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Beyond the Dark Veil

[h3]Hail, Ironlords![/h3][p]
[/p][p]Impossible decisions are constant companions for those who seek to keep their Ironhive alive, but what if the sweet offer of salvation comes from the forces you can’t fathom? Could the price for survival be too much?[/p][p]
[/p][p]Let’s acquaint yourselves with the Dark Veil — a thin film of reality, that separates the ruins of our world from the realm of the Fallen and a new card archetype in IRONHIVE.[/p][p][/p][p][/p][p]
[/p][h3]The Dark Veil[/h3][p]Centuries ago, in the attempts to flee the Old World, humanity tried to open a gate to another one. However, on the other side of these portals was not the promised safe haven, but something ancient, hungry, and patient. We named them the Fallen. [/p][p]
[/p][p]The gateways from which they seeped in like the sickness became permanent scars on reality. Now, hundreds of years after they came and destroyed the Old World, these scars stopped looking like the open wounds. The Ironhives rose, religion and industry learned how to survive around the scar, and what once was a visible tear became something more subtle. What remains now is a thin membrane spread over the world, a kind of invisible film humming with forbidden energy from that other side. People call it the Dark Veil.[/p][p]
[/p][p]To the commoners, Dark Veil is a superstition, something out of nightmares or prayed to in sermons. For the priests of the Flame, occultists and scholars, it is a field of study, bordering on ritual and science. They map how the Veil reacts to symbols, sounds and sacrifices. They write equations using devotion and despair as variables. They know that every rite that touches the Dark Veil leaves a mark, a small deformation in this film that separates us from the Fallen.[/p][p]
[/p][h3]Harness its power[/h3][p][/p][p][/p][p][/p][p][/p][p]The Dark Veil cards are the new mechanic in IRONHIVE that offers you a choice — you can accept the powers of the Fallen, but pay the ultimate price.[/p][p]These cards are the essence of all accumulated knowledge about the Veil. Each card is a precise way to tap into the forbidden powers of the other side, enough to let a specific manifestation of Veil to bleed into reality.[/p][p]
[/p][p]Core Rules[/p]
  • [p]Dark Veil cards offer tremendous power at a high price. Think carefully about what offer you can and cannot accept.[/p]
  • [p]They are not leaving your hand after you play them. The effects of Dark Veil cards are permanent, unless you can find a specific way to break their curse.[/p]
  • [p]Using Dark Veil cards does not consume action points like normal cards. Their effects often trigger at the end of your turn, which means you can’t ignore or postpone them.[/p]
  • [p]Every run, you, as Ironlord, shall decide how much of this corruption you are willing to accept in order to let your colony survive one more winter.[/p]
[p][/p][p]Drawing a Dark Veil card means that the Fallen have cast their gaze upon you. The pact with them offers tremendous power, but it always asks for something back: your citizens, your resources, your devotion, or the very order upon which your Hive stands. The cost may be immediate or delayed, but it always comes.[/p][p][/p][p][/p][p]Are you prepared to lean on the same power that almost ended the world in order to survive?

If you want to stay updated on all the future developments, make sure to wishlist the game as well as subscribe to the IRONHIVE Twitter page and join the CRITICAL REFLEX Discord server.[/p][p]
[/p][p]Let us live to see another day, together.[/p][p]
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The Chained Book

