Iron Harvest - Sheep_wielder
Greetings Harvesters, 

Thank you for all your feedback. It's really motivating to see how many of you enjoy the game! We've taken your constructive feedback to heart and are working on improving the Beta.

Here are some of the changes we were able to implement over the last couple of days:
General changes:
  • V-sync option has been restored. Go to settings menu to select it. 
  • We have fixed the issues that meant we had to limit FPS to 60. There is now no FPS cap.
  • Due to the update, previous save games had to be invalidated, but your campaign progress will remain.
  • A bug related to Restarting Missions has been fixed that could prevent players from finishing a mission. 
  • Fixed numerous unit animations issues. Unit animations should be much smoother now.
  • Fixed issues with building debris (e.g. floating or missing debris).
  • Interactions with resource points should now behave properly.
  • There is now a notification voice line when reserves are ready for use. 
  • Fog of War now correctly conceals bunkers and some other FoW related bugs have been fixed.
  • Resolved issues caused by players disconnecting while on the “Faction Picking” or “Reserve Picking” screens.
  • Some causes of fatal simulation errors have been fixed. These errors could lead the game to “freeze” in multiplayer matches.
  • Fixed an exploit with target ground attack orders that allowed unit to continue to fire at units that were out of play due to being unconscious or in stealth mode. 
  • Fixed numerous occasions where incorrect text was being displayed or displayed incorrectly. 
  • Fixed an issue whereby old reserve slots were not updated visually, resulting in two heroes, and/or already sold units being displayed. 
  • Improved explosion impact SFX and increased variations.
  • We added and replaced some unit voice lines. 
  • We’ve made various improvements to ease U.I. navigation, transitions, and fixed inconsistencies. 
  • Fixed invisible barricades in the 2nd Polanian campaign mission. 
Balance changes:
Melee- We recognize our infantry melee system needs improvement and we aim to do this for future updates. It turned out getting into melee was too easy and damage was inconsistent. Therefore: 
  • Vanguard melee dmg vs. unarmored down from 15 to 12. 
  • Rifleman melee dmg vs. unarmored up from 5 to 8. 
  • Gunner melee dmg vs. unarmored up from 5 to 8. 
  • Flamer Infantry melee dmg vs. unarmored down: 20 to 15. 
Vanguards- They benefited from the melee situation the most, being the unit with the highest power to accessibility ratio. There was also a bug that let them focus damage on individual enemy squad soldiers instead of distributing their damage. This made them win every more match-ups than planned.
  • Vanguard weapon dmg vs. light armor down from 0.7 to 0.5 
Gunter- His wolves, Tag and Nacht, now appear briefly out of the shadows, attacking infantry units and pushing them back. His melee fist punch now works correctly, doing less damage to armor. He’s easier to hit for enemy range attacks and his health has been reduced to make him less tanky. Also, his visuals have received an upgrade.
  • Weapon damage vs. armored targets down from 75 to 65 
  • Hitbox radius up from 0.3 to 1.0 
EisenHans-  The Saxonian exo-suit Eisenhans is meant to be an area control unit that forces foes to move. It is not meant to be a very effective artillery or damage dealers. To help this we have increased their armor class from light to medium. We also increased their melee damage significantly. 
  • Armor class changed from light to medium 
  • Melee damage vs. unarmored up from 50 to 100 
Artillery- The oil cost of the Polanian “Mocny” and Saxony “Erlkönig” artillery mechs has been reduced from 160 to 130 and 170 to 120, respectively.

"Serp"- The (Scythe mech) veteran ability has been made more effective. After freeing any previously suppressed units, it now prevents your own soldiers from being suppressed for ]3.5 seconds. 

"Ognivo"- (Flamethrower mech) population cost reduced from 5 to 4.

All Mega mechs- The Kaiser, Tur and Guyay-Gorod, reach veterancy slightly faster.

Brunhilde- This beasts HP has been reduced from 900 to 850.

Col. Lev Zubov- His Bloodlust passive life steal ability has been reduced from 40% to 20%.
Iron Harvest - Sheep_wielder
News: Free Pre-season Open Beta!




It’s the moment many of you have been waiting for. You can now play the current Beta for free on PC-Steam! Judging by the response we’ve had, we’re not sure who’s more excited, you or us?!

The Pre-Season Open Beta contains:
  • A sneak-peak at the thrilling first campaign missions & cinematics. Learn the game by starting your adventure with Anna and Wojtek.
  • Skirmish mode for players to take on the A.I. alone or in co-op with a friend.
  • Challenge maps for players who really want to test their skills.
  • Competitive Multiplayer: Players can challenge each other to thrilling toe to toe battles on 1vs.1, 2vs.2 or 3vs.3 maps!
  • Competitive, prize winning tournaments. See below for details.

Please remember the game is still in Beta and we are using it to test the game before full release. Most of the core game elements are there, but we’re still polishing. We are committed to developing Iron Harvest for a long time after release. We’re always collecting feedback, talking to players, and working to improve the game. 


This pre-season open Beta will end with the ESL multiplayer finale during the digital GamesCom

Hyped? You can now pre-order Iron Harvest from Steam, GoG and Epic Store. This game edition comes with its own perks. Or check out the store from our merchandising partner for Vinyl, T-Shirts and more exclusive stuff here

If you’re totally new to the game, try the campaign missions and challenge maps first. Also check out 2Sk3tchy’s videos. Click here for a great beginners guide

News: ESL Tournament!



As part of the Open Beta, we want to invite you to this Pre-Season-Tournament that will test the game in a competitive environment and, whilst having fun on the battlefields, we will gather your invaluable feedback. During this tournament, we will check balancing, unit skills and player behaviour.

Now jump into Diesel Punk Mechs and fight for prizes over 7000€!

This is just the beginning, over the upcoming seasons and events we will keep in close touch with you, our players.

Not ready to pre-order? Click here to Wish-list us on Steam. You’ll know immediately any news, if an early access version becomes available and won’t miss September’s full release. 

News: New Cinematic Trailer!

We believe that a strong narrative single player campaign is vital to any good RTS and we also enjoy bringing even more depth to Jakub Rozalski’s fantastic world of 1920+. That's why we’re extremely proud to reveal this official cinematic trailer. 

Watch to get a good flavor of the story, characters, and the world you’ll encounter during the campaign missions. Enjoy!



You can help us out by sharing the trailer with your friends and in social media. Feedback has been great and the more people we can reach with the trailer, the more people will have Iron Harvest on their radar.

News: Welcome to Our Discord Channel!

We have just made public what was previously our Backers Only Discord Channel. This has become a great place to chat, hangout, find players and give feedback about Iron Harvest.  We appreciate all our members and their shenanigans, makes the job worthwhile and we’re sure these fun times are set to continue.
Thanks for welcoming new players to the world of Iron Harvest and answering their questions. Let the good times roll . . . er. . . stomp.

It’s now public! Join us for all the latest news, info, find players and community shenanigans. 

Info: How Backers Can Play Vs. New Players

Our backers and early supporters who already have Iron Harvest installed can now play with new players joining with the Open Beta. We’ve implemented an “invite code” which can be created and given to friends. Here’s how.




