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

Head Chest Stomach Belt Legs
  1. You pick one zone for your blow and two zones to guard
  2. Guess their strike and the guard holds, miss it and the blow lands
  3. 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 campaign map: numbered nodes climb a road across black rock and rivers of lava

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.

A duel in progress: two fighters face each other while the log reports a strike to the belt and a strike to the head

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.

The fighter sheet: strength, endurance, accuracy and dexterity above a list of combat ratings

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: the Vagrant outfit at full height, with locked outfits in a row below

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.

The market: weapon cards with rarity coloured borders and prices in gold

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.

The city gate at dusk with torches lit, offering the market and the forge

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

  1. Vagrant, the common starting outfit

    Vagrant

    Common

    Woke up in smoldering straw, unburnt

  2. Recruit outfit

    Recruit

    Common

    Not rags, for the first time in years

  3. City Watchman outfit

    City Watchman

    Uncommon

    A brigandine and thin monthly pay

  4. Campaign Veteran outfit

    Campaign Veteran

    Rare

    Came back from where nobody does

  5. Raven Knight outfit

    Raven Knight

    Epic

    Blackened steel, wings on the pauldrons

  6. Tournament Knight outfit

    Tournament Knight

    Legendary

    Gold you win in, not fight in

  7. Lord of Embers outfit

    Lord of Embers

    Mythic

    The fire comes from under the armor

Legendary is never sold. It arrives with a deed: fifty wins, a thousand damage, a fight without a single blow taken.

Foes

Who waits on the road

  • 40foes prowl the road
  • 7of them wear crowns
  • 5zones to strike
  • 6tiers of rarity

A boss every tenth step, a fortress every hundredth, and the road does not end.

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