Coming soon A Draw Steel tactics RPG

IRONWROUGHT

A living war table for the Draw Steel system. Build the party, read every roll, and make the fight yours.

Draw Steel is MCDM Productions' tabletop RPG. Ironwrought is single-player, with no GM required. What is Ironwrought?

Trailer / 0:47

The war table

One ruleset. Many ways to make it yours.

Ironwrought is a digital Draw Steel table. The same transparent rules power the party builder, the fight, the run, the campaign, and the tools that let the table grow.

  1. Build the party

    Every class has its own resource, rhythm, and answer to the grid. Make a hero, tune a party, and try again.

  2. Read the fight

    Power rolls, tiers, edges, banes, forced movement, and conditions resolve where you can see them. The rules create the drama.

  3. Carry the consequences

    Fight a single encounter, carry a party through a permadeath roguelike run, or follow a branching campaign. If the party falls, the run is over.

  4. Make the challenge

    The map editor and Campaign Builder turn the same rules into encounters and routes you can author, test, and replay.

  5. Share the table

    The table should outlive its shipped content. Workshop support will let players publish heroes, encounters, maps, campaigns, and data-driven content for others to play and remix.

Build the party

The party is your first decision.

Each class has its own resource and a different job on the grid. The first release includes Fury, Censor, Shadow, Troubadour, and Talent. More of the roster is planned for later updates. Hover to read each kit.

Read the fight

Engage Power rolls, tiers, forced movement and line of sight, all resolved on the grid.
Build Each class uses its own resource. Build a hero whenever you want, even outside a run.
Hold the line Four heroes, carrying their stamina and recoveries from fight to fight.
Choose your ground Play a campaign route, a standalone encounter, or a roguelike run.
Roll the tier 11 or less, 12 to 16, 17 and up. One roll sets the outcome.
Race the flood A flood advances behind you as you move from site to site. Press on or spend time exploring.

Make the challenge

Play a story. Make the next one.

Campaigns are one way to carry the table forward. Start with The Broken Crown, or open Campaign Builder and make a branching route of your own.

The Broken Crown campaign map with branching routes, a party ledger, and a final encounter ahead
The Broken Crown Ten nodes. Six authored fights. Five on a full path.

Start with a real story

A deposed reeve has bought every goblin knife in the Greyfall valley. Follow the raids from a burning granary to a stolen throne, choosing between the wolfwood and the sunken ford along the way.

Author the route

Campaign Builder lets you place nodes, connect branches, pin encounters, write story beats, add rests, and set milestone level-ups. Save a draft locally, then playtest every branch. Workshop support will let a finished route travel beyond its creator.

Carry the party forward

Stamina, recoveries, resources, and level-ups move from fight to fight. The choices on the map decide what you face next, so the campaign feels like one journey instead of a list of unrelated encounters.

Roguelike runs

The run doesn't reset.

A new run gives you a new route. It still has three acts, but the fights are not in the same order. If the party falls, the run is over. What you spend early is what you have left late.

  1. Recoveries do not refill.

    Spend five recoveries clearing an act-one ambush and you meet the boss with five fewer. Nothing refills between fights.

  2. The route changes.

    Acts are dealt, not scripted. An easy opening tells you nothing about what the second one is holding.

  3. Titles stay with you.

    Land a kill while a hero is winded and you become Unstoppable, a permanent edge you carry the rest of the way.

Make the run yours

Earn a title from what you do.

Titles come from things that happen in fights. Each one gives you an edge for the rest of the run. Here are a few:

  1. Unstoppable Land a kill while winded While winded, your melee strikes deal +3 damage.
  2. Giant Slayer Drop a leader or solo bigger than a person +3 damage against creatures larger than human-sized for the rest of the run.
  3. First Blood Drop a leader on the first round Start each combat with 2 extra heroic resource.
  4. Relentless Defeat twenty foes across the run Make one additional free strike each round.
  5. Immovable Win a fight without taking a hit Reduce incoming damage by 2 for the rest of the run.
Coming soon to Steam

Start with the rules. Stay for what you make.

Build a party, risk it in a permadeath roguelike run, follow a campaign, or author the next challenge. Wishlist on Steam for launch news.

Wishlist on Steam