Looking Ahead

We’re going to update the pre-season version of Iron Harvest multiple times. We’re looking forward to adding localized text for many (many!) languages shortly and we’ll also work on new metagame features, fixes, and balancing adjustments. And there are new maps for multiplayer, skirmish and challenges coming up.

Everybody in the team worked hard to get the game where it is, and we’ll keep working hard to make it the best possible version to release and beyond. Thank you so much for your constructive feedback and positive reinforcement. We are tired but excited to share Iron Harvest with you and the world.

Never want to miss an Iron Harvest DevBlog or update?

For extra content and info, like us on Facebook and follow us on TwitterReddit and Instagram. Devs are also streaming on Twitch. Subscribe to our mailing list and you'll never miss out!
Iron Harvest - Sheep_wielder
News: Rusviets Now Playable!

Through snow and forests, the mighty Rusviet Tsardom has arrived and they’re ready to make their mark on Eastern Europe and the world of. We’re extremely excited to reveal this much anticipated 3rd Iron Harvest faction. Check out your new friends (or foes) here:


Rest now Dobroded, sweet loyal Discord member, your work is done.

If you’re a Backer you have access to the Beta, jump in, they’re waiting for you! Let us know via Discord and Reddit what you think and share with us your cool screenshots and Rusviet moments on Facebook and Twitter.

Hyped? You can now pre-order Iron Harvest from Steam, GoG and Epic Store. This game edition comes with its own perks. 
https://store.steampowered.com/app/826630/Iron_Harvest
Or check out the store from our merchandising partner for Vinyl, T-Shirts and more exclusive stuff here.


News: Your Name in the Credits


Sorry, Mechy McMechface has also already been taken :P

For our Backers this is your last chance to get your name in the credits of our game

We want to acknowledge your support, so please:
  • Login in at https://kingart-games.com/account
  • Scroll to the bottom.
  • Under “Surveys”, Click on the “Iron Harvest Credits Name” text.
  • Fill out the form. 
  • You must complete this before Monday July 20th, 2020. Otherwise we will not be able to include your name in the game credits for privacy reasons.
  • Please use this opportunity to ensure all your details, including name and address, are correct.

Not ready to pre-order? Click here to Wish-list us on Steam. You’ll know immediately any news, if an early access version becomes available and won’t miss September’s full release. 

News: Help Us Polish


You can still help us out as we continue to polish the game. Weird pathfinding, navigation, A.I and unit behavior are the key areas of improvement highlighted by your feedback. However, these are also the trickiest things  to reproduce and there are many, many different reasons why things can go wrong.

We’d be grateful to anyone willing to send us short video clips (.mp4) and a short description describing why you felt the pathfinding, A.I and/or behavior you experienced in that situation feels odd to you. Tell us what happened and what you expected when you issued the order. If you’re interested in helping, please send your (small) videos and comments to community@iron-harvest.com

Info: Beta Update and Change-Log

We’ve just updated the Beta, below are some highlights from our change-log.

Thanks to all the feedback you guys sent during Beta1, and our successful Demo. We fixed over a 1000 issues and so you should see many improvements. We’d also like to shout out to 2Sk3tChy, Kaada, StackOverflow, ShaderEllipses, Xyron and Vipasyn who worked especially hard recently on some specific feedback. This Beta update will begin to address these points and inform our continued development.

The Rusviet faction has been added, enough said!


Two playable heroes for each faction added as a multiplayer/skirmish game option.




“Reserve” and “Hero Picking System” added. Reserves are reinforcements you can deploy from your HQ. You get two reserves: one you can deploy once you have a barracks or workshop, and one when you upgrade one of these buildings. Certain units can only be put in certain reserve groups and you have a limit to how many units can be in your reserves. Reserves, however, increase your overall population cap. This method is also how you can deploy your hero, which you’ll pick along with your faction. Be sure to let us know what you think as we trail this new system.


Reworked Victory Point bonus system added based on your feedback. Now the longer someone holds a strategic position, the more it is “worth” for the other players when it comes to Victory Points. Over time, up to 5 lights appear above a flag. The more lights are on, the bigger the bonus an enemy gets if they decap that point and visa versa. This means a flag that changes hands all the time isn’t worth that much anymore and flags can’t be exploited for cheap 50 victory points anymore. 


Bunkers have been reworked to be unique for each faction and bring greater faction diversity.
  • Polania’s bunkers are better for garrisoned infantry because the allow 360 firing radius. They also serve as good lookouts due to increased vision range.
  • Saxony’s bunkers are based on streamlined prefabs, meaning they are cheaper, but not as resistant. Their built-in weapons are more effective at outright killing large groups of enemies, rather than suppression.
  • Rusviet has heavily armored, but expensive bunkers. They're not as effective for garrisoning infantry due to a more limited firing radius, but their built-in weapons are generally much stronger and have wider firing cones.

For example, each factions cannon bunker has a different firing radius.

New “Hold The Line” challenge map added.


Captured resource buildings change their visual models to your faction when upgraded.

Middle bridge on the “Border River” 1 vs. 1 map has been widened to accommodate the largest mechs.

When interacting, the interaction progress of a unit decreases if receiving damage. This addresses previous feedback about units being able to easily capture resource points and flags while under heavy attack.

Interface element for Real-Time and Match Time added.This can be enabled in the settings.

Repairing Mechs at your base has a new cool-down and adjusted costs. This addresses feedback regarding instant base heals for retreating foes.

Added interface icon for units occupying structures.

Multiple bug fixes for lots of units.

Added additional visual feedback for PZM-9 "Strażnik" Overdrive ability.

Added reload Indicator U.I. as requested by the community.

Fancy new Rusviet themed main menu background screen. In the final game you can unlock a background for each faction and choose your favorite.


Meta-game additions and adjustments to medals. This is us getting the bonus goals (extra challenges to complete on missions for fun and profit) into the game and them having proper XP values for players. This won’t be very visible in this version, but it’ll be big for when we launch.

Saxony Sd. KS 78 "Isegrim" smokescreen ability added.


General performance improvement and optimizations.

Due to all these updates, old saved games will no longer work with this version.

V-sync option available in the settings as requested by the community.

More than 200 new unit sounds, and variations added. So, crank it up to 11!

If you've already claimed your early supporters game, please also join us in our Backers-only Discord Channel for all the latest news, info and discussion. You'll find the link here. 

Looking Ahead

As you can imagine, with only 6 more weeks until release a lot is happening. We’ll reveal more, including faction trailers, edition details and some post-release plans.

Towards the end of this month we’ll be opening our Discord channel to the public. Stay tuned for that announcement and feel free to alert your mates for more Iron Harvest community shenanigans.

Never want to miss an Iron Harvest DevBlog or update?

For extra content and info, like us on Facebook and follow us on Twitter, Reddit and Instagram. Devs are also streaming on Twitch. Subscribe to our mailing list and you'll never miss out!


Iron Harvest - Sheep_wielder
Free Demo Weekend on PC-Steam!



