Closed testing · Android · 12 testers needed
The crafting heart of Gothika — as an idle game.
Gather the raw, hunt for what gathering can't give you, and forge gear in a queue that keeps working while you're away. Built from Gothika's own materials and lore. Crafting is the game — and it's never pay-to-win.
Two halves, both needed
A gatherer has no hide; a fighter has no ore. Neither half is busywork — you need both to forge the best gear.
Four passive skills that level by use and accrue offline: Woodcutting (Timber), Mining (Ore + Coal), Fishing (Fish), and Herbalism (Herb). A fifth unlocks as you grow.
Auto-battle through stages, ten per zone, a boss at every tenth. Mobs drop Hide, Silk and Bone — organics gathering never produces. Your Battle Power is also your rank.
The core loop
Refine your materials, then queue your crafts — and the timers keep running after you close the app.
Crafts take real time and finish while you're gone — come back to a full queue. Unlock more slots to craft in parallel. This is the reason to open the app, and the heart of the game.
Your professions are buildings — Blacksmith, Alchemist, Tailor, Woodcutter, Fisherman — and their level gates which recipes exist and how fast they run.
Heroes
Heroes speed a building's crafts, raise its yields, or add a queue slot. Summon them, assign them, level them with shards — the workers that make the forge hum.
Gold rolls a random low-tier hero; premium currency gives a deterministic pick from a rotating roster — and shards you earn for free buy those same summons. Paid randomness is off the table.
A living world
The forge is only half of it. There's a live endgame that keeps turning — a weekly event, a world to catalogue, and gear deep enough to build around. And combat you actually play: tap to strike, build Focus, and spend real abilities.
Once a week a red moon rises and its own arena opens: a ten-foe boss gauntlet of the risen, rising to the Bonelord, on a single health bar. It's measured against your power — clearing it means actually getting stronger. Break the horde for the weekly chest.
Every week brings a new themed challenge with a reward track you collect as you climb, up to a capstone chest. The wheel keeps turning, so there's always something on.
Every creature in Blackwood, zone by zone, with a tally of how many you've felled. The ones you haven't met are a shadowed ??? — and every first sighting pays a bounty.
Reforge affixes to chase the roll you want, and hunt build-defining ones — Boss Slayer, Focus Gain, Last Stand — that reward how you fight, not just a bigger number.
Real depth
Six families, five tiers each — Copper to Gravesteel, Soft Timber to Petrified, Cracked Bone to Fellbone.
Our promise
The store sells convenience, cosmetics and time — never stats. A built-in test literally fails the build if any purchasable item touches power. The price ceiling is $4.99.
Optional ads and light purchases only — no gacha, no loot boxes, no timers built to sell you patience. The premium currency has three free sources, too.
Google won’t let a new developer publish to the Play Store until 12 people have tested the game for 14 days straight. That’s the only thing standing between Blackwood Forge and a real release.
Three quick steps and then you can forget about it.
…then just leave it on your phone. Steps 2 and 3 only work after you’ve joined the group in step 1, and Play can take an hour or two after you opt in to show the app — until then it may say the app doesn’t exist. Just wait and refresh.
You don’t have to play every day. You don’t have to write feedback. You just have to not uninstall it for two weeks — if we drop below 12 testers the clock starts over.
Playing it and telling us what’s broken is very welcome though — bug reports go in Discord.
All three steps need the same Google account you use on your phone. Thanks — this genuinely is the difference between shipping and not.