[h3]In the beginning, there was war. [/h3][p]The greatest one of them all, caused by greed and ambition of men – The Mother of All Wars. Men squabbled with each other for power and wealth, bringing ruin to the world around them in the process. A story told countless times before.[/p][p][/p][p][/p][p]
But this time, the world didn’t stand in stoic silence.
[/p][p]The unimaginable horrors of nature spilled forth. The boiled seas drowned the land. Unbearable heat flayed the earth, and lethal freeze gnawed at its remains. Crumbled mountains spat out liquid flames, while the ground squirmed in agony. 
[/p][p]And then, attempting to prevent all of those horrors, he came. The promised savior, the troubled prophet. “Doctor Ox” they called him. In his failure to deliver salvation to our world, he decided to flee it. To look elsewhere for a way out, to let humankind escape the dying world. Countless times he asked for favors from the men of power to provision his experiments. And countless times he was refused. Until, one day, there was no alternative. 
[/p][p]With all the resources at hand, his prophets and lackeys started to work. And when this work was about to bear its first fruits, but was met with a wall, Doctor Ox received an otherworldly guidance. In attempts to open a path to a new world, someone reached from the other side. They helped Ox overcome struggles he faced, guided his hand in the right ways, promising salvation.
[/p][p]When the time came to open the gate, they failed. Years of their work, undone in an accident. Yet the Doctor stood firm and began anew.
[/p][p]In the second attempt made, years after the first, they failed again. The flames of their engine didn’t burn strong enough to undo the veil. And so they built anew.
[/p][p]The third attempt was met by Doctor Ox with his hair in silver and too few years of life to count. Ending as yet another failure, it put his entire life’s work into question. But his pride and zealotry obstructed the faulty scaffolding of this project. With both himself and mankind left no time to spare, they renewed his project once more. Now with whispers from the other side drowning his conscience and clarity of mind.
[/p][p]On the fourth time, they succeeded. The light itself was eaten by the machinery of men, gobbled by the maw of the Dark Fracture. Yet, Ox’s hopes of salvation were undone not long after. The Fracture was not a way for humanity to flee its doom, but welcome it onto themselves with Others. [/p][p][/p][p][/p][p]The whispers that guided men in opening this passage came. They were those who came to be known by some as The Fallen. Twisted, dark things, driven by hunger and ambition. Sharing this hubris with the same of men, but knowing no bounds to it. They took those willing to serve as slaves, and killed the others. They corrupted the minds and enslaved the body with sweet whispers of greatness. And so, the age of The Fallen began.[/p][p][/p][p]They have cast their insatiable gaze upon humanity since time immemorial, shaping the course of our history from behind the curtain of shadows. These ancient beings whispered lies to rulers, sowed chaos among empires, and reveled in the suffering they wrought. But when The Dark Fracture tore through the fabric of reality, their hidden influence erupted into dominion. No longer content to manipulate from afar, these eldritch entities descended upon Earth, erecting grotesque kingdoms amidst the ruins of human civilization.[/p][p][/p][p]With each step they took, they twisted the world further into a nightmare. Men and beasts were subjected to horrifying rituals – souls torn apart, bodies warped into monstrous aberrations known as Echoes. These wretched creations serve as both tools and weapons for their dark masters, embodying the corruption of all they once were. To encounter an Echo is to face a perversion of life itself – a living void that mocks the natural order.
[/p][p][/p][p]Yet not all succumbed entirely to their will. A rare few resisted the full weight of The Fallen’s influence, becoming something… other. Known as The Touched, they bear traces of the same unearthly power that twists the Echoes but wield it with terrifying precision. Though they retain the semblance of humanity, their essence has been irrevocably tainted. Bound by invisible chains to the dark forces they resist — or unknowingly serve—they walk a razor’s edge between defiance and damnation.
[/p][p]In this fractured age, there are no true innocents—only those who serve the abyss more directly or less willingly.[/p][p]

Let us live to see another day, together.

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IRONHIVE is heading to LATAM Games Showcase!

[p]Take on the mantle of the Ironlord and guide your colony through scarcity, rebellion, and ruin. With a unique blend of card-driven mechanics, city-building, and rogue-like challenges, IRONHIVE dares you to endure where others would crumble. Complete new quests, guide your colony through unseen situations, explore previously unreachable parts of the Wasteland, and, most importantly, try to survive.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]If you never entered the world of IRONHIVE until now, try out the new demo and learn how to be an Ironlord. The updated demo features:[/p]
  • [p]A full in-game year of survival — endure all the four seasons with your colony and try your best to save it from collapsing;[/p]
  • [p]Updated tutorial — your faithful subjects will guide you through your first steps as Ironlord to ensure, that the Flames of your hive will not fade;[/p]
  • [p]New Quests — your colony is the living machine with its own needs and challenges;[/p]
  • [p]Various Events — face unpredictable situations, that can bring both prosperity and ruin;[/p]
  • [p]All core in-game mechanics — try out every feature of IRONHIVE in its most fundamental form;[/p]
  • [p]First tier of building and all the citizens for every caste — get accustomed to your subjects and learn their strength and weaknesses;[/p]
  • [p]… and, of course, feast on the striking visuals and ethereal soundtrack.[/p]
[p]And after you journeyed into the Wasteland in the IRONHIVE demo — share with us your experience, thoughts and feedback over at Steam Discussions. We highly appreciate what everyone has to say about the demo, and are grateful for the opportunity to improve the game.[/p][p]
Share Feedback[/p][p][/p][p]Let us live to see another day, together.[/p][p][/p]

Time Waits for No One

[h3]Hail, Ironlords![/h3]

Time is the most precious resource in the unforgiving world of IRONHIVE . As its ruler, you are the one to decide how to use it. Every second counts; every decision carries weight. A well-run colony operates with ruthless precision, for hesitation breeds decay, and inefficiency leads to collapse.

Let us prepare for the challenges ahead by learning what hardships you may face, while trying to survive.