This is all part of the Steam Summer Game Festival, a wonderful exhibition of the latest games including many Indie studios such as our own.

The Free Demo is only available until Monday the 22nd of June, so grab your friends this weekend and dive in here

We’ve had some excellent feedback on the Demo, and we know where we can improve. If you’d like to provide more feedback, you can do so on our subReddit and Steam Forums.

If you've already claimed your early supporters game, please also join us in our Backers-only Discord Channel for all the latest news, info and discussion. You'll find the link here

For our Backers and Early-supporters, this means that you won’t be able to access the campaign levels. This is because they are a special perk just for you. Everything else is the same and you’ll notice some minor bug fixes and changes. The five Polania campaign level will return with Beta 2.0 along with major bug fixes and balance changes in Early/Mid July.

PSA: Since release, we’ve discovered that <b>Backers and Free Demo players can’t invite each other to play through Steam</b>. This is an unfortunate result of an unforeseen problem with the server backend set-up over at Steam/Valve. The easiest work around is for the Backer to create a new Steam account and download the Free Demo normally.

News: Pre-order Deluxe Edition on Steam, GoG and Epic Store!



We’re excited to have announced this week that Iron Harvest is growing. It is now available for Pre-order from these links on: Steam, GoG and Epic Games Store.

This means you can play the game wherever you like and, because there is cross-play between these PC platforms, everyone will have a larger player base.


For the occasion we’ve got some stunning new artwork. Very inspiring ;)

To clarify, the Pre-order Deluxe Edition contains:
  • Digital Edition of the Game.
  • Special story campaign for Kickstarter Backers.
  • Big add on (we can’t tell you more right now, but it is going to be awesome)!

This differs from the Backer’s “Normal” Pre-order Edition, which still contains:
  • Digital Edition of the Game.
  • Special story campaign Kickstarter Backers.
  • Monthly production updates.
  • Access to the Closed Beta.
  • Access to the Closed Iron Harvest Feedback Community.
  • Your Name in the Game’s Credits.



As well as differing from the Backer’s Deluxe Edition which will still contains:
  • Digital Edition of the Game.
  • Special story campaign for Kickstarter Backers.
  • Digital Art Book.
  • Digital Soundtrack.
  • Digital Weapons Manual.
  • Monthly production updates.
  • Access to all Alpha Versions.
  • Access to the Closed Beta.
  • Access to the Closed Iron Harvest Feedback Community.
  • Your Name in the Game’s Credits (Digital Deluxe Section).
  • Portrait Frame.



Not ready to preorder yet? Click here to Wish-list us on Steam You’ll know immediately any news, if an early access version becomes available and won’t miss September’s full release.

You’ll notice the “big add on” is something completely new and funded by Deep Silver. Therefore, this was not included in the Kickstarter Packages simply because we didn’t know back in 2018 that we’d have this much support from you guys and a publisher. This success has allowed us to be able to take this project further. Thanks to you this machine just keeps on growing!

We are super happy to get the chance to directly continue developing the game and adding new content we always dreamed of! We can’t say a lot about it now but expect hours of real time strategy and story-driven action of the highest quality!

While we don’t have exact details yet, Backers will be able to buy this “big add on” separately to complement their existing package.

Info: New Collector’s Edition

For those who missed out during the Kickstarter phase we have just announced a retail Collector’s Edition.



It will contain:
  • The physical game on DvD.
  • A Steel book.
  • An 80 page artbook detailing the art that inspired Iron Harvest.
  • The game sound track on CD.
  • A Figurine of the PKP 17 Saxon Eisenhans.
  • A Double sided poster.
Pricing hasn’t been announced yet, but this will be available from Amazon and all major places where games are sold.


To avoid confusion, this is different to the Backer’s Collector’s Edition which still contains:
  • The Game on DVD.
  • PLUS a Key for the Digital Edition.
  • Special story campaign for Kickstarter Backers.
  • Iron Harvest Battle Bag.
  • Metal Case for the Discs.
  • Digital Art Book.
  • Soundtrack on CD plus Digital.
  • Weapons manual book and PDF.
  • Three Faction Medals.
  • Two DIN A3 Posters.
  • Monthly production updates.
  • Access to all Alpha Versions.
  • Access to the Closed Beta.
  • Access to the Closed Iron Harvest Feedback Community.
  • Your Name in the Game’s Credits (Collector’s Edition Section).
  • Portrait Frame.



Info: Live Dev Streams

We’ve seen some great Iron Harvest streams from the community, and you’ve inspired us. Therefore, “Sir Tobi” and “The Iron Doctor" will be Live Streaming regularly from now on and we really hope you’ll join them. It’s bound to be a blast both literally and figuratively!

Please join in, show your support and follow us at https://www.twitch.tv/kingartgames

And just like the game, we’ve got a lot planned for this if it proves popular. Indications are good as we had over 1100 viewers for our first Stream. The next one is on Monday June 22nd. In future, we plan to bring in various behind-the-scenes Devs to play and chat, as well as host giveaways!

Info: Beginners Tutorial by 2Sk3tChy
Speaking of Iron Harvest video content, mega-fan 2Sk3tchy has created a tutorial for new players to help them get to grips with the basics. Thanks mate.


Unfortunately, we weren’t able to produce our own official tutorial in time for the Free Demo event, but we are working on one right now. Normally, with the full game, you'd have the 1st few missions of the campaign to teach you all you need to know.

Iron Harvest can be tricky, but we’re excited to see all these new RTS players. Fortunately, we’ve got a great community of backers likes 2sk3etchy and others who are more than happy to help. We strongly recommend checking these guys out.

Looking Ahead

Wow! a lot has happened recently and we’re just getting started. Full release is just over 2 months away and you’re going to be hearing a lot more from us. There is Beta 2.0 to look forward to, more Dev Streams, the public opening of our Discord channel, and of course, the Rusviets are coming!

Never want to miss an Iron Harvest DevBlog or update?
For extra content and info, like us on Facebook and follow us on Twitter, Reddit and Instagram

Subscribe to our mailing list and you'll never miss out!
Builders of Egypt - contact@rockpapershotgun.com (Nate Crowley)

steam summer festival iron harvest 2

Since the Steam Game Festival: Summer Edition has so many demos in it, we’ve all run off to harvest our own little crop to recommend, picking different genres as our guiding principle.

As ever, though, the concept of “genre” has tripped me up like a rake in the dark, and left me flailing to define what connects the six games below. I guess, if there’s a unifying concept, it’s plopping buildings down. Although whether you do that from the top or the side, and whether you use those buildings to create resources, to make little fightoes to attack other buildings with, or to do a bit of both, varies from game to game. Altogether, if you like to wolf down big plates of base-building, with optional side orders of logistics and violence, there’s going to be something in this pack of treasures for you.

(more…)

Iron Harvest - Sheep_wielder
News: No Compromises! Consoles Update!
It has been 2 years since our successful Kickstarter Campaign in April 2018 and we are getting closer and closer to the release of Iron Harvest 1920+. With your help, we were able to collect invaluable feedback from the closed beta. We’re trying to incorporate as many ideas as possible - again we want to thank you for the amazing support! Also don't forget to say hi on our closed Backer Discord Channel. There you can share your thoughts directly with the team and the community.

