

Iron Resolution
Harish Games Official · 2026 · Tactical RPG, Turn-Based Tactics, Roguelite, Perma Death, PvE
PC
2 user reviews50% · 2
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About Iron Resolution
Lead Your Company Through Blood and IronIn Iron Resolution, you command a mercenary company in a brutal medieval world where every battle leaves lasting scars. Death is permanent, injuries linger, and low morale can shatter even the strongest veteran. With 10 hand-crafted campaign levels and 100+ unforgiving rogue depths, there's a battlefield for every commander. Whether you're pushing through the story-based campaign or seeing how deep your company can descend before the darkness claims you, Iron Resolution rewards careful tactics, brutal decisions, and iron resolve.
Spit & Polish. The Ironlands feel sharper.
Player turn FPS has more than doubled.Smoother turns. Snappier responses. Less waiting. The Ironlands feel lighter.V1.45 - 1st June 2026The mist has weight. Has purpose. Do not breathe it in.
⚔️⚔️ NEWSFLASH - MASSIVE UPDATE COMING SOON ⚔️⚔️
⚔️ FOUR NEW RECRUITS JOINING YOUR COMPANY ⚔️(We're just finishing the interviews now to make sure they're suitable!)🎮 THREE WAYS TO PLAY- Rogue Iron Run: A single company. A single chance. Descend through 100+ ever-darkening battlefields where the terrain grows hostile, the enemy numbers swell, and your safe ground shrinks with every step. Every 5 depths, a free recruit joins if you've lost units. Teleport charges unlock at milestones. Death is permanent, and your score lives on the leaderboard.
- Campaign Mode: 10 hand-crafted levels that ramp up in difficulty, from desperate village defenses to treacherous mountain strongholds, pesky gremlin mazes, and epic boss battles. Control up to 16 units on a larger map. Fine-tune the challenge with 5 difficulty options (Super Easy to Super Hard) that adjust enemy strength and numbers on every level.
- Iron Duel Mode: Head-to-head PvP (local or online via Steam lobbies) with fully customizable matches: choose Best Of (3/5/7/9), unit presets (Balanced, Archer Wars, Berserker Brawl, Knight Stand, Random Mix), and time controls. Online multiplayer is working, but is still being tested and may have minor sync issues.
- Knight: Heavy armour, high HP, the unbreakable defensive anchor.
- Archer: Fragile but lethal at range with precise shots.
- Mage: Essential support who heals your troops to keep them fighting.
- Berserker: Fast and powerful, but don't overcommit or you may expose their weakness.
- A single critical hit inflicts lasting wounds
- A concussion reduces accuracy
- Broken arms reduce strength
- Broken legs slow movement.
- Multiple attacks reduce morale, lowering accuracy and damage for both your troops and the enemy.
From a Solo Developer
Hi, I'm Martin, a solo dev, pouring my heart into Iron Resolution. Every mechanic, pixel, and brutal decision comes from my love of strategy and roguelike games. This is a passion project that's still evolving, and your feedback and support can shape its future!📜 Version HistoryV1.53 - Coming Soon!Spit & Polish. The Ironlands feel sharper.
- Units can now be renamed. Click the ✏️ icon next to a unit's name in the Selected Unit panel to give them a custom name. Perfect for forging legends, honouring fallen comrades, or just calling your Knight "Sir Stabsalot". Renamed units persist across saves, and their names appear in the Unit Hall of Fame.
- Rogue company selection gets two preset buttons: “One of Each (Random Order)” and “Truly Random (Any Mix)”. Start your run faster.
- Your first unit is Auto‑selected at the beginning of every turn. No more fumbling for Tab to prepare your warrior for battle.
- Tab follows the order you picked your units in the Rogue company screen. Choose wisely; your first pick leads the charge.
- Heal & attack target now prioritised. Your Mage has learned to prioritise their ally most in need of help first based on lowest HP%. Archers show lethal efficiency by targetting the wounded when attacking.
- The injury dot is now colour‑coded and changes based on the number of injuries you have. Yellow (1), orange (2), orange‑red (3), red (4), dark red (5+). At a glance, you can see who is carrying wounds that will need attention between battles. The body remembers every scar. Now you can see them too.
- Health bars change colour based on remaining HP: green (75‑100%), yellow (50‑74%), orange (25‑49%), red (0‑24%). The action bar is now cyan, so it doesn't clash.
- XP progress bar added to the Selected Unit panel. See exactly how close your unit is to the next level.
