Push them off the ledge. Pull them into the fire. A tactics RPG built on the Draw Steel TTRPG where forced movement is as powerful as any strike. Deep hero customization, roguelike runs, full mod support.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Ironwrought is a tactics RPG with a lot of moving parts. Build variety, encounter balance, the pacing of a full roguelike run, and a growing roster of classes. That kind of depth is hard to get right on your own. I want to tune it with real players instead of guessing. I'm one developer, and I'd rather build the rest of the game with the people playing it. Early Access lets me put a complete, playable game in your hands now and let your feedback steer what comes next.”

Approximately how long will this game be in Early Access?

“I'm planning on roughly six to twelve months. I'd rather get it right than ship to a deadline, so it leaves Early Access when the content is in and the balance feels solid.”

How is the full version planned to differ from the Early Access version?

“The full version builds on what's already here. Some things I plan to work on:

- More hand-built encounters and more variety in roguelike runs.
- Deeper build options and ongoing balance work across the launch classes.
- Smarter enemy tactics. Monsters already play to their combat roles, and I plan to keep sharpening how they position, focus their targets, and turn the battlefield against you. This is the kind of thing that gets sharper with real players testing it.
- UI polish and quality-of-life fixes that come out of player feedback.
- Commissioned art
- More modding documentation, building on the mod system that's already in.
- I'm also exploring multiplayer, though it's not something I'm committing to a timeline on.
- More classes. Early Access ships four (Fury, Censor, Shadow, Troubadour); I plan to add the rest of the core roster (Null, Talent, Tactician, Conduit, Elementalist) during Early Access, and new ones beyond it (for example Summoner, Beastheart).

What players ask for during Early Access will shape which of these I do first, and which ones happen at all. Ironwrought is a single-player game today, and the single-player experience is what I'm building first and foremost.”

What is the current state of the Early Access version?

“Ironwrought is playable end to end right now. Four fully-realized classes (Fury, Censor, Shadow, Troubadour), eight ancestries, a character builder, hand-built encounters, and full roguelike runs that link fights together with events and injuries that carry between them. Draw Steel's core systems drive every fight: power rolls, edges and banes, forced movement, heroic resources, the core conditions, villain actions, and victories. You can draft a party and play a run all the way through today, and more classes and content arrive across Early Access.

It's single-player, and that's the experience I'm focused on. What's still in progress is breadth and polish: more classes, more monsters, more balance tuning, commissioning art, wider input support, and the rough edges that only turn up once a lot of people are playing. (Multiplayer is something I'm exploring, but it isn't in and I'm not promising a date.)”

Will the game be priced differently during and after Early Access?

“I plan to raise the price as the game grows during Early Access and when it leaves Early Access. If you buy during Early Access you get every update along the way at no extra cost.”

How are you planning on involving the Community in your development process?

“Feedback is the reason this game is in Early Access. Here's how I plan to use it:

- Reading and replying on the Steam forums and Community Hub, and talking with players directly on Discord.
- Letting balance and design feedback set what I patch next.
- Posting patch notes and a public roadmap so you can see what I'm working on.
- Using the built-in mod support so players can experiment. The whole game is data on disk you can edit, and good ideas can make their way back into the base game.

I can't act on everything, but I read everything, and Early Access players have a real say in where Ironwrought goes.”
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About This Game

Ironwrought is a turn-based tactics RPG built on the rules of Draw Steel, MCDM's grid combat system. You lead a party of heroes through hand-built encounters and roguelike runs.



Each turn you get a Main Action, a Maneuver, and a Move, and the board decides what they're worth. Your Fury is two squares from a pack of goblins. You Move to close and swing, the power roll lands on tier 2, and the goblin takes damage and gets shoved three squares into the wall behind it, where it takes more.



That was one action. You still have a Maneuver, so you Aid Attack a second goblin pressing in, and your Shadow's next strike against it lands with an edge. One turn, three decisions. Then the goblins take theirs.

Every attack is a power roll: 2d10 plus a characteristic, read on a three-tier scale, so even a weak roll still does something. One roll sets both how hard you hit and how far you push.



The enemy has the same problem. Let a pack bunch up and a single area attack catches all of them at once.





Between runs you build and rebuild heroes in a character creator that lays out every choice in the rulebook: ancestry, class and subclass, kit, characteristics, and abilities, all unlocked from day one.



  • Every class plays differently. Each runs on its own heroic resource and demands a different style of play.
  • Ancestries that reshape how your hero moves and fights.
  • Push, pull, slide. Forced movement is in every class's toolkit. Shove an ogre off a cliff and it takes fall damage by the square.
  • Play any hand-built encounter as a standalone fight, or chain them into roguelike runs with event nodes and injuries that carry over.
  • Build your own encounters. A built-in level editor lets you design maps, place enemies, and play them immediately.
  • Everything is moddable. Classes, ancestries, abilities, and encounters ship as plain JSON on disk that you can edit directly. The base game is itself a mod, and the in-game manager resolves dependencies.
  • Draw Steel's core systems drive every fight: power rolls, edges and banes, heroic resources, the nine core conditions, villain actions, and victories. (Also titles!)

We ship updates when they're ready, usually every two to four weeks. The roadmap and patch notes live on the Community tab. Buy now, get every Early Access update free.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz (Intel Core i3 / AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: DirectX 12 / Vulkan-capable GPU with 1 GB VRAM (Intel UHD 620, GTX 660, or newer)
    • DirectX: Version 12
    • Storage: 3 GB available space
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad-core 3.0 GHz (Intel Core i5 / AMD Ryzen 5)
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM (GTX 1050 / RX 560 or newer)
    • DirectX: Version 12
    • Storage: 3 GB available space
    Minimum:
    • OS: Ubuntu 22.04 / SteamOS 3 (64-bit) or equivalent
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.2-capable GPU with up-to-date Mesa drivers, 1 GB VRAM
    • Storage: 3 GB available space
    Recommended:
    • OS: Ubuntu 24.04 / SteamOS 3 (64-bit)
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM, Vulkan 1.2+
    • Storage: 3 GB available space
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