If you've already claimed your early supporters game, please also join us in our Backers-only Discord Channel for all the latest news, info and discussion. You'll find the link here. 

During our Kickstarter campaign we promised you that we will not commit to any compromises for any version of the game (Windows/PlayStation/Xbox). Each platform will get all the love necessary, and things look very promising. The closed Beta runs smoothly, and the feedback you guys gave us was overwhelming. The control schemes for PlayStation and Xbox are also up and running and we are continuing with internal testing. However, with the global Covid-19 pandemic raging for over 3 months and the resulting change of workflows, things got a little complicated.

Let’s rip off the band aid - To release the game simultaneously on Windows and consoles on September 1st we’d need to forgo many of the things which we promised you. For us, such a compromise, to force out the console version, is not an option. To give the game all the love it needs, and you deserve, we unfortunately have decided to postpone the release of the Iron Harvest 1920+ on PlayStation & Xbox Versions until Q1 2021. The Windows version releases unchanged on September 1st, 2020.



The console versions are very important for us and we strongly believe that with the extra time we will all get the outstanding console RTS we all are waiting for.

Also influenced by the current Covid-19 regulations are logistical problems we are facing concerning the physical Kickstarter rewards. Rest assured that every eligible Backer will get a digital game key on release day, however with our physical rewards production we are currently looking into possible delays that might occur due to the government lock-downs in various countries. We will do everything possible - however, we’ll have to wait for further Covid-19 pandemic developments and regulations. We’ll always keep you updated!

Info: Post-Beta, What’s Everyone Working On?

Jan (Game Director)
I’ve done tons of stuff in preparation for the release like discussing trailer ideas and ideas for other marketing assets. Besides that, I am testing a lot, giving feedback to our game designers, level designers and programmers regarding the feel of the game and the balancing.

I’m also working on the story / progression of the Kickstarter bonus campaign. There are many balls in the air at this point and there is a lot of stress involved, but I’m still super motivated because of the positive feedback we get! Thanks for that!

Julian (Executive Producer)
Creating a dense battlefield of 1920+ feeling requires a lot of mixing and effects.


My focus right now is to synchronize our development with the publisher, balance creativity with business. Orchestrating our team with Jan and Nico to precisely hit all the beats on the publishing side from Age Rating to Marketing is a big challenge.

Tied to my living room and not being able to see all our partners at GDC or E3 is sad, but we are giving our best to expand our network to create cool new opportunities for Iron Harvest. The upcoming months will be BIG with a lot of cool stuff going on, so stay tuned!

Besides all that, I am also the Audio Director of the game. I have the great pleasure to work with Adam Skorupa, Krzysztof Wierzynkiewicz and Michal Cielecki from Music Imaginary on the music for Iron Harvest. So far, we have created around 1½ hours of music for the game and the mix of classic orchestra and industrial synths really shines and creates a unique soundtrack. Working with artists and choirs of all 3 representative nations from Germany, Poland and Russia is a great creative journey. Adam is also working with me on the weapon sound design, creating an authentic diesel-punk experience for every unit. My long-term buddy for SFX Clemens (since “The Book of Unwritten Tales”) created a lot of new unit animation sounds, tons of engines and scene atmosphere. Also mixing the over 1 hour of cinematic video material and processing thousands of VO files for radio and other effects.

Nico (Lead Producer)
The entire team is working hard, pushing the game towards the finish line. Our implemented production logistics paid off and we made a lot of progress in the past months. 

The Corona pandemic brought a lot of challenges that we had to tackle if we were to keep the production as smooth as possible. In my role I have to talk to a lot of team members on a daily basis and right now I have more Skype calls in a week than in the last year combined.

We now started polishing all areas of the game and it’s really cool seeing everything coming together right now.

Marilena (Assistant Producer)
My usual duties continue to keep our project plan on track. I manage the outsourcing system; help coordinate our art department and assign tasks. All while identifying constraints and working to resolve them together with the team. Even though we are currently working from home, our internal communications methods have worked out well and I’m happy with how we have adapted to the new challenges.

Tessa (Junior Producer)
Currently, I am working on the KING Art internal management tool. During the development of Iron Harvest we have discovered many limitations and room for improvement, so we are currently adapting and improving it to be ready for the next big projects!

Max (Lead Game Designer)
As always, I have been busy arranging tasks within the game design department and coordinating our efforts with everyone else in the Iron Harvest team. Recently, I’ve spent a lot of time looking at gamepad controls for the Iron Harvest console versions. I’ve also set up the first set of achievements (for consoles and pc) and started crunching the numbers on a lot of the metagame elements. Finally, we have been taking a close look at all your feedback, evaluating the improvements and changes, as well as prepared everything for upcoming feature updates of the game! I hope you are all excited for what’s to come!

Dominik (Game Designer)
Over the course of the last month, the problems and challenges facing the games balance has changed a lot. With all units and features narrowing down to their final state, a lot of edge cases came up. For example, discrepancies between abilities that work perfectly fine in multiplayer, but tear any campaign map apart.

In addition, we made our first steps towards collecting and evaluating telemetry data. For example, the win ratio per faction, damage dealt by each unit type and whole lot more. This, combined with your feedback, will help us to improve balancing further and will become an invaluable tool to find the optimal solutions to our balancing related problems.

Elliott (Game Designer)
This month I've been working on localization: helping translators ensure Iron Harvest is released in multiple languages upon launch.
I additionally worked on submitting forms to the various ratings boards across the world so we'll know which age rating Iron Harvest will have! 
Between all that, I worked together with Francis to fix a long-standing issue with Victory Point bonuses to prevent exploitation. Read his entry for more information on that!
Otherwise, I've mostly been fixing minor bugs and begun looking at how we can polish our units further to make them feel even more awesome!

Francis (Game Designer)
This past month, Elliott and I have been hard at work creating a prototype able to crunch the numbers on the effects of different victory point bonus systems. The current implemented system has (some) positive impact on matches, but it’s exploitable and this is something we really needed to address. Something we’ve finally found the time for. We have been analyzing the full extent of the system's current effects and comparing it to a "no bonus" system and different new proposals. A new design for the system has been picked and will now be implemented into the game!

Furthermore, I have been looking into everything to do with playing Iron Harvest with a controller, finding the current issues, and researching & designing solutions



Philipp (Lead Programmer)
Most of my time was spent busy managing our awesome team of engineers. I try to come up with a good plan for whom should do what and when. We always have plenty of issues, ideas, improvements, and obligations to juggle with and it is not always easy to decide on what would be the best route to further improve the game. But, when I sometimes take a step back, and try to look at Iron Harvest from a greater distance, I can clearly see how much it improves with every week of effort we put into it. I hope you can feel that too when you have the chance to look at the game (again).

