In closed testing on Google Play
Ironclash
A mobile PvP RPG where every round comes down to one question: where do you strike, and where do you brace
The game
The old fight clubs, rebuilt for a phone
You raise one fighter, and everything that happens to them is a decision you made
Ironclash revives the browser arenas people used to lose whole evenings to, and gives them the pace of a phone. You pick where to hit and where to guard, and so does the other person. Nobody watches an animation decide the outcome.
Between fights you forge and mend gear, spend hard earned points on the fighter you want to be, and walk a road that keeps going. Progress is earned in play, and no purchase buys a road that play cannot.
- Live duels against real people
- Fourteen gear slots to fill
- An endless campaign road
A round
One strike, two guards, five zones
Every round you choose a single zone to attack and two zones to defend, and your opponent does the same at the same moment
- You pick one zone for your blow and two zones to guard
- Guess their strike and the guard holds, miss it and the blow lands
- Armor, weapon and the stats you raised decide what the blow is worth
Two guards against five zones means the odds of catching a strike sit at forty percent, so a fight is read, not rolled. Guarding right does not erase a blow either, it takes the weight out of it.
On the phone
What it looks like in your hands
Real screens from a real device, shot during an ordinary session
The road remembers where you stopped
The campaign is one long road through changing lands, and this fighter is on battle seventy one. Nodes behind you carry a check, nodes ahead carry a lock, and a crowned one means a boss holds that step. Every tenth step is a boss, every hundredth a fortress, and the road does not run out.
Every blow says where it landed
Both health bars sit at the top, the round counter between them, and under the fighters the log spells out what just happened: a strike to the belt for six, an answer to the head for twenty. Nothing is hidden behind an animation, so you can read the other person and change your guess next round.
Four attributes, and the numbers they move
Strength feeds damage, endurance the health pool, accuracy the crit, dexterity the dodge. Below them the sheet shows what those choices actually became: health, crit chance, dodge, block, damage range, armor by zone. Points are yours to place, and the sheet never hides the arithmetic behind them.
The wardrobe you climb out of
Everyone starts as the Vagrant, barefoot and holding a jug, tier one of six. The row below is the rest of the ladder behind locks, and each outfit carries its own line of story. Looks never touch the fight math, so nothing here can be bought into an advantage.
A market that grows with you
Weapons, armor and trinkets, each card framed in the colour of its tier and priced in the gold you earned. The shelf follows your level rather than a fixed table, so it still has something worth saving for long after the early fights.
Everything a fighter does between battles
The city holds the market and the forge behind one gate. Gear wears down as you fight and the forge puts it back together, which keeps gold moving instead of piling up. It is the quiet half of the game, and it decides how the loud half goes.
Outfits
From vagrant to Lord of Embers
Seven outfits climb all six tiers of rarity, and every fighter starts at the very bottom
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Vagrant
CommonWoke up in smoldering straw, unburnt
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Recruit
CommonNot rags, for the first time in years
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City Watchman
UncommonA brigandine and thin monthly pay
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Campaign Veteran
RareCame back from where nobody does
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Raven Knight
EpicBlackened steel, wings on the pauldrons
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Tournament Knight
LegendaryGold you win in, not fight in
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Lord of Embers
MythicThe fire comes from under the armor
Foes
Who waits on the road
- 40foes prowl the road
- 7of them wear crowns
- 5zones to strike
- 6tiers of rarity
The studio
Made by Vinmara
Ironclash is the first game from a small independent studio that designs its own systems, draws its own worlds and runs its own servers
About the studio