“A gothic turn-based roguelite where the town remembers you. Forge real bonds with the keepers of Ironwake — or betray them and live with it. Raise a creature from egg to Awakening. Descend ever-shifting dungeons for element-forged loot, and come back changed.

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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?

“Ironwake is built by one developer (me), and it is the kind of game that only finishes correctly with players in the room.

The game is content-complete and playable start to finish today - three classes, three dungeons (with 5 ascending difficulties for each), a full companion-raising arc, the town-bond system, and an endless post-victory difficulty ladder. What it has not had is thousands of hours of play from people who didn't build it. A roguelite lives or dies on numbers I cannot tune alone: which of the 60+ abilities are dead picks, whether the gold and crafting economy inflates by Awakening 3, how fast the town-bond web should open, and which builds quietly dominate. I have my own data from development, but a solo developer testing his own systems is the worst possible sample size.

Early Access is how I get that sample. My goals for the period are specific: find and fix the dead ability picks, rebalance the run economy against real player pacing, complete the platform work (controller, Steam Deck, achievements, cloud saves), and add the content the roadmap already scopes - a fourth dungeon biome and additional bosses.

I want to be clear about commitment, because it matters more than the feature list: Ironwake has been in active daily development for months and is already feature-rich rather than a skeleton. I am not using Early Access to fund a concept or to find out whether I'll finish. I am using it to finish well. I intend to ship regular updates throughout the period, read and respond on the discussion boards, and carry the game through to a 1.0 release.

Approximately how long will this game be in Early Access?

“Roughly 6 to 9 months.

That estimate covers the planned 1.0 work: the platform features (controller, Steam Deck verification, achievements, cloud saves), the fourth dungeon and additional bosses, and the combat balance rework. If community feedback surfaces something substantial that deserves to be in 1.0, I would rather extend than ship early - but I will say so publicly on the store page and in a patch note rather than let the date drift quietly.”

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

“Version 1.0 will be the Early Access game plus the following. This is the list of what is genuinely missing today:

CONTENT
- A fourth dungeon biome, joining the Ashen Vault, Scorched Depths, and Tundra Tomb - with its own enemy set, environment art, and boss.
- Additional bosses, including multi-phase boss encounters, across the existing dungeons.
- More enemies, items, legendaries, abilities, and event rooms, with priorities set by what Early Access players say the game runs short of.

COMBAT AND BALANCE
- A combat rework pass built around clearer tactical verbs, aimed at eliminating abilities that are never worth picking and widening the range of viable builds.
- Broad economy and difficulty rebalancing driven directly by Early Access play data - run pacing, gold and crafting-material flow, loot rarity curves, and the Awakening difficulty ladder.

PLATFORM AND ACCESSIBILITY
- Full controller support with remappable inputs, and Steam Deck compatibility (targeting Verified).
- Steam achievements.
- Steam Cloud saves.

Everything above is planned but not present today. Players buying in Early Access should judge the purchase on the current version described below, not on this list.

Beyond 1.0: multi-language localization is a goal I'm actively working toward, but I'm not promising it as part of the 1.0 release. Ironwake is a text-heavy game and retrofitting translation support into it is a large job; I'd rather do it properly after 1.0 than rush it or let it delay the content work above. The game is English-only for now.”

What is the current state of the Early Access version?

“Ironwake is fully playable from a new character through to the ending and beyond into an endless endgame. It is not a prototype or a vertical slice; the features listed in the "About This Game" section above are all implemented and in the build today. Specifically:

- Three character classes, with character creation (portrait, gender, skin, stat allocation), permanent cross-run progression, and three save slots.
- Three multi-floor dungeons - Ashen Vault, Scorched Depths, Tundra Tomb - with procedurally generated branching floor layouts that differ every run.
- Turn-based combat on a 3-action-point economy: eight elemental schools, telegraphed enemy intent, a typed status system with setup-and-detonate combos, and weapon roles that change how a turn plays.
- The full town-bond system, including quest gates, betrayal, and its lasting consequences for how the townsfolk treat you.
- The complete companion system - ten eggs, hatching through to the Awakened stage, bonding, feeding, the garden, corruption and injury, and capstone abilities.
- Loot and crafting: affix-rolled gear, socketable runes, hand-authored legendaries with painted splash art, an item codex with lore and stat ranges, reforging, potion brewing, and salvage.
- Run variety: shrines selling run-warping boons, curse altars, stat-gated event rooms, treasure vaults, and a procedural tavern-request board.
- An ending and an endless endgame - the "Ironwake Stands" victory arc is implemented, and the Awakening difficulty ladder rescales enemies and loot indefinitely afterward.
- Two dice mini-games, a quest journal, in-game onboarding tips, a compendium explaining the game's mechanics, and music and SFX volume settings.