Thomas J. (Technical Director)
Following your Beta feedback, I’ve been working on improving the responsiveness of infantry units. To allow players to feel like they are really in command of the war effort, their units should be able to abort their current action and work towards their new goals as soon as possible. This is especially important for units that are designed to be slower, like the MG infantry, which is powerful once setup but takes several seconds to deploy and redeploy.

Arne (Programmer)
The past month was quite different at KING Art. Firstly, we had to make sure that the workflows we used to have at the office still worked with all my colleges and myself working from home. Especially, getting out daily (or sometimes hourly) builds to the team was quite a challenge. On the other hand, I was working on getting the Iron Harvest client ready to meet all the requirements of the console platforms, also quite challenging!

Lastly, I am right now working on making sure that the Iron Harvest online services function without a glitch, so you can play your multiplayer matches, get XP and level-ups. We have quite some cool features planed that will arrive soon and I am making sure that all these things don't crash our servers when it is used by thousands of players.

Lukas (Programmer)
As well as the game being on PC-Steam and GOG, I've been working on consoles and different PC stores. We want the game to eventually be accessible on as many platforms as makes sense for our game. No exclusivity anywhere. Unsurprisingly, there are a lot of fiddly details to work out for each individual platform. It’s frustrating work, but it’ll be worthwhile in the end.

Chris (Programmer)
I've worked mostly on the A.I. and adjusting it to the needs of the level-designers. I improved the configurability and the performance especially for the campaign maps and made sure the level-designers can implement the A.I. within the structure of the specific Levels. 

To improve iteration-speed, I tried to adjust our internal tools to give the level-designers the up most freedom to configure and customize the A.I., as well as debug-Tools to better understand the decisions it is taking and which tasks are tackled at certain points in time. Otherwise, I’ve worked on general bug fixes and improvements regarding scripting, tools, and overall game play mechanics.

Patrick (Programmer)
I've spent the last month mostly fixing bugs and supporting our level-designers. As a part of that I've improved the sequence-system that we use to stage and script the single-player missions. It now causes fewer delays, and is way better suited for skipping cutscenes, which is why we will now enable the skipping of cutscenes for players in a future update to Beta.

Janek (Programmer)
I’ve been working on a plethora of different things: For instance, on the possibility to play the campaign co-operatively, on the localization of the game's texts into different languages, implementing a way for players to choose and configure their favorite hero and some call-in reserves in multiplayer matches. All exciting stuff to come.


Christoph (Graphic programmer)
I‘ve made the environment more interactive: Vegetation now has a dynamic wind system with changing directions. Trees and grass react to explosion shock waves. Grass can be burned or trampled down. The terrain becomes beaten by craters, burned earth and oil spills. Units also leave trails in the snow. 


I also made performance improvements to make the game run faster. For example, I altered the rendering pipeline completely for destructible buildings. Shadow lengths are pre-processed, and dynamic occlusion culling discards all hidden parts from rendering, such as interiors of buildings and fronts that are turned away from sight.

Thomas B. (Programmer)
I implemented a music system that can crossfade between two similar music tracks with different intensities. This can for example be used by our scripters to make the music more intense when a battle is starting without interrupting the music. I also fixed some bugs regarding shouts, savegames and other things.

Alexander (Programmer)
I have been working on implementing and improving (fixing bugs) several different abilities for heroes and mechs. Working closely with the designers and animators to make the abilities function like they imagined.

Anh Tuan (Programming Intern)
I am an intern starting to get to grips with this cool project. Currently, I am working on implementing a redesign for a better player experience and fixing some bugs.

Stefan (Art Director)
Over the past weeks I’ve been busy adding, polishing, and finalizing vegetation tools and assets, so our level artists have everything they need to finish the campaign maps. I’ve also worked on more visual polish and fidelity like systems for rain, snow, and cloud shadows to breathe even more life into the world of 1920+. I even found some time to experiment with some of our “nice-to-have” features, For example, a system for different mech skins!


Robert (3D Artist)
The cutscene asset production was one of the major parts that kept me busy during the last couple of weeks. Because it’s quite spoiler heavy, I am unfortunately not able to show too much detail, but you can have a glimpse at some of the assets which will be placed in these cutscene environments. Besides that, I was also creating gameplay assets for the end-maps, polishing some of our existing assets and designing some propaganda posters, which is always fun.


Michiel (3D Artist)
We have been making huge leaps of progress in our cinematic cutscenes. The basics for all of them are done – environment, animations, effects, lighting, etc. Which now leads to putting all our focus on fixing and polishing to make them look even more awesome. On my end, I’ve been mainly organizing the environments, creating lighting for all the scenes, remaking and improving character textures, and some work on shaders. We also started making bi-daily reviews of our work to instantly seek and solve major issues since so many overarching disciplines have to work together while not having the comfort of being able to sit next to each other.

Sebastian B. (3D Artist)
I’ve just joined the team and during my first month I worked on unit renderings for the in-game U.I. as well as for marketing and press releases. It’s exciting to be a part of this team and help to bring the world of 1920+ to life.


Youri (3D Artist Intern)
I also recently started at King Art as an art intern. Over the last two months I've worked on environment assets for the game and for the cinematics. My favorite one so far is the bishop's throne for one of the cinematics.

Sebastian G. (Level/3D Artist)
This month, I took the time and created some eye-catching cover images for each of our beautifully crafted maps, highlighting their unique visual features and tactical elements. Check out this shot of a rocket research facility . . . and that’s all I’m saying about that ;)


Dirk (Level Designer)
I have been working on the scripting of my maps. If there were tests that found bugs, I fixed them. By playing the game on my own, I also adjusted some small things like the balancing and tempo.

Magnus (Level Designer)
The past month has been a wild one. I have of course been using your feedback to both fix problems in our current maps and prevent them occurring in future ones. Speaking of which, I have also been very busy finishing up and balancing several other campaign maps. During this process, I worked with our programmers to further improve our scripting and A.I. tools for all involved in the level design process. In the breaks in-between all of that, I went back to my beloved multiplayer maps, both continuing work on some that we can’t show you yet, and starting to think about potential future maps for our post-release plans!

Why yes, all of this makes total sense and I am in complete control of the situation, thank you very much for asking!

Stijn (Level Designer)
Like most of the other level designers I have been focusing on polishing the campaign maps. Often, this is the least glorious stage of level design because it involves fixing bugs, implementing small final features, polishing cutscenes and testing. Lots and lots of testing. But in the end, it is all worth it because it leads to better maps for our players!


Justin (Game and level Designer)
Besides polishing and bug fixing the snowball fight and deer hunt tutorial, I continued my work on some other very exiting campaign maps. I worked on the design of some NPC Units and their features. I created some special encounters and created more interesting narrative beats throughout my maps. I can't tell you much about them yet, but we are working on some great content, especially for the grand finale ;)


Sabrina (Level Designer)
I spent these past weeks with debugging and tweaking of my campaign maps. The tickets keep coming and I’m just trying to keep up with them. We’ve also got some new features for scripting. The new A.I. is still a bit wonky, but I’m sure that it will make for some fun campaign maps when we release them.

