<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>Ironfall dev log</title><link href="https://reasons.games/ironfall/devlog/"/>
<link rel="self" href="https://reasons.games/ironfall/devlog/feed.xml"/><id>https://reasons.games/ironfall/devlog/</id><updated>2026-10-13T12:00:00Z</updated>
<author><name>Reasons Games</name></author>
<entry><title>You can stop now</title><link href="https://reasons.games/ironfall/devlog/19-pause-saves-and-sound/"/><id>https://reasons.games/ironfall/devlog/19-pause-saves-and-sound/</id>
<updated>2026-10-13T12:00:00Z</updated><summary>Until today a browser player could not pause, could not save, and could not get back to the title screen without reloading the page. This update adds all three, adds a volume control for every sound the game makes, and makes the game remember your settings.</summary></entry><entry><title>A dog you can always find</title><link href="https://reasons.games/ironfall/devlog/18-dog-you-can-see/"/><id>https://reasons.games/ironfall/devlog/18-dog-you-can-see/</id>
<updated>2026-10-13T12:00:00Z</updated><summary>The darker dogs disappeared into dark grass and night, the adoption screen had game HUD showing through it, and in a fight the raider vanished under its own blood spray. This update fixes all three.</summary></entry><entry><title>Eight dogs you can tell apart</title><link href="https://reasons.games/ironfall/devlog/17-eight-dogs-at-a-glance/"/><id>https://reasons.games/ironfall/devlog/17-eight-dogs-at-a-glance/</id>
<updated>2026-10-13T12:00:00Z</updated><summary>The eight dog breeds looked too much alike at normal game zoom: two black-and-tan dogs, three grey ones, and nearly all with the same pointed ears. Every breed now has its own size, coat and shape, so you can tell your dog from across the screen.</summary></entry><entry><title>Meet your dog</title><link href="https://reasons.games/ironfall/devlog/16-meet-your-dog/"/><id>https://reasons.games/ironfall/devlog/16-meet-your-dog/</id>
<updated>2026-10-13T12:00:00Z</updated><summary>You no longer survive alone. Every new game now starts with adopting a dog: pick one of eight breeds, give it a name, and it follows you out into the wasteland. It bites raiders, sniffs out loot and buried caches, hunts rabbits and deer, carries a few things for you in its own pack, and gets knocked down instead of dying.</summary></entry><entry><title>The title screen wakes up</title><link href="https://reasons.games/ironfall/devlog/15-the-title-wakes-up/"/><id>https://reasons.games/ironfall/devlog/15-the-title-wakes-up/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>The opening is now one continuous shot. After the rust drips, the dark behind the Reasons Games badge melts away and reveals the title scene, which is already moving. The badge fades, the IRONFALL logo drops in, the airship arrives, and the scene keeps quietly idling behind the menu. The splash also has new sounds, and the title has its own looping theme.</summary></entry><entry><title>Walls break open</title><link href="https://reasons.games/ironfall/devlog/14-walls-break-open/"/><id>https://reasons.games/ironfall/devlog/14-walls-break-open/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>A small polish pass on the new walls. A broken wall now has a real hole in it that you can see the ground through, with rubble piled at its base. Mech-alloy walls are lighter so they stand out on dark ground, and walls of different materials now line up cleanly where they meet.</summary></entry><entry><title>Rust drips</title><link href="https://reasons.games/ironfall/devlog/13-rust-drips/"/><id>https://reasons.games/ironfall/devlog/13-rust-drips/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>The Reasons Games badge now starts clean. Rust drips crawl down it from the letters, rivets and edges, a few drops fall off the bottom and land in the dark, and it ends on the full dripping badge before the title comes up. The splash now runs about six seconds so you can watch it happen.</summary></entry><entry><title>Point and click</title><link href="https://reasons.games/ironfall/devlog/12-point-and-click/"/><id>https://reasons.games/ironfall/devlog/12-point-and-click/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>With a mouse you can now play the whole game with the cursor. Left click the ground and your survivor walks there, finding a way around walls, rocks and water. Left click a raider to walk into range and attack, or click a crate, tree or door to walk over and use it. Right click attacks right where you stand. The character always faces the cursor, and WASD and the gamepad work exactly as before.</summary></entry><entry><title>Walls built from blocks</title><link href="https://reasons.games/ironfall/devlog/11-walls-from-blocks/"/><id>https://reasons.games/ironfall/devlog/11-walls-from-blocks/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>Walls, doors and gates now come in six materials, from wood up to mech-alloy, and each one has its own strength. They join their neighbours in every direction, swing open on their hinges, and visibly crack and break as they take damage. Every sprite comes from a 3D model that an agent built in Blockbench.