- Enemy level now appears in the Rogue mid‑depth summary and in the battle log at the start of each depth. Know who you're about to face.
- 250+ enemy death quotes added. Sometimes grim, darkly humorous, and sometimes absurd. Every kill tells a story.
- Boss spawn messages are now randomised. Over 60 unique messages to announce your impending doom.
- Units no longer spawn on impassable terrain (water, river, mountain pass).
- Rogue bag overhaul – items now show their rarity (Common, Rare, Epic, Legendary) and the depth they were collected. The bag also got a visual tidy‑up, as no one likes a messy bag.
- The throwing dagger is more powerful for Mages. Mages no longer just heal.
- Campaign grid scaled up 10% to make the battlefield feel more spacious without losing the tactical overview.
- Unit Hall of Fame now correctly tracks total run XP rather than level XP. Units are ranked by cumulative experience across the entire descent. Your greatest warriors will now stand where they belong.
- Mid‑Level Depth Summary now shows how much XP stands between you and the next bravest warrior. Mages now correctly display heals performed alongside kills.
- Swamp Behaviour Corrected to slow movement, as it always should have. Knights and Mages -1 tile per turn, Archers and Berserkers -2 tiles per turn, Gremlins unaffected (they were born in that muck). You can still attack after entering – the Ironlands are harsh, but not cruel.
- Campaign defeat now removes the save. No more clicking "Continue" to find your dead warriors somehow still breathing. Dead is dead.
- Unit roster text size increased for better readability.
- Keyboard Controls expanded to the main menu and most campaign screens.
- The main menu loads quicker by greying out the continue buttons when no save exists
- Performance and stability improvements, including tile caching for faster lookups, and various speed improvements across the board.
Player turn FPS has more than doubled.Smoother turns. Snappier responses. Less waiting. The Ironlands feel lighter.V1.45 - 1st June 2026The mist has weight. Has purpose. Do not breathe it in.
- Unit Hall of Fame – Your Legendary Warriors Immortalised: After each Rogue run, the best unit (by XP, level, and kills/heals) can be saved to the Hall of Fame. Dead units are now properly enshrined. Even in death, they are remembered.
- Rogue Difficulty has been added. Super Easy to Super Hard impacts how quickly the enemy gets tough. Choose your punishment. The number of enemies, XP, and loot remain unchanged: only the strength of your foes.
- Battle Log now Clearer Than Ever: Injuries now appear in bold yellow, so you'll know when a wound is permanent. Attack messages now show the correct way around: lower roll = miss, higher roll = hit. The format is cleaner and easier to read, meaning you can discover where best to stand when attacking. Other colours standardised.
- Massive Name Pool Expansion: Hundreds of new first names, last names, and titles have been added. There are over 12 million combinations, meaning no two runs will ever feel the same. Your warriors will carry names you've never seen before, and may never see again.
- The Fog of War Descends: The deeper you go, the harder it is to see. Fog now stalks the Rogue depths, thickening as you descend. Trust your ears. Trust your steel. Trust nothing else.
- Rogue Boss HP bug fixed so they spawn at full health (no more free kills. Sorry.)
- Fixed tavern tip missing after loading a saved campaign.
- Keyboard Targeting for Items now works.
- Various bits of campaign code tidied up.
- Tab – Cycle through your living, able units.
- Shift+Tab – Cycle backward (because overshooting 16 units is a pain).
- Arrow keys – Move the selected unit one tile. Step into an enemy to automatically attack.
- A – Enter ranged attack mode. Use arrow keys to choose an enemy, then press Enter to fire.
- H – Enter heal mode. Use arrow keys to choose an injured ally, then press Enter to heal.
- E – End your turn.
- B – Open/close your Rogue bag.
- Enter – Confirm attack, heal, or item use.
- Escape – Cancel selection, exit attack/heal mode, or close dialogs.
- Rogue‑specific tavern tips. Remember to check under the Title of the game as you get a new tip each level.
- Toggle full screen by selecting the new option in Settings.
- The Tutorial has been improved to include a lot more steps.
- Top bar text no longer wraps when resizing the window.
- Keyboard shortcuts now appear as underlines instead of brackets – much neater.
- Two‑player (versus) mode remains mouse‑only for player 2. The networking code is delicate, and I don't want to upset the balance. Player 1 can still use keyboard shortcuts.
- Menus still expect a mouse. We think that’s fine – the fight is where the keys matter.
- Enemy village icon now looks properly evil – and matches the player village aesthetic.