Thomas D. (Lead Animator)
I'm happy to announce that we were able to finish motion capture and lip sync for the cinematics earlier than anticipated. That leaves us with a couple options to explore. We can either spend even more time on polishing cinematics that are still rough around the edges and create more content, or - which is more likely - we shift animators over to the gameplay department and make the best game possible. It's rewarding to have a close to functional state, to be able to see how everything plays out after years of development and at the same time it helps us notice things that still require an animator's attention.

Rahel (Animator)
Together with the code in-game animation department I have been working hard on getting responsiveness of infantry onto a nice level. We know this was a key piece of feedback from the Beta community and we’re always looking to improve responsiveness. This also involved polishing animations and working on some new units for later release ;)

Theresa (Animator)
Adjusting camera movements and motion-capture in our cutscenes has been my domain for the most part of the last month. Tweaking here, polishing there, trying to really get those characters across. But little did I know of the world that would open up soon after: Lip-syncing! Now, that the voice actors have been chosen, all those shots are really coming to life. And it’s truly astonishing how much the dynamics in a scene change when you get to show expressions on top of the acting itself. So, my current work and personal goal is to grant each and every one of them, no matter if hero or villain, what they truly deserve: Some fine, hand-picked facial expressions!


Vladislav (Animator)
I’ve been supporting the cinematics team wherever I could, as well as animating a new boss and secret hero unit!

Valentin (VFX)
During the past month, I placed a lot of effects and destruction simulations into our cinematics and in-game cutscenes. This was the first pass and involves placing existing effects into the scene and adjusting the timing of the effect. The next step for this will be finalizing the effects, adjusting the simulations and make everything look awesome!

Currently, I’m polishing all unit and structures effects and I’m adding a lot of new ability effects.


Felix (VFX)
Since January, I've work half time in the VFX department whilst finishing my bachelor’s degree. Lately, I've been working on lots of effects for our rendered and in-game cutscenes, unit and building effects, mainly regarding their destruction and explosions! It's a very rewarding feeling being this new in VFX and seeing your effects in prominent roles in the game and not just barely noticeable or placeholder thingies.Home office hits me hard on the productivity and it's extra exhausting staying focused, but I think we’ve all managed it very nicely. See you next time!

Thomas P. (Lead Technical Artist)
I’ve been simulating cloth and Anna’s hair for our cutscenes to make them look good. This way her hair and jacket will move and flow more realistically. I’ve also been fixing and tweaking various stuff here and there. There are so many small things that on their own might go unnoticed, but together, really make a game shine.

Yuhuang (Technical Artist)
Lately, I've been working on the finishing steps of rigging cinematic characters. I've updated the grooming for our cinematic characters, as well as adding mechanical details to mechs that will appear in cinematics. Other than that, it's mainly fixing newly found issue.

Matthias (Content Manager)
Among other things, I’ve been taking care of implementing and maintaining assets. This includes keeping our assets up to date with new features implemented by other teams, importing and removing assets, as well as trying to keep our project in a somewhat “clean” state. Something more “solid”; I recently completed an overhaul of our bunker variants, which required some re-structuring regarding their IDs and configuration to support varying tiers and equipment.

One of the bigger upcoming implementations I’m tackling right now is our “Room Service”. Basically, this involves one or more rooms for garrisoned buildings, allowing units to stay in a partially destroyed building longer, as they are able to switch into an intact room, should theirs be destroyed.

Thorben (Quality Assurance)
I’ve been happily swamped by all your feedback and bug reports since we released Beta. So, thanks for that :P. I’ve been coordinating between our various QA teams and devs as we filter through and prioritize the most urgent bugs. You can find me , or Will, on our Backers-only Discord channel if you’d like more one to one help with an issue your having. 

Will (Community Manager and QA )
I’ve been enjoying the writing and coordinating of DevBlogs such as this. With the release of our Beta, there has been great content to communicate and interest to engage with. I continue to take care of our Backers-only Discord channel, streamlining our communication channels and responding to all your feedback in whatever form it takes. Your input keeps us on our toes, and this is why I love indi game development. I also get my hands dirty by investigating your bug-reports, which can be tricky to replicate, as well as, coordinating between the relevant programmers and designers. Exciting times ahead, and so I look forward to all that brings. 

Alejandro (QA Project Manager)
I have been part of the early milestone approvals between King Art and Koch Media/DeepSilver. Since then, and until release, the testing team and myself are going to sweep over and over the Polanian, Rusviet and Saxony battlegrounds to spot any enemy bugs that we can.

Matěj (QA Lead)
I make sure our QA specialists have all the tools and answers needed to test the game reliably. We're reporting every little bug we can find to make sure we can deliver the best version of the game that we can.

Vojtěch (Jr. QA Specialist)
My job is to test the game builds using various techniques and make sure everything runs as it should. If I encounter any issues, I investigate them thoroughly, which allows me to report the bugs as accurately as possible. Reported issues are then sent to the dev team, which helps them to create the game everyone will enjoy.

Luis (Jr. QA Specialist)
Normally a game is meant to be enjoyed and to provide a nice experience for players. As part of the QA team we are meant to "break it", so players won't have deal with those "nastsy little bugseses". Sometimes they're obvious, others we must flush out, which sometimes means trying to do everything the game doesn't want us to. Sometimes "the bugs fights back". hehe...

Tomáš (Jr. QA Specialist)
I am part of a QA team, which means, that we are making sure the game runs as it should, by play-testing the game and correcting what's wrong. Since my Warcraft 3 and Warhammer 40k days I developed strong ongoing passion for RTS games, now continuing with Iron Harvest.


Martin (Jr. QA Specialist)
To my mind, QA testing means making the game as good as possible from the technical point of view. Our team is constantly trying to take one more step – to make the game an enjoyable experience for the player (and to have some fun along the way). I think that the developers have done a really good job. With Iron Harvest the community of gamers are up for a rocket ride.

Klára (Jr. QA Specialist)
I’ve been testing the game for a few months now and it is very exciting to watch the game grow and the story unravel. With every update, we look forward to new features that we then tested and made sure they worked well. We may have even played the game for fun after hours in the office! :) We especially fell in love with the mechs, who are adorable and deadly at the same time, and each of them has a distinct character. I am sure the gamers will have a great treat to look forward to (I know I do).

Ema (Jr. QA Specialist)
Like the rest of the QA team, I spend my time with the game playing it over and over and over and reporting any issues I encounter. My favourite aspect of the game are the various mechs - I find them very charming, and I'm sure the players will agree!

Tobi (Public relations manager)
Deep Silver and I are very busy, but in a different way to expected. Unfortunately, due to the Corona epidemic, most of the events we planned to go to this year were cancelled. It’s a shame, not only because we wanted to show the game to everyone out there, but we of course also wanted to high five ya’all. Despite this inconvenience, the team still tries to come up with new solutions and ideas. Let me tell you a secret, we have something really cool planned for this summer, so stay tuned for that.

The release of Iron Harvest is around the corner, which means that we are entering the hot stage of finishing, polishing, and submitting the gold version of Iron Harvest. For the publisher this also means preparing stores all around the world to “list" their game and try to establish partnerships – for instance with hardware manufacturers. In the end it is all about exposure and getting the word out, because what good is a game, if you can’t find it and/or buy it once it’s released, right?

