1. The Iron Oath
  2. News

The Iron Oath News

Developer Q&A!



Hey everyone! Firstly, a quick thank you for all your support so far during Next Fest! We've gathered a lot of good feedback and appreciate you all sharing your experience with the demo.

For the next hour and a bit, we'll be answering as many questions as we can in the broadcast's chatroom. Feel free to ask us (almost) anything!

In that spirit, we also invite you to join our Discord server where we've just passed 1000 members. We're always available to answer questions in there as well!



https://store.steampowered.com/app/699330/The_Iron_Oath/

The Iron Oath: Next Fest Demo Livestream



Hey everyone!

We're extremely excited to announce our participation in Steam Next Fest from February 21-28. For the duration of the event, we'll have a brand new demo available for you to play!

Be sure to join us at 6PM EST on Monday as we broadcast gameplay from the demo and drop a new trailer. We'll also be hanging out in the chat and available to answer any questions you may have!



https://store.steampowered.com/app/699330/The_Iron_Oath/


New Year Update!

Happy New Year to everyone! We hope you all had a safe and happy Holiday. With 2021 behind us, we wanted to give you a quick update on the development status of the game. You may have already seen us share this information elsewhere, but for those who who haven't seen it: the game is close to being ready, and we are currently targeting a Q1 2022 release. We have one more demo planned which will be available in late February during the Steam Next Fest. For those who have played the previously available demo, this new one has quite a few changes, and will run the average player about 45-60 minutes. Needless to say, we're very excited about the next few months, and we can't wait for you all to see what we've been working on!

Gameplay Video

In that spirit, we wanted to share a 5minute montage of combat gameplay from our recent playtests. Some enemies and abilities still need a bit of balancing, but we feel the combat is in an enjoyable state at the moment. Hope you like it!

https://www.youtube.com/watch?v=NcS0X4bQRyg

Character Portraits and Class Skins

Another thing we wanted to share was our finalized character portraits. As mentioned in a previous update, each portrait face is customizable by the player (aside from the wrinkles from aging). There are 5 male and 5 female faces, but their appearance can change quite drastically based on the toggles and choices available. This is something we'll continue to expand upon after release, so you can expect the addition of more faces, hairstyles, tattoos, etc.



We also have added a few alternate skins for each class sprite, so you can more easily tell apart characters that are of the same class.



When you change the hair color and skin tone of a character's portrait, those changes will also be reflected on their sprite. For now, their hairstyle won't change, but we'll be adding that capability sometime after release.

That's all for now! Thanks for reading and we wish you all the best in 2022!

https://store.steampowered.com/app/699330/The_Iron_Oath

New Environments

Hey everyone! We've been hard at work these past few months: finalizing quest content, polishing and bug fixing, and creating and implementing some new environments. We're still working long hours at the moment, so this update will be brief, but we did want to share a sneak peek at 4 new environments we've added to the game:

Crypt

Dunes

Marsh

Fort

We hope you like the look of them; let us know what you think! We've tried to make sure that each environment in the game has at least 1 unique hazard or quirk to it to help keep combat fresh. We've also added a few new generic hazards that are shared across multiple environments (such as falling stone from a ceiling). We might go into detail on the different hazard types in a future update if there's interest in that. Either way, you'll be able to see a few of them in the next demo we put out.

The Future

We've previously mentioned in a few places that our current release target is Q1 2022. This remains the case, though we're not ready to give a firm date quite yet. Before we release, we are planning on putting out one more public demo during the Steam Next Fest in February '22. We were considering participating in the one that started yesterday, but since we're only allowed to choose 1 more, we opted for February as it lines up better with our intended release window.



Thanks for reading! Please be sure to wishlist the game, and join our official Discord community if you haven't already done so! We're almost always around and ready to answer any questions you may have. See you next time :)

Combat Improvements

Hey everyone! As mentioned in our last update, we recently made a bunch of combat improvements and QoL changes that we're excited to share with you today. We're also in the process of adding some new combat environments such as the Tundra that you can see in the video below:

https://www.youtube.com/watch?v=wtZ1m9OcZ7g

1) Movement & Route Planning:
You can now plan out your route by holding 'Shift' and drawing along the path you'd like to move. This is useful for avoiding hazards and potential attacks of opportunity. It's not shown in the video, but as an alternative you can now move your character multiple times so long as they haven't travelled their max distance. So if your character's movement value is 3, you can move 2 cells, and still be able to move 1 cell afterwards. So long as you don't take any damage or incur an attack of opportunity, each movement can be undone as well.

2) Line of Sight Changes:

We've made a few tweaks to our line of sight mechanic. Like before, larger obstacles will block LoS entirely, and characters you don't have vision of won't be viable targets. Enemies and smaller obstacles (such as a barrel or waist high rock) can partially obscure LoS. If you only have partial line of sight to your target, your attack will do 50% damage. Previously, partial line of sight incurred an accuracy penalty instead of a damage penalty, but for the sake of reducing RNG and saving frustration when an ability misses (thus wasting a charge), we decided to change that mechanic.

3) Swapping Places:
We've changed up our swap mechanic do be more useful and easier to use. Swapping allows you to trade places with an adjacent ally. Previously it was a secondary action on the hotbar, and using it expended that character's turn. We felt it was a bit weak however, and ending the character's turn removed some potential player creativity. Swapping is now done during the 'move phase' of a character's turn by clicking on the ally you want to trade places with (so long as they're within movement range). After swapping, the character is still able to act like they normally would after moving.

4) Reviving downed allies:
Characters can now help up an adjacent downed ally, which is activated in the same fashion as swapping (targeting a downed ally during the move phase of a character's turn). The other methods for reviving a downed ally are still viable (using a potion or heal ability).

5) Knocking targets into objects:
You can now push a target into terrain, objects or another character, triggering extra damage from the impact. Additionally, they become 'Staggered' for 1 round, which prevents them from evading attacks. It's now even more important to pay attention to your positioning and surroundings, as certain enemies can do the same thing to you!

6) Knocking targets into pits:
You can now push a target into any pits/holes that exist on the battlefield. Similarly to the above, the target will incur extra damage, but instead of being Staggered they will be Stunned for 1 round. We know it's not entirely realistic that the target survives such a fall, but we didn't want to make it an easy way to insta-kill enemies (and bosses especially!).

7) Unique Traps & Hazards:
We'll be giving each combat environment at least 1 unique hazard. The new Tundra tileset has a special terrain type that cracks when stepped on. After being stepped on twice (or if a character stands on it for more than 1 round), the ice and snow will give way and open up into a pit.


8) Day/Night/Weather Effects:
For now these are purely visual just to mix things up, but we do have some plans for them to have an impact on combat (such as night time reducing visibility to 2-3 cells out from your characters, or a lightning strike on the battlefield).



That wraps it up for this month's update! As always, be sure to Wishlist & Follow if you haven't already done so. We also welcome you to join our official Discord server where you can stay up to date and interact with us and the rest of the community. See you next time :)