Current limitations, stated plainly: Windows only. Keyboard and mouse only - controller and Steam Deck support are not yet in. English only. No Steam achievements or Cloud saves yet. Balance across the full Awakening ladder is first-pass and will change during Early Access.

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

“The price will likely increase modestly at 1.0 to reflect the added content - a fourth dungeon, additional bosses, and the platform features listed above. Anyone who buys during Early Access owns the game permanently and receives the 1.0 update and everything in between at no additional cost. There are no microtransactions, no DLC planned at launch, and no loot boxes.”

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

“The Steam discussion boards are the primary channel, and as a solo developer I read them directly - there is no support layer between players and the person making the changes.

Concretely, here is how community input reaches the build:

- Bug reports and balance threads on the Steam forums. I maintain pinned threads for bug reports, balance feedback, and feature requests, and reply in them myself.
- A public roadmap pinned to the store page, updated with each significant patch, showing what is being worked on next and - importantly - which items moved up or onto the list because players asked for them.
- Patch notes that credit the feedback behind each change. When a change comes from a forum thread or a reported bug, the note says so, so players can see the loop closing.

The areas where community input will have the most direct impact are exactly the ones a solo developer can't resolve alone: which abilities and builds feel dead or overpowered, whether run length and economy pacing feel right, difficulty tuning across the Awakening ladder, and which content players want more of first - more dungeons, more bosses, more items, or more companions. That last question in particular will shape the order the 1.0 content ships in.
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This game is not yet available on Steam

Planned Release Date: August 2026

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About This Game

The lanterns of Ironwake must never go out — someone has to keep watch over the gate.

A turn-based roguelite dungeon crawler about the runs you take and the town you come home to. Every descent makes you stronger. Every return deepens — or damages — the bonds with the people who wait at the gate.

THE TOWN

Ironwake's keepers are not vending machines. Train with them, drink with them, bring them gifts, take on their personal

quests — and they open up: new services, secret stock, their own stories. Neglect them and they cool. Betray one and

they remember it, and the town hears about it too.

A COMPANION AT YOUR SIDE

Hatch a creature from one of many strange eggs. Feed it, tend it, fight beside it. Your companion grows through real

stages — and if you raise it well, it crosses into its Awakened form, wings and all. Raise it badly and corruption takes

root instead.

COMBAT

A tight 3-action-point economy where sequencing is everything: set enemies up Exposed, detonate stacked statuses, and read every enemy's telegraphed intent before you commit. Three classes, eight schools of elemental magic, and weapon roles that genuinely change how a turn plays.

THE DUNGEON

Procedurally-built floors with branching paths: shrines that sell run-warping boons, curse altars that pay you to

suffer, stat-gated event rooms, treasure vaults, and a tavern board of ever-changing requests from the townsfolk.

LOOT

Affix-rolled gear, socketable runes, hand-authored legendaries with painted lore art, and an item codex that fills in

the history of everything you've ever found. Between runs: reforge, fuse potions at the cauldron, and gamble it all at

the High Table dice tournament.

THE LONG GAME

Permanent character progression, an endless Awakening difficulty ladder that rescales the loot with you, unlockable

skins and portraits, and a bond web that takes many runs — and a few hard choices — to fully open.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Ironwake contains pre-generated AI content. Some 2D art assets (character sprites, portraits, item illustrations,
backgrounds, and icon sets) were created using AI image-generation tools (PixelLab and MidJourney, plus licensed
third-party icon packs produced with Stable Diffusion). Some sound effects, ambient audio, and music tracks were created
using AI audio-generation tools (ElevenLabs). All AI-generated assets were reviewed, curated, and edited by the
developer. The game does not generate any content with AI at runtime, and no live AI models are accessed by the game.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: 2.0 GHz dual core
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible; integrated graphics OK (Intel HD 4000 or better)
    • DirectX: Version 11
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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