Marketing and PR tries the same thing. Let the game shine! Together with video production they are currently working on several videos they’d like to release in the next month. Not only are we going in depth with the different factions and their pro’s and con’s, but the team is also thinking of something like a beginner’s guide. We’ll see 😊.

Anyway, everyone is extremely looking forward to the release of Iron Harvest, but as they say in game development. The last 10% are always the hardest – so fingers crossed!

Ronald (Lead Product Manager)
I'm focusing on the overall project plan and adjusting it, as necessary. Therefore, I'm also heavily involved on the contractual side and the milestone process. I liaise between our several internal departments and first parties.Having previously released many titles, the most recent being Metro Exodus and Kingdom Come: Deliverance, I'm guiding my production colleagues with my experience to avoid any issues along the way.

Looking Ahead
If you read this far, congrats :), and you can see we are crazy busy. Within the next months or so you’ll hopefully be seeing the fruits of the above labors. We’re going to have a lot to show you and whet your appetite for. You can expect a Beta update as soon as we have one stable and ready When we have details, we’ll be sure to let you know!
Iron Harvest - Sheep_wielder
Join Helping Hans LIVE!
HelpingHans is a longtime RTS veteran and Twitch Streaming pro.
Watch as he takes a fresh look at Iron Harvest's New Beta and gives his views on our development.
Tons of new stuff to check out!

You'll find him here: https://www.twitch.tv/helpinghans

Interested?
The game's Beta is currently only open to our Kickstarter Backers, but it will release to the public, in full, on the 1st of September 2020.
Wish-List us and you won't miss out
https://store.steampowered.com/app/826630/Iron_Harvest/

Follow our social channels for more game experiences, feedback, videos, screenshots, fan-art, questions and anything else your little mech hearts desire on our:Stay tuned because we regularly post updates, news, cool/pretty images, fan-art, more tournaments contests and you'll never miss our monthly DevBlogs.</p>

Iron Harvest - Sheep_wielder
News: Backer-Beta Released!
It’s here and we’re proud of the result. This is a major milestone for us and puts us in good confidence going forward towards our full release date of September 1st.

Here are some patch note highlights, so you know what to expect and what to look forward to next time you boot up.

New Units and Fortifications!
Saxony Gunfort: SKS 300 "Kaiser" (right)
A high end mech armed with a deadly cannon and multiple MGs. It can deploy to enable its rocket launchers to shoot.

Polania Gunfort: PZM-24 "Tur" (left)
A large walker that fires huge explosive shells from its twinned barrels. To get rid of smaller enemies it can fire a bunch of mortar-like shells to clear the area around its feet.


Polania Exoskeleton: PZM-2 “Rycerz”
Exoskeletons with female operators that use the additional power of their augmentations to maintain high speed while wearing armor. Their multipurpose gun is able to damage armored targets.


Saxony Heavy Flavor Unit: MWF 28 “Stiefmutter”
A walking factory that constantly unleashes drones that greet their target with a deadly explosion.


Bunkers now come in an unarmed version which is the new default version. This can be upgraded into the MG bunker that can only be built by veteran engineers. This can be upgraded once more into the new cannon bunker that can otherwise only be built by elite engineers. All of them can be garrisoned.


Engineers can now build field mines. These are little mechs that dormant until a larger enemy mech walks into its detection range. They then charge towards them and detonate on contact.


New Abilities!
The PZM-9 "Straznik" new veteran ability is “Overdrive”. The unit becomes immobile while firing successive short intense burst of bullets at each enemy within its reach.


The PZM-16 "Nosidelko" veteran ability is “Fortify”. The unit becomes immobile and hunkers down to reduce incoming damage and increase the garrisoned unit’s rate of fire.


The SLL 33 "Erlkönig" veteran ability is “Flare Shot”. This Saxon artillery unit fires a projectile that illuminates through the fog of war within an area for a short time.

The Pkp 17 "Eisenhans" underwent some changes. Before, they were just yet another artillery unit at Saxony’s disposal. While they still fire long range mortar attacks, they now perform devastating melee attacks. As slow as they are, you might think they’ll never reach their target, but they also received an armour upgrade and so are now very hard to kill.

New Features!
Resources: The whole resource system has been overhauled. Iron, oil, and victory points stay, basically everything else has changed. The mid-game has been delayed a lot. This results in more distinct gameplay phases that still blend smoothly. The improved pacing gives every unit a time window to shine which results in a huge increase in strategic potential.

Suppression: Overall the speed with which infantry gets suppressed was reduced significantly. To accommodate for this, being suppressed is now a huge disadvantage. It might help to survive a little bit longer, but fire rate and movement speed are impaired a lot more than before.

Veterancy: All units are now able to reach veterancy with comparable effort.

All mechs are now able to shoot over obstacles they should be, visually, clearly be able to.


  • Grenades, artillery shells and rockets now deal a portion of their damage to targets further away from the explosion’s origin.
  • Infantry units now deal different amounts of damage while melee fighting.
  • New responsive and more dynamic A.I., particularly on the 4th and 5th Polanian campaign mission.
  • Living up to our name, wrecks from destroyed mechs are now harvestable!


New Maps!
The 1st five Polanian campaign maps are playable and we’re pleased with the result. These add a whole lot of depth to the world of 1920+ and we know, like us, you crave that in RTS games.


New 2 vs. 2 multiplayer and skirmish map, fight for the cargo of fallen airships.


New multiplayer and skirmish 3 vs. 3 map. Don't get lost and use this challenging landscape to your advantage.

  • Improved challenge map.
  • Lots of general map polishing.

New Animations
  • Animated all new units! Seriously, check out the moment of the “Stiefmutter”! We’re very happy with how that turned out.
  • We made sure that every unit has a proper flinch reaction. Shoot it and you'll see what we mean!
  • Infantry can now vault over short walls and fences. This includes "Wojtek", the bear, and he ain’t half cute/deadly while doing it.


  • Added unconscious state to some units.
  • Animated NPC civilians.
  • Minor animation improvements on structures.
  • Loads of other cool things you can't see yet.

New Cinematics
The narrative behind our RTS is truly enhanced by all new cinematics between campaign missions.


  • Vegetation is livelier than ever. It can now burn, be bombed away and trampled down or just peacefully wave in the wind of a nearby explosion.
  • Units now leave tracks in deep snow.
  • Likewise, explosions now affect the terrain.
  • Landscapes are more varied now. Including lush flowery fields or barren sand plains.


  • Cutscenes for the Polania Campaign have been polished and are close to our vision for the final product.
  • All blockout-assets for the Polania Campaign have been replaced with their finished counterparts. This includes improved industrial buildings, more varied walls and hedges as well as the incredible train you'll commandeer in the 5th Polanian mission


  • Finalized all unit portraits

New Audio
  • A lot of new weapon and unit SFX (engines, steps, explosions).
  • New music, including Choir and Solo instrument recordings.
  • More unit shouts!

