About Iron Valiant:

Iron Valiant is a single-player, mecha combat action game built around tense melee fights, high-skill ranged weapon combat, and full environmental destruction and interaction mechanics. In a world of colossal steel beasts, Iron Valiant has players helm three unique mechas (known as Valiants) with a variety of unique ranged and melee weapons at their disposal. Every melee weapon will have its own unique move set, complete with particular strengths and weaknesses. Every Valiant shall contain a unique play style allowing players to craft their perfect mecha.

Iron Valiant Demo gameplay video:


Full Environmental Destruction:

Almost all buildings can be destroyed in Iron Valiant. If a structure stands in your way, then tear it down! All of our destruction is dynamic, thanks to the power of CHAOS in Unreal Engine 5. You will be able to collapse bridges on your foes, level entire structures to carve a path towards victory, and even throw your enemies into structures to damage them.


IV Gameplay 4 - Indie DB

Master Melee and Ranged combat:

Iron Valiant has tense combat centered around wise positioning, fast-paced mech battles, an in-depth melee and combo system, and satisfying ranged combat. We plan to have a large variety of enemies from other Valiants, to tanks, artillery pieces, and even infantry. Hone your skills and techniques to survive in this heart- pounding, action-packed mecha combat game.


IV Gameplay1 - Indie DB


IV Gameplay 2 - Indie DB

Story:

Iron Valiant is also complete with a dramatic, touching story about a group of kids fighting desperately to defend their beloved country from a powerful empire in the west, Gundria. Follow Reinhardt and friends on their journey to liberate the fantastical land of Astera, a country of magnificent mountains, peaceful pastures, stunning cities, and enchanted forests. Iron Valiant tells a tale as old as time, what does war cost a country? How does it shape the generations to come? What environmental impacts does it have on the natural world? Take on the mantle of the King of Kings – the Valiant Lothair Magnus Rex – and grow your arsenal, modify your Valiants to fit your play style, and learn to love your faithful companions in this wonderfully realized anime world

IV marketing image 4 lr

Current and Planned Development:

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Thank you for your interest!

We hope to see you on the battlefield!

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Tiger team logo

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Hello everyone, this post has been delayed for far too long and it has also been a long time coming. We would like to apologize for the lack of updates but our team is very, very small had been hard at work trying to make the best game possible.

Art Updates:

The last time our team made an update post, we were showing off the toon shader and some of the grass we were working on. This time, however, we would like to show you part of an entire level we have constructed.


This is the outskirts or countryside portion of the new demo level, some of the areas of the outskirts are still a work in progress. We wanted to contrast some of the more industrial bits of our world and level design with more of a rural feel. Below you will see progress on the factory portion of the level and the contrast compared to our countryside.

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Concept Art and Design Language Updates

While we were working hard on the game itself, we also had time to do some concept art updates to our lovely characters as well as some exploration sketches for flesh out the world of Iron Valiant! WE can't show everything in this update because there would be too much 2D art, but stick around and give us a follow so that you can see what the future has in store.

R E JIAN 1

Our main characters Emilia and Reinhardt were able to get a much needed redesign and nicer, more consistent rendering.

hahnor sketchCewhalen sketches


These two are some early exploration concepts for the different cultures players can expect to encounter in Iron Valiant (The Hahnor of the Mountains of Orn and the Cenwhalens) , they were concepted directly in collaboration with our very talented writer.


Mechs! Some of our mech designs were given an overhaul and we have also designed new armor types for the players and their enemies.

Gundrian Sarrissa new basicGundrian Sarrissa newGundrian Sarrissa boss

Cockpit


The base level of Gundrian Sarrissa has been updated and has also received a "Heavy Breakthrough - Air Assault" variation.

Lothair has also been upgraded, the armor set players used from our first demo is now designated as "Lothair Trainer" and his new "Tiger King" armor is shown bellow. This armor set will have its own statistics and will begin the modeling process very soon.

Lothair Tiger King2


We have also introduced a universal skeleton system which allows up to mix and match components for any mech parts we design. Players will be able to swap weapons and parts out to whatever awesome configuration they desire!


