
Just Forge Some Knives
Incremental game where you just forge knives... and sell them.. and wish to forge better knives..
How to play?
Start forging a knife by hitting the yellow points on the forge. You can see your current forging progress on the top of the screen.
Sell your forged knifes from your inventory to get dabloons, which you can use to..
Buy upgrades/augments to forge quicker, rarer knives etc..
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 3.4 out of 5 stars (5 total ratings) |
| Author | EpicGamerDeveloper |
| Genre | Simulation |
| Made with | Unity |
| Tags | 2D, chill, Clicker, finnish, Incremental, Medieval, Pixel Art, Relaxing, Singleplayer |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
Development log
- September 5th - Smol Update !Sep 05, 2025

Comments
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Cute little small game, pretty straightforward and lack of features. I'm thinking of something like a catalogue where you can see all the knives you forged and those not discovered yet. Also there is not point in leveling up, maybe add a macro progression to the game?.
Finally the worst thing in my opinion are the knives designs. It's always the same model but recolored and some of them makes no sense like the sapphire knife which is RED and the description talks about unicorn stuff??
If the only point of the game is to discover new knives they have to be really appealing visually.
There's a slight bug. If you spam click the star and the next star spawns close enough to be under your cursor still. You can click it a second time before the "cooldown" starts. This was not just multi strike triggering either, I had it trigger multi strike on both hits a couple times for 4x instant hits.
There doesn't seem to be a point to XP or keeping knives. Knives should just be autosold.
It's lacking an endpoint, or aspirational goal, or loop, or some other reason to keep a player engaged for a sustained duration of time.
There's also no reason to keep knives, so instead of having an inventory, why not auto-sell and convert the inventory to a Crafting History; just add a "Sort by acquisition" option and auto-sort to whatever the player has most recently set when opening it.
Alternatively, there could be some benefit to keeping certain knives; perhaps a Glitch knife could increase the sale value of all knives, or Eternal Knives could increase the Multi-Hit chance or something.
Speaking of, considering there's seven rarities, it feels strange to pull a Special (Glitch) or Eternal considering the only benefit is higher sale value; if you're going to have hidden rarities, there should be some update to the UI to acknowledge that the player has pulled them afterwards.
It could use pacing. It started out very slow, but that's not always a bad thing, but it picks up very fast once you get the auto hammer and starts go go real fast. I got bored before 100%, but from not seeing any thing past max out the last two upgrades, one doesn't do anything and the other is just a few more 8% speed boosts.
It very much needs an auto sell. You can left click and press s, which is what I did, but... it's an incremental game where the goal is to automate to the point where you aren't playing it any more. I love these games. Where's the auto sell?
Appreciate your feedback, i will be taking these into account on future updates!
100%ed the game! the upgrade for decreasing the number of hits required to finish a knife stops working once you reach 5 hits, so maxing out takes a minute, but great game nonetheless!
Pretty fun, but the process of selling swords is too troublesome.
Updates?
This game is fun :)
Sadly, it wont go below 5 hits... so no speed forging!