New Programming
  • Tons of new Visual FX
  • Introduced multi-threading for several subsystems to improve performance and reduce lag spikes.
  • Trains now navigates along its tracks better. Full Steam Ahead!
  • A.I. is now using cover & throwing grenades, as well as general improvements all over, especially in campaign maps.
  • Vaulting behaviour.
  • Mines now do interesting things when triggered.
  • Manual and Automatic saves of games can now be made.

Like what you see? Then:
https://store.steampowered.com/app/826630/Iron_Harvest/

Info: How To Access The Backer-Beta
Our Backer Beta is only accessible by all the people who backed us during our early-supporters phase. We’re sorry that inevitably people missed out on that campaign. However, stay tuned as there may be opportunities later and September 1st] isn’t that far away.

If you already have the Alpha3 in your Steam library, you shouldn’t need to do anything. Steam should auto update.

If you are new, welcome, thanks for joining us and here’s a quick guide to get you stomping:
  1. Go to our website https://kingart-games.com/games/7-iron-harvest
  2. Click the KingArt yellow and blue symbol in the top-right of the screen.
  3. Click on “My KingArt” and log in using the same email address you used for Kickstarter or when you previously purchased.
  4. Click “claim purchases” and enter your email again. The same addressed used for Kickstarter or past purchases.
  5. You’ll receive an email with instructions and see your PC-Steam game key in your “Library

Info: Feedback and the Community


Firstly, we can’t thank our community enough. Iron Harvest wouldn’t be where it is today without your tireless support and feedback. We’ve already seen the positive impact of your feedback and look forward to continuing to make Iron Harvest better with you.

When you enter Iron Harvest, you’ll see a button in the bottom of the main menu screen. Please remember this is here. Click it and fill in the Beta survey as soon as you’ve completed the campaign missions, then again after the challenge map and/or once you’ve played roughly 10 Skirmish/multiplayer games.


We have a great and growing community and you’re all welcome to be a part of it. A lot is going to be happening between now and full release so please like, subscribe, follow and all that jazz. It helps us get noticed and make the game more of a success.

You are free to stream Iron Harvest gameplay etc. Please make it clear to your audience the game is in Beta, use #IronHarvest and @ us so we see it. Share you game experiences, feedback, videos, screenshots, fan-art, questions and anything else your little mech heart’s desire on our:
Stay tuned because we regularly post updates, news, cool/pretty images, fan-art, more tournaments contests and you'll never miss our monthly DevBlogs.

Really keen? If you've already claimed your early supporters game, please also join us in our Backers Discord Channel for all the latest news, info and discussion. You'll find the link here. 

Our Backers-only Discord is the best place to arrange multiplayer games, discuss, compete in tournaments, win prizes and get 1-on-1 with our Devs. Come September 1st we’ll open it to the public.

Looking Ahead
Considering the recent difficulties, we’re extremely pleased and excited to have reached this major milestone. However, as much as we’d like to take a break, now is the time to ride the momentum towards the finish goal of September 1st.

We’ll be taking a good look at your feedback as it comes in over the next few weeks. We’ve still got lots to do, and when we’re ready, we’ll no doubt have a Beta 2 to release with some hot-fixes and perhaps some new additions for you to try.


Iron Harvest - Sheep_wielder


The no.1 questions we get from our fans is which platforms will IH be on?
or will IH be on this platform or console I love?

So as well as PC-Steam&GoG, PS4 and Xbox1 we can now proudly announce #IronHarvest for Gameboy! Long live retro gaming!
For more information visit: {LINK REMOVED}

Wish-list us here so you don't miss out:
https://store.steampowered.com/app/826630
Iron Harvest - Sheep_wielder
News: Covid-19 shortly delays our Backer Beta!



As you may be aware, the games industry has been hit hard by the Covid-19 outbreak with many gaming events cancelled and projects delayed. Unfortunately, we are no exception and we must now announce a short delay to the Backer Beta we had planned to release this week.

While we are just as disappointed by this as you are, be assured that we are doing everything within our means to bring together our teams online and adapt. We are adjusting our workflow to new challenges and we will deliver the Backer Beta as soon as possible.


Here’s a taster of things to come. Some of you have already spotted new things ;)

Thank you to everyone who has expressed their support and encouragement to us through Facebook, Twitter, Reddit and Instagram. Join us there and share your Iron Harvest thoughts, questions and fan creations.

We’ll let you know the moment we’re able to release, hopefully sometime in mid-April.

If you've already claimed your early supporters game, please also join us in our Backers Discord Channel for all the latest news, info and discussion. You'll find the link here. 

Info: Previews Are Here!

Fortunately, and just before the European Covid-19 lockdown, game industry veterans got to grips with the latest version of Iron Harvest during PaxEast2020 and a Berlin Press event.


No better setting than an abandoned WWI factory complete with an air-raid shelter and Pretzels!

This was intense, but a lot of fun and a great way for us to get independent feedback of our game for you. If you’re unsure if Iron Harvest is for you, here are some highlights and new screenshots:

“I feel confident this game, with its fanciful depiction of a world at war in a universe where mechs are the primary vehicles of battle, is going to sink its hooks into me deeply when it comes out later this year”
- Seth Macy for IGN UK, full article here



“Iron Harvest’s use of movement, unit-variety, and light fantasy elements elevates the experience beyond static trench warfare”
- Colin Campbell for Polygon, full article here



I’m struck with sadness when I manage to get Wojtek killed in battle.How can I continue? How can I go on? How can I conquer an army without my killer bear?"
- Gina Lees for PCGamesN, full article here[/h2]



“What is unique are the stories and characters of Iron Harvest.”
- Chris Wray for Wccftech, full article here



“Everything feels lived in and believable. This game definitely has an extreme level of detail, the care and time put into the overall experience shows.”
- Dave Rottino for Rated G for Games, full article here



“The company's devotion to those who believed in them is admirable”
- Nedim Hadzic for AltChar, full article here



“In general terms, this is a great game approach! We found the ravages that they (the mechs) can cause on the battlefield to be truly insane”
- Sergio Cejas for Vidaextra, full article here



“Iron Harvest takes inspiration from the likes of Company of Heroes with squad based RTS gameplay, but instead goes for a post-WWI alternate reality where mechanized armies dominate the battlefield”
- Erick Tay & Michael Higham for Gamespot, full article here



“Conclusion Spoiler: fans of bustling real-time strategy battle and base building will have their joy. Real-time battles with tactical depth, clear base construction and a really exciting scenario, I really liked the first missions from Iron Harvest”
- Ulrich Wimmeroth for EuroGamer, full article here

https://store.steampowered.com/app/826630/Iron_Harvest/

Looking Ahead

All these previews, and the many more out there, motivate and encourage us as we look ahead. Of course, there is still a lot to do, and an unprecedented new situation to adapt to, but our morale is high.

We wish you and yours good health and we will release the backer beta as soon as possible.

Never want to miss an Iron Harvest DevBlog or update?

For extra content and info, like us on Facebook and follow us on Twitter, Reddit and Instagram. Subscribe to our mailing list and you'll never miss out!
...