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In developmentIronsound

Two fleets. Sixty-two islands. One supply line that decides everything.

A simulation / strategy game in development at Tiki-Island.

Lore v1.0

In uncharted backwaters, lost to the grinding machinations of time, lies an archipelago known as Ironsound.

A small chain of 62 islands, Ironsound is the theater of an ongoing battle for resources and survival.

“The captain and master of the SS Dreadnought wiped the sweat and steam from his eyes as he strained against the helm of his mighty machine. It was now or never…”

What you actually do

Take ground, then keep it connected

01

Claim islands one at a time

Sixty-two islands across seven reaches. Every one you take pushes your offensive front further into enemy territory — and stretches the line behind you.

02

The supply network is the game

Structures only stay effective while they're connected. Cut an opponent's chain and their defenses stop replacing what they lose.

03

Command ships that actually do the work

The Dreadnought isn't a menu — it's a hull on the map that builds, deploys, and can be lost.

04

Defenses that fight back

A Defense Command Center flies its own unmanned interceptor squadron on a spark-gap link, backed by sea-facing and ground-to-air launchers.

Two powers

Iron, storm and tide — against fire and cinder

Ironsound is fought over by two rival powers, each built around a command ship that is itself a piece on the board.

Player faction

Ironfleet

Fights under iron, storm, and tide.

Command ship
SS Dreadnought
A mobile fortress, shipyard, and command center in one hull — it builds, repairs, and deploys everything you field.
Airborne
Stormvane
Amphibious
Tideram
Interceptor
Whirlvane
Opposing force

Cinderfleet

Fights by fire and cinder.

Command ship
SS Pyrehulk
The Cinderfleet's answer to the Dreadnought — a burning hulk that pushes its front forward island by island.
Airborne
Cinderhawk
Amphibious
Seatorch
Interceptor
Ashwasp

Signature structure

Defense Command Center

The one structure that fights on its own initiative — and the clearest expression of how supply works in Ironsound.

Armament
Sea-facing launchers and ground-to-air missiles, plus a squadron of Whirlvanes — small clockwork interceptors with no one aboard, held aloft on the spark-gap link running from the center's own relay mast.
Single damage object
The complex takes damage as one object. The squadron flies at full strength right up until the whole center comes down at once — no gradual decline to read off, which makes deciding when to commit genuinely tense.
Finite supply
Losses are only replaced while its owner holds both a Factory and a Resource centre on the same supply network. Sever either and the squadron is a wasting asset.
Cinderfleet equivalent
The Ashwasp fills the same role on the opposing side.

Follow Ironsound as it's built

Development notes, systems breakdowns, and the occasional look at what broke this week.