[h2]Necessary Action[/h2]

In IRONHIVE, Action Points (AP) are far more than a mere mechanical constraint — they are the lifeblood of progress, the measure of your dominion’s strength, and a limit to your options. Each critical task will require a sacrifice: assigning resources to a construction, activating a building to expand your colony, or dispatching workers to scavenge for scraps — all consume AP.

Time will slip through your fingers, like sand, yet you must try to grasp it anyway.



At the start of each turn, the Ironlord receives a full bar of Action Points — a fleeting gift that depletes as actions are taken. Once all the AP used, you will be forced to end the turn for them to replenish. This system becomes the strategic heartbeat of the game, so every move must be calculated, every risk weighed against potential reward.
Yet, the scarcity of Action Points leads to opportunities and grows. Your maximum limit of AP represents the power and efficiency of your colony, and it can be increased by creating new buildings, participating in certain events or playing cards. Certain Leadership cards, for example, will reward your colony with extra AP for this turn, providing extra momentum in the most crucial circumstances.



[h2]Immediate Threat[/h2]

IRONHIVE features three threat counters — timers that represent ongoing challenges the Ironlord must manage. These are directly tied to Action Points (AP): every time you spend AP, all three counters decrease by one.

Demands: The cost of survival. When this counter hits zero, you must pay resources to cover food, maintenance, and morale — or face dire consequences.

Rumors: Hidden dangers brewing within your city. When this counter runs out, a Rumor Card is added to your hand, signaling an emerging crisis that worsens over time if ignored.

External Threats: Enemies from the Wasteland. When this counter depletes, raiders, monsters, or rival factions attack your colony.



Certain events or poor decisions can accelerate these counters, creating sudden spikes in tension. In IRONHIVE, every action pulls you closer to either stability or disaster — balance carefully, if you want to survive.

[h2]Internal Distress[/h2]

Rumor Cards enter your hand as warnings. They are unresolved issues, whispers of conflict, intentions of sabotage, or creeping decay. You can choose to investigate them by playing the Rumor Card, triggering a Situation that you can attempt to solve by assigning citizens to it and spending resources.
If your colony faces other, more immediate dangers, you can opt to ignore Rumors, but it will continue to act passively — triggering its negative effects every time it’s discarded. If the Rumor is ignored for too long, it eventually turns into a full-blown Situation automatically, often with harsh consequences. What began as a whisper becomes a scream.



Surviving in the world of Devastation is always about being but a step ahead of succumbing to the doom of the outside world. Will you outrun the time itself, or will you fail and bring your IRONHIVE to collapse?
If you want to stay updated on all the future developments, make sure to wishlist the game as well as subscribe to the IRONHIVE Twitter page and join the CRITICAL REFLEX Discord server.

Let us live to see another day, together.

https://store.steampowered.com/app/2679070/IRONHIVE

IRONHIVE at Strategems 2025 Festival

Ironlords!

Strategy is all about adaptability, and the best way to improve this skillset is to try out lots of different tactical scenarios. Which brings us to the perfect opportunity to expand your knowledge — Strategems 2025 Festival, dedicated to all sorts of tactical and strategy-based games.



Starting today and until April 28th, immerse yourself uin carefully curated selection of games, play various demos, and save up your financial resources with discounts for games on your wishlist.

IRONHIVE is also a part of the Strategems Festival — with the updated demo in tow. Here's what it offers:
  • One full in-game year — Go through all four seasons with your colony and make every effort not to let it die out of hunger, lack of faith and or lawlessness;
  • Improved tutorial — faithful associates will help you grasp the basics and lead the colony to a hopeful future, forged in iron;
  • Quests — fulfill the needs of the colony by following step-by-step tasks on the way to survival and efficiency;
  • Various Events — you will come across numerous events that can bring both ruin and prosperity;
  • All core in-game mechanics — try out every in-game feature in it's most fundamental form;
  • First tier of buildings for every caste — get accustomed not only to highly specialized castes of the hive but to the diversity of their features, needs and capabilities;
  • … and, of course, feast on the striking visuals and ethereal soundtrack.


https://store.steampowered.com/app/2679070/IRONHIVE/

However, Ironlords, our scouts report of at least one more strategy game worth playing on this Festival! Machine Mind demo is already available — offering players the chance to explore the starting biome, build and begin developing their base, and fend off raiders.
You will fight, craft modules, build your transport, develop and protect your base. You can control other vehicles to automate operations. Discover all the secrets of the destroyed world!

https://store.steampowered.com/app/2861590/Machine_Mind/

And if can't decide which you should get on release — don't threat, future IRONHIVE x Machine Mind bundle is going to offer you an opportunity to get both games.

Let us live to see another day, together.