A build driven tactical roguelite where enemies wield the same weapon systems you do. Adapt your loadout, counter evolving AI fire teams and survive across escalating procedurally generated 3D battlegrounds.

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Kommer snart i tidlig tilgang

Utvikleren av dette spillet har planer om å gi det ut som et pågående arbeid, og utvikle det med tilbakemeldinger fra spillere.

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Hva utviklerne har å si:

Hvorfor tidlig tilgang?

«Titanium Iris is a solo developer passion project with (at time of posting) around 10 months of dedicated development behind it. The core gameplay loop is solid. The Vektor building, procedural floor climbing, and tactical combat are all playable now. Early Access allows us to refine balance, finish the writing and implementation of the story and world building, introduce boss encounters, new weapon types and shape the game with community feedback. We want players involved in that process.»

Hvor lenge antas det at dette spillet vil være i tidlig tilgang?

«Titanium Iris is expected to be in Early Access for approximately 12 months. This may change depending on community feedback and the scope of additional features. We'll keep players informed of progress through regular updates.»

Hvordan er det planlagt at fullversjonen skal være forskjellig fra versjonen i tidlig tilgang?

«We plan for the full release to include:

- A complete story campaign with boss encounters and a (emotional) conclusion at floor 100.
- Lore and story elements discovered through diary entries and pickups scattered across the floors.
- Increased variation of textures for levels and enemies.
- Additional Vektor types to encourage players to make the most broken builds possible.
- Further balancing based on community feedback.»

Hva er nåværende tilstand for versjonen i tidlig tilgang?

«Titanium Iris is fully playable with deep, working systems across all core features.

- Levels: Procedurally generated levels with locked feature rooms, multiple opening mechanisms, and visual variety based on level style.
- Difficulty: Rapid, Intense, Hardcore. Determines penalties on death.
- Enemy Scaling: Timid, Wild, Fierce. Determines how quickly enemies increase in power each floor.
- Infinite levels: After playing the 100 floors of the tower, continue forever. Enemies will keep on scaling, see how far you can go!
- Playtime stats: kills, frames played, deaths, etc logged in the save file. Fallen Hardcore players memorial page on the main menu.
- Vektors: Generate, Equip, Activate, Rename, Upgrade, Level up, RAMPAGEABLE.
- Enemies: Procedurally generated with loadouts from the same Vektor types available to the player. They'll form into fire teams based on their loadouts and attempt to surround the player and use their weapons at optimal range. Unique personalities offer further differentiation of enemies with the same loadout.

Currently in development: Story campaign, boss encounters, additional Vektor types, and visual polish. Core gameplay is complete and actively being balanced with community feedback.»

Vil spillet være priset annerledes under og etter tidlig tilgang?

«Titanium Iris is available at a reduced price during Early Access. The price will increase when the game reaches its full release to reflect the additional content including story campaign, boss encounters, and new Vektor types. Getting in during Early Access means you get the full game at the lower price. All future updates are included. There's no intention to monetise it further.»

Hvordan planlegger dere å involvere samfunnet i utviklingsprosessen?

«Player feedback is welcomed through the Steam Community forums and our YouTube channel. Bug reports, balance suggestions, and feature requests all help shape development. Patch notes will be posted with each update so players can see how the game is evolving.»
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Om spillet

This isn’t a horde shooter; it’s a build war.

Your power comes from autonomous weapon units called Vektors: floating, destructible combat systems that must be built and then activated. Evolving through genetic stat growth, every Vektor is physically present in the arena, forming a visible combat formation around you.

Enemies use the same systems. They spawn with their own Vektor loadouts, form into fire teams and hit harder with every floor you climb. Loot, buy, and upgrade your Vektors to overwhelming levels of power and survive increasingly intense encounters in procedurally generated 3D battlegrounds where preparation matters as much as reflex.

Your Game, Your Rules. 

Not everyone wants an edgy grindfest and that's totally ok! Choose how you play:

  • Rapid respawn keeps your progress, your Vektors and your momentum. Die, Rinse, Repeat.

  • Intense respawn rolls you back to your last checkpoint. Lose all of your progress and try again.

  • Hardcore for the discerning gentleman.

Pair your respawn mode with one of three enemy scaling profiles:

  • Tame. Rampage like an absolute champ.

  • Wild. Enemies scale harder and become a genuine threat.

  • Fierce. Honestly, I'm not even sure if this mode is possible.

Climb 100 floors. Finish the game.. then just keep on going until you're overwhelmed.

Features

Vektors

  • Equip up to four Vektors to configure your offensive and defensive capabilities.

  • Vektor genes and traits mean the same Vektor type could have utility beyond its designed behaviour.

  • Slot upgrades into each Vektor to cover stat weaknesses or further specialise their role.

Enemies

  • Every floor generates five unique enemy loadouts (QUEEN, ROOK, KNIGHT, BISHOP, PAWN). Identify their loadouts and counter accordingly.

  • Enemies coordinate dynamically, forming and breaking fire teams based on their current combat status.

  • Encounter powerful mini bosses with their own unique Vektor loadouts.

Loadout

  • Configure your formation to shield vulnerable Vektors and protect yourself from incoming fire.

  • Lose your Vektors, lose the fight. Strategically sacrifice your defensive shield to rush reinforcements back into your formation. Blow your shield out and it stops regenerating entirely. Know when to push and when to hold.

  • Distribute resource flow across equipped Vektors to affect their build speed. Commit to rushing one or two Vektors or building your formation out more steadily.

  • Assign Vektor activations to any of four fire buttons. ALPHA strike your way to victory.

Design Philosophy

  • Single developer's passion project. (Will not drop it to stream on twitch I promise xxx)

  • (Fun && Whimsy && Performance) > Everything.

  • Designed for chilling on a couch with a Steam Deck.

  • Runs comfortably at 60fps on Steam Deck with over 800 Vektors processing simultaneously.

Systemkrav

Windows
SteamOS + Linux
    Minimum:
    • Krever en 64-biters prosessor og operativsystem
    • OS: Windows 10 64-bit
    • Prosessor: Intel Core i3 / AMD Ryzen 3
    • Minne: 4 GB RAM
    • Grafikk: Vulkan 1.0 compatible GPU
    • Lagring: 1 GB tilgjengelig plass
    Anbefalt:
    • Krever en 64-biters prosessor og operativsystem
    • OS: Windows 10/11 64-bit
    • Prosessor: Intel Core i5 / AMD Ryzen 5
    • Minne: 8 GB RAM
    • Grafikk: Dedicated GPU with Vulkan 1.2 support
    • Lagring: 1 GB tilgjengelig plass
    Minimum:
    • OS: SteamOS 3.0 / Ubuntu 22.04 or equivalent
    • Prosessor: Intel Core i3 / AMD Ryzen 3
    • Minne: 4 GB RAM
    • Lagring: 1 GB tilgjengelig plass
    Anbefalt:
    • OS: SteamOS 3.0 / Ubuntu 24.04 or equivalent
    • Prosessor: Intel Core i5 / AMD Ryzen 5
    • Minne: 8 GB RAM
    • Lagring: 1 GB tilgjengelig plass
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