- Player death sound (broken in the last update) is fixed. You'll hear it when you lose someone. Hopefully not too often.
- Some potions now scale with depth – the deeper you go, the stronger they get. Healing won't keep you alive forever, but it might buy you another floor.
- The grid shakes on critical hits - except for the gremins. Their hits are... well... never critical.
- Gremlins emit a high-pitched squeal when killed.
- Rogue mode lets you choose your starting line-up.
- Added a counter showing enemies still to move. Especially useful in the fog. You can't see them, but you can count them.
- Over 50 death quotes added for fallen units. Try not to collect them all.
- No place to hide. The enemy should no longer be trapped behind terrain.
- The continue campaign button no longer appears after finishing level 10. Once was enough.
- Battle log chatter reduced. Fewer words = more blood.
- Boss, Knight, and Archer AI have learned how to think. They now scan the full battlefield for the best route around rivers, mountains, and water. No more standing slack‑jawed behind a rock while your archer fills them with arrows. Gremlins and Berserkers, of course, remain as stubborn as ever... They'll still charge headfirst into dead ends and dare the terrain to stop them.
- Enemies now remember who they're hunting. If a Knight locks eyes with your Mage, they'll pursue them across multiple turns, unless a better, closer target presents itself. Call it focus. Call it obsession. Either way, they're harder to shake.
- Fallback movement has been added. When no clean path exists, enemies no longer freeze. They'll take as many steps as they can toward your lines, always pressing forward, always hungry.
- Blood splats now stain the ground where a unit dies with seven different variants, fading slowly over four turns before the earth drinks it dry.
- Live leaderboard position is now shown after each depth, so you can see your current rank and how much XP stands between you and the corpse ahead of you.
- Larger grid in rogue mode so it fills the available space.
- Crisp rendering has been added by removing any blur during movement and hover in rogue mode. Let me know if this is still an issue in the Campaign, and I'll remove it from there.
- Weighted enemy variance has been added. Each depth has a 15% chance of fewer foes and a 35% chance of more. Luck, for once, cuts both ways.
- Save protection is in place. Starting a fresh Rogue run in error no longer overwrites your existing save until you get to level 1.
- The Selected Unit panel has been redesigned to provide a cleaner layout.
- XP display now shows value to level up rather than total XP, as the total is shown in the Unit Roster.
- Unit Roster XP text is now larger.
- Button text no longer wraps at narrow window widths
- Fleeing enemies no longer freeze the battlefield. If they run, the fight ends properly. Cowardice won't save them.
- Fixed the bug where a corrupt death could cause the XP to be carried forward to the next unit.
- New Mode: Rogue Iron Run: True Rogue mode with 100+ dungeon levels, scaling enemies, and terrain. Battle with a single company to see how deep you can go!
- Minor bug fixes: Settings now load correctly after quitting any game mode; XP display fixed for high-level units.
- The much-requested SAVE GAME feature is now implemented. The game auto-saves at the beginning of every level. A new Continue Campaign button appears on the main screen to continue from the saved level.
- Removed the morale bar from the units to make them cleaner (morale is still visible in the unit stats panel)
- Updated the in-game instructions to include all new features.
- Added different sounds for each type of attack, making it much clearer to hear what's happening, plus a new cool sound for teleporting in 2-player mode!
- Volume controls added with separate sliders for Menu Music, Game Music, and Sound FX (main menu settings & in-game options)
- Added an injury indicator as a red dot on units, making it much clearer which of your units needs help.
- Fixed a rare freeze when the last unit was fleeing.
- Updated the End-Turn icon to make it clearer.
- The in-game music preference is now remembered between sessions.
- Levels 7, 8, and 9 are slightly more challenging.
- Fog now clears for both players.
- Player 1's moves now sync to Player 2 in real time.
- End of turn works correctly and no longer gets stuck.
- Pressing Enter accepts the lobby code.
- Score display works properly for both players.
- Round history now shows correctly for Player 1.
- In-game music now triggers for Player 2.
- Fixed the E key error that caused the end of turn to trigger twice.
- Initial release
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
My first game I survived level 1 with an archer and a healer. The game offered me another healer for hire. I 'pursued' the enemy into the Dark Wood with 2 healers and an archer. And while my archer had a penchant for regeneration, it became obvious that my healers were just there to witness the end. Dead to the last man. Would reinforce with healers again.1 found this helpful
Considers itself a PVP Game but you have to manually find another person on a 3rd party platform to try to connect to a pvp match. Literal Garbage.
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