Push them off the ledge. Pull them into the fire. Ironwrought is a 1-4 player tactics RPG built on Draw Steel, where forced movement is as powerful as any strike. Play standalone encounters or full roguelike runs solo or in online or LAN co-op, then build your own encounters.

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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 has five classes that play by different rules, enemies that can turn the board against you, and roguelike runs for up to four players. I can test all of that on my own, but I can't learn how thousands of different parties will break it. I'm one developer, and I'd rather tune the game with the people playing it than guess. That's what Early Access is for.”

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 five 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 exactly the kind of thing that gets sharper with real players testing it.
- Better controller and Steam Deck support.
- UI polish and quality-of-life fixes that come out of player feedback.
- Commissioned art
- More modding documentation, building on the JSON mod system that's already in.
- More classes. Early Access ships five (Fury, Censor, Shadow, Troubadour, Talent); I plan to add the rest of the core roster (Null, Tactician, Conduit, Elementalist) during Early Access, and new ones beyond it (for example Summoner, Beastheart).

These are plans and not promises. Player feedback will decide what I tackle first and what can wait. At the start of Early Access, both roguelike runs and standalone battles are playable alone or with up to four players.”

What is the current state of the Early Access version?

“The Early Access release has five playable classes (Fury, Censor, Shadow, Troubadour, Talent), eight ancestries, a character builder, hand-built encounters, and complete roguelike runs. Events and injuries follow your party from one fight to the next. You can play alone or bring up to three friends online or over LAN, in a standalone battle or for the whole run.

The combat already includes Draw Steel's power rolls, edges and banes, forced movement, heroic resources, core conditions, villain actions, and victories. What's unfinished is the breadth and polish: more encounters, more balance work, commissioned art, better input support, and fewer rough edges in multiplayer.”

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 for 1–4 players, built on the rules of Draw Steel, MCDM's grid combat system. Play standalone encounters and full roguelike runs solo or in online or LAN co-op.

On your turn, pull a goblin away from its allies. Your friend can take it from there and drive it straight into a wall. Every hero controls their own turn, but the best moves belong to the whole party.



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, so the goblin takes damage and gets shoved three squares into the wall behind it, where the collision deals 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 available choice: 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 together online or over LAN. Up to four players can tackle standalone encounters and full roguelike runs as a shared party. Events and injuries carry from one fight to the next.
  • 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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