
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
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.
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.
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.
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.
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
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.
