We don't make easy games. We make games that demand something from you — and give you back twice as much.
A brutal action RPG set in a world perpetually on fire. Every death teaches. Every run matters. Die, adapt, overcome — or don't.
A top-down stealth game about invisible choices and the cost of silence. Plan your route. Accept the consequences.
A deck-building roguelite where every choice ripples across parallel timelines. Your past runs haunt future ones.
Every mechanic is earned through skill, patience, or wit. We never put an advantage behind a paywall. Your wallet stays out of it.
Hard doesn't mean unfair. Every death should feel instructive. We spend weeks tuning the line between punishing and purposeful.
Not when the calendar says so. We've delayed games. We'd do it again. A broken launch does more damage than a late one.
Iron Forge was started in 2017 with one conviction: players deserve to be challenged. We don't dumb things down. We don't add difficulty sliders as a PR move. We make systems that reward mastery and punish complacency.
Nine people. Eighteen games. We intend to keep both numbers small.
Nine people who chose hard games over easy careers. Each one could work somewhere bigger. None of them want to.
"ASHFALL is the first game in five years that genuinely made me feel stupid before making me feel unstoppable. That arc is the whole point."
"GHOST WIRE is proof that restraint is a design tool. Less HUD. Less handholding. More tension than any triple-A I've played this decade."
"RIFT CYCLE ate 200 hours of my life. I'm not even angry. Every run feels different. The timeline mechanic is one of the most original things in games."
Press enquiries, partnership opportunities, bug reports, or just something you want us to know — we read everything. Every message gets a reply.