Ironwake

Ironwake

About the 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.

Initial Release