simulation with legs and you will be disappointed before the credits roll. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Time ManagementVR RequiredMotion ControlsShort CampaignEndless ModePhysics-Based CraftingFantasy SettingShoppe Keep Spinoff

System Requirements

Minimum

OS
Windows 7 SP1, Windows 8.1 or Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better
Processor
Intel® i5-4590, AMD FX 8350 equivalent or better
VR Support
SteamVR or Oculus PC. Standing or Room Scale

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Game Info

Developer
Strange Fire
Publisher
Excalibur Publishing
Release Date
Apr 21, 2017

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Price History

2026-06-101.51(lowest)

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How much does Craft Keep VR cost?

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What platforms is Craft Keep VR available on?

Craft Keep VR is available on PC.

When was Craft Keep VR released?

Craft Keep VR was released on 21 April 2017.

Who developed Craft Keep VR?

Craft Keep VR was developed by Strange Fire and published by Excalibur Publishing.