Animation Updates
Animations have also received another pass to make them more readable and better looking. Here are some brand new attack animations we have been working on for Lothair's Axe.

HeavyLightCombo

LightHeavyCombo

HeavyCombo

LightCombo


Weapon equip animations were also improved and implemented. Weapons now have their own readying animations.

EquipAnims


We are also working on two new melee weapon move sets and types. Here is the block out for the One-handed sword move set.

SwordCombo

Programming Update

Counter-measure implementation! Two types of counter-measures have finally made it into the game, the first one is the chaff-flare and the second is the smoke dispenser. Chaff-flares will automatically deploy if a charge is active and when fired, they will redirect homing missiles to chase the flare instead of the player. Smokes will obscure both the player and the AI, hindering weapon accuracy and also disrupting missile lock on. Below is an example of the flare prototype in action, this is not final implementation.

IV CM demo


Melee combos and tracking

Melee tracking received a big upgrade, motion warp range on melee attacks has been extended, tracking has been improved, and the combo inputs are substantially more responsive. Using the melee attacks used to feel clunky and the range was difficult for many to gauge so we moved to a more character action style system to help solve this problem.

IV combo tracking


We hope this update will excite everyone for what is to come. Our team is planning on having the new demo with our updated graphics, gameplay, destruction, equip-able items, and much more as soon as possible! We wanted to show more but since we have been quietly working for so long there was too much to just have everything in one post. Thank you for viewing our update and we hope to see you on the battlefield!

Iron Valiant Progress Update #1

Iron Valiant Progress Update #1

News 6 comments

An update on what is being worked on for Iron Valiant.

Iron Valiant Demo Available

Iron Valiant Demo Available

News

We have released the Iron Valiant playable demo to the public!

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Iron Valiant Demo 06-05-2023

Iron Valiant Demo 06-05-2023

Demo

The first playable demo for Iron Valiant, we hope you will take time to paly it and leave your thoughts and feedback.

Post comment Comments
Woozle
Woozle - - 2,617 comments

I'm not really the target audience for this type of game but your VC inspired art style has me interested anyway, following with interest

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xhammy
xhammy - - 1 comments

It feels a lot more fluid than say GBO2. I think my biggest gripe is going to be the linear movement acceleration in boost so I just hit a sudden wall where I get no more speed, and don't have a great sense of momentum. I don't think the dash is faster than boosting so it feels pointless.

Stun locks also blocking camera rotation, and auto rotating me towards my attacker is uniquely annoying.

Attacks don't feel very impactful, and maybe a bit floaty. I don't want to provide feedback to turn it into the stiff mess that is GBO2, but maybe it's the way they interact with movement, or that I still have rotation control at the start of the first damage frame. Like Dark Souls locks out rotation during the wind up, and then gives it back during the swing and then locks it during the damage frame. A careful balance to not just feel like I'm losing control to a stiff clunky game but still keeping weight in the attacks.

There's some animation polish, but yeah duh it's alpha.

Enemies feel spongy, their dodge straight up cheats.

The genshin impact HUD is an odd design choice.

Default keybinds are weird.

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Monodrobe
Monodrobe - - 1 comments

Curious what key bindings you found were odd and if ya had suggestions for new defaults

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Turnip_Mercenary Creator
Turnip_Mercenary - - 4 comments

Hello Hammy, thank you for the feedbacK! The stun lock auto rotating the player towards their attacker can be annoying, I agree. We will probably be removing it, it was something implemented in case controller players were being overwhelmed and could not turn quickly enough to face their attacker. The melee system and animations are getting worked on right now, we are actually trying to finish them out. For example, we are going to lock out player rotation controls while executing melee attacks, a lock on system is being added, and more melee moves are are being planned for the Axe specifically. I specifically allowed rotation controls while executing melee attacks a long time ago because a lot of the melee system
was borrowing from Mordhau and Chivalry. The design, however, has changed for many reasons and we are shifting the melee in a different direction.

Reply Good karma+1 vote
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