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Ironsand News

Demo Hotfix March 06

Today we updated the demo again. What has changed:
  • Improved shooting sounds
  • Adjusted weapon rate of fire
  • Reduced boss fight duration
  • Improved player hit indication
  • Minor UI tweaks

We are continuing to work on robot models and thinking about how to expand interaction with long-eared companions

Demo update

Hey everyone! We've been polishing, tweaking and expanding, so here's what's new:

  1. Added new session-progress system based on elemental damage and special passives. Build your own playstyle!

  2. Reworked tutorial, smoother onboarding to get you into the action

  3. Smarter enemies, they got a serious AI update and visual polish. For example, snipers now cloak, assaulter can roll up to dodge your fire

New maps are in production and we're exploring a lore-shift - reworking human enemies into cyborgs. Thoughts?

Try the updated demo and let us know what you think. More chaos incoming!

Devlog February 04

[p]We continue to work on the leveling system. We have added three types of elemental damage: [/p][p]🔥 Flame - Inflicts 1 stack of burning for each adjacent enemy around the target within a 10-meter radius [/p][p]⚡ Lightning - for every 50 damage dealt, the target receives +1% incoming lightning damage [/p][p]❄️ Cold - applies 1 stack of cold for each hit on the target, each stack slows movement/turning by 2% per stack, after 30 stacks completely freezes[/p][p][/p][p]We have also introduced a distinction between weapon types:[/p]
  • [p]High point damage (sniper rifle, railgun, crossbow, etc.)[/p]
  • [p]Rapid fire (automatic rifle, UZI, etc.)[/p]
  • [p]Area damage (grenade launcher, rocket launcher, etc.)[/p]
[p][/p][p]We are currently creating about 30 items, each of which will cause an elemental effect or affect the character or enemies. The items are currently divided into 3 classes: common, rare, and epic. My favorite item right now is a rare Ice cube, which causes the following effect: A hit with cold damage has a 10% chance to cause an Ice Vortex, dealing 100% damage per second (+100% per stack) within a 6m radius for 5 seconds[/p][p][/p][p][/p][p][/p]

Devlog News

[p]We continue to work on the project. We are currently reworking the leveling system—there will be more interesting effects that can be used to create different builds. We have also decided to remodel all monsters in a cybernetic style[/p][p]The next update will be released after the New Year! Here are a couple of the remodeled monsters:[/p][p][/p][p][/p][p][/p]

December Update

[p]Hey folks![/p][p]We’ve just released a new update for the Demo, and it brings a number of important gameplay improvements, new enemies, and visual upgrades. Thank you for all your feedback - this patch is mainly made by your suggestions![/p][p][/p][p]Changelog[/p]
  • [p]Fewer enemies, but smarter and more challenging behavior, expect more tactical encounters instead of pure waves of numbers[/p]
  • [p]Improved hit effects on enemies, combat now feels more impactful and readable[/p]
  • [p]New enemies - Defensive Drone, Laster Turret and Flying Grenade Launcher Turret[/p]
  • [p]Weapon and ammo purchasing during session[/p]
  • [p]More noticeable grenade effects, clearer visual cues and explosions[/p]
  • [p]Updated environment decorations, maps now feel more detailed and atmospheric[/p]
  • [p]Improved mission completion & statistics screen[/p]
  • [p]Greatly increased axe damage, it finally feels as brutal as it should[/p]
  • [p]Added map progress indicator[/p]
  • [p]Highlighted nuclear strike damage area[/p]
[p][/p][p]Thank you for playing the demo and sharing your feedback - it helps us a lot as we continue developing Ironsand! More updates are on the way![/p][p][/p][p][/p][p][/p][p][/p][p][/p]