</summary></entry><entry><title>Reasons Games</title><link href="https://reasons.games/ironfall/devlog/10-reasons-games/"/><id>https://reasons.games/ironfall/devlog/10-reasons-games/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>Ironfall now opens with the Reasons Games studio badge, a cracked, riveted steel shield with rust-orange letters. It fades up from black, settles with a soft metal clank, catches one glint of light, and fades into the title screen.</summary></entry><entry><title>A proper front door</title><link href="https://reasons.games/ironfall/devlog/09-title-screen/"/><id>https://reasons.games/ironfall/devlog/09-title-screen/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>Ironfall now opens on a real title screen. The IRONFALL logo drops in, a patched-up airship flies in from the left and slows to a hover just under it, and an animated START plaque appears below the ship.</summary></entry><entry><title>Day and night, real weather, and the wasteland finally makes noise</title><link href="https://reasons.games/ironfall/devlog/08-light-weather-sound/"/><id>https://reasons.games/ironfall/devlog/08-light-weather-sound/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>The world now has a full day and night cycle with real lights and shadows, a seeded weather system with rain, storms, fog, dust storms and snow, punchier combat feel, and its first sound: 154 effects, ambience beds and a music track for every zone.</summary></entry><entry><title>Mechs that look like machines, and shots you can see land</title><link href="https://reasons.games/ironfall/devlog/07-combat-polish/"/><id>https://reasons.games/ironfall/devlog/07-combat-polish/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>A polish pass on Update 6. The heavy mech has been redrawn as a proper war machine, the scout mech is bigger and easier to spot, and bullets, impacts, wall hits and turret fire all have clearer pixel-art effects.</summary></entry><entry><title>Raiders, mechs, and a fight for the base</title><link href="https://reasons.games/ironfall/devlog/06-enemies-combat/"/><id>https://reasons.games/ironfall/devlog/06-enemies-combat/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>The wasteland fights back. Raider gangs hold camps and come for your base on a timer, and armoured AI mechs patrol the ruins with red scanning cones. You fight back with melee swings and guns that use real ammo.</summary></entry><entry><title>Craft, build, and push back the dark</title><link href="https://reasons.games/ironfall/devlog/05-crafting-building/"/><id>https://reasons.games/ironfall/devlog/05-crafting-building/</id>
<updated>2026-10-12T12:00:00Z</updated><summary>You can now craft at a ladder of stations, put up a base piece by piece, upgrade it from wood to metal to reinforced, and defend it with a turret. Recipes have to be discovered, and the world is hidden under fog until you go and look.</summary></entry><entry><title>A first vehicle, built in 3D</title><link href="https://reasons.games/ironfall/devlog/04-first-vehicle-test/"/><id>https://reasons.games/ironfall/devlog/04-first-vehicle-test/</id>
<updated>2026-10-11T12:00:00Z</updated><summary>Vehicles, the airship and the mechs are planned as 3D models. This update tests that route: a dune buggy was modelled in Blockbench, rendered from 8 directions, and turned into pixel art. It is a test, not the final vehicle.</summary></entry><entry><title>The world is now open and generated</title><link href="https://reasons.games/ironfall/devlog/03-open-world/"/><id>https://reasons.games/ironfall/devlog/03-open-world/</id>
<updated>2026-10-11T12:00:00Z</updated><summary>The game now starts in a world made from a seed. Walk in any direction and the land keeps going: forests, ruins, wasteland, rivers and roads, all generated as you move.</summary></entry><entry><title>Setting the art direction</title><link href="https://reasons.games/ironfall/devlog/02-art-direction/"/><id>https://reasons.games/ironfall/devlog/02-art-direction/</id>
<updated>2026-10-11T12:00:00Z</updated><summary>Ironfall gets its look. The art is generated with AI, then cleaned up pixel by pixel to a single locked palette, so characters, terrain, props, items and effects all sit together.</summary></entry><entry><title>Day one: the foundation</title><link href="https://reasons.games/ironfall/devlog/01-foundation/"/><id>https://reasons.games/ironfall/devlog/01-foundation/</id>
<updated>2026-10-11T12:00:00Z</updated><summary>Ironfall begins as a top-down survival game in Godot. This first update sets up the project, the controls for keyboard, mouse and PS5 controller, a test map, and the art pipeline the rest of the game is built on.</summary></entry>
</feed>
