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Forum Updates:

Update Thumb Brand new and narrated C&C video is up!
Update Thumb New video shows the second Assassins Guild's quest, the game flow, a night map, fire particles for the easily amused, the PC fighting with allies (just because you don't have an entourage of emotionally scarred people with troubled past doesn't mean you have to save the world all by your awesome self), and an optional third-person view.
Update Thumb Who likes text-adventures?
Update Thumb Welcome to the ruins of Zamedi. It used to be a large city, but that was before it was hit by three 1D4+1 magic missiles in a row during a decade-long war. So, nothing survived but this tower. It's rumored that such towers had wondrous machines that channeled power from other planes and used it in many different and creative ways, including but not limited to raising protective shields when under attacks.

Update Thumb Ibn Hadad! I've finally found you! How is life treating you, old boy?

Update Thumb How about this magic tube then? You point it at anything and it will instantly appear in this crystal, as close as if you were standing next to it. Now that's real magic and don't even think about telling me otherwise. You can use it for anything, I suppose, but if you're real smart, you'll ask me to put it on one of those crossbows you were looking at earlier.

Update Thumb House Aurelian managed to locate and dig out this pre-war smelter. Now all they need is a loremaster to operate the machinery. If you happened to be a loremaster who has always dreamed of serving House Aurelian, here is your chance. Or you can score a few points with House Daratan...

Update Thumb The flying fortress - one of the pre-war's most powerful engines of war. Not as powerful as the ancient India's vimanas armed with blazing missiles and iron thunderbolts charged with all the power of the Universe, which "reduced to ashes the entire race of the Vrishnis and Andhakas", the flying fortresses were able to pack quite a punch.

Update Thumb

Welcome to the famous Maadoran Slums, a maze-like miles-long district avoided even by guards. It's that proverbial rock-bottom you'll end up at when you make too many wrong choices. Unless you actually like places where the hands of law won't reach you.

Ages ago it was a nice and quiet temple district. Since then the temple was raided and almost destroyed, and what's left of it changed hands many times, until the thieves guild decided to move in, controlling the entire district from there.

Update Thumb A new, more primitive town is slowly rising from the leftovers of an older, pre-war town.

Update Thumb

Welcome to the "Lucky Shot" store! If you see anything you like, just ask me. Ah, what the hell, I've got time, so I'll tell you anyway.

This little guy here is a nothing but a toy. Can't shoot straight no matter what you do with it and has no power, but I suppose you can't miss if you shove it in someone's face, can you? You can hold it with one hand and I don't think I have to tell you what that means.

Now this here is a real crossbow. As standard as they come. Good, accurate, reliable. That's my number one choice. I fought two wars with it and I have nothing but good things to say about it. However, if you want something bigger and better, try its cousin over here. The difference? Take a look at that bow. That's a big motherfucker. It will take you longer to bend that bow for another shot, but it will punch a clean hole through any armor.

This? This here is our latest import. All the way from ... goddamit ... always forget the name of that shithole. Anyway, my point is, it's exotic shit. Will cost you triple if you've got the coin. This strange-looking bird has two bows. They are vertical, of course, otherwise, how the hell would you load the second bow? You know what that means? You can shoot twice without reloading. Sweet little deal, eh?

And the last one is what we call a repeating crossbow in this business. See this box on top? Load it up with ten bolts, aim, and fire. No, it's not fully automatic, although I've heard things you aint gonna believe... So, you still have to reload it after each shot, but it will only take a heartbeat or two. Obviously, it aint nearly as powerful as the heavy crossbow, but if speed is your thing, you can't go wrong with this one. If you've got the coin, that is.

Update Thumb The second combat video has been released.

Our brand new forums are now open for business. We'd love to have you with us.

Update Thumb Should we pillage first and plunder later? Or jump straight to plunder? Decisions, decisions...

Update Thumb Latest decoration trends and interior design tips. Sign up for 10 lessons and get a T-shirt for free!

Update Thumb Welcome to Teron! Surrounded by lush forests, tranquil beaches, raiders, and military outposts, it's a prime tourist destination and a great place to live.

Update Thumb Tired of wearing the same old things? Take a look at our spring collection of designer armor and clothing lines.

Update Thumb The bridge of broken dreams.

Update Thumb

RPGWatch article

"The first location we'd like to show is "inspired" by the famous Petra in Jordan. In the AoD world it's a temple-like structure carved in and through a mountain range. This place used to be a lot more than a simple temple, but its purpose and sub levels are now forgotten. Neither getting to the other side of the mountains nor activating the ancient elevator won't be easy and players lacking proper skills will have to find another way through the mountains."

Update Thumb A pentagram? With cables and machinery? Well, that's just crazy!

Update Thumb Look! A castle! It's not brand new and it has seen better days, but it's better than living in a cardboard box, that's for sure.

Update Thumb A mountain pass. Keeps the bad guys from ... uh ... the other bad guys. I know, it's complicated.

Update Thumb Shiny armor. Now all we need is a knight.

Update Thumb Welcome to the wasteland. The nearest gas station is... You like walking a lot, don't you?

Update Thumb While some elitists may pretend that RPGs are about adjusting your stats, we at Iron Tower know better. RPGs are all about loot management. You collect loot, unload it in some store, and buy more loot. Simple as that and don't let anyone tell you otherwise.

Update Thumb Mortal combat - a deadly art of killing people. With death, naturally. Kids, don't try that at home!

Press Updates:

More attention from foreign press:

Age of Decadence: Journey Through Zamedi

Text: Welcome to the ruins of Zamedi. ... Originally, the only way to get inside was by joining House Aurelian and serving it faithfully. However, even though the tower is not a mandatory location (it's one of the ways to find out something else), I dislike when games tell me that there is only one way of doing something, so we tweaked it, adding two more ways to acquire the "key" either by stealth (insane amount of different checks in text adventure mode - only a master thief can pull it off) or combat (that's a purely hypothetical option because no dude is THAT bad).

Star Wars Knights interview

Hmm... never thought of that, but if I have to name elements that are important to me, elements that would be carried to other games - assuming, of course, that AoD sells something and there would be other Iron Tower games, then I'd go with:

  • strong non-combat gameplay
  • choices & consequences
  • turn-based combat
  • isometric

Against RPG Decadence: Vince D. Weller Interview

RPS: What's the problems with the modern RPG? How does Age of Decadence deal with it?

Vince: The problem is simple. Nobody is interested in making dialogue-heavy, turn-based RPGs loaded with meaningful choices and multiple paths. A game like Diablo will always sell more than a game like Planescape: Torment, and games like Torment are much harder to make. So, no publisher is interested in making games like Torment that may or may not sell enough to break even when you can make guaranteed hits like Diablo or Oblivion.

That creates a niche - a market too small for big companies to care about, but big enough for indie developers to play at. Since we can't match the multi-million budget visuals, we go back to the roots we focus on gameplay.

Down the Wall interview

DtW: How do you get the player involved in telling the story of "Age of Decadence"? Why is player involvement important?

Vince: Because that's his or her story, not mine. I build the framework and lay down the paths and options, set reasons, motivations, perceptions. The rest is up to you, the player. You pick your path, you decide what to do, how, and why, and you even pick your enemies. There is no designated evil boss dude to kill in order to save the world, but there are plenty of people to piss off who will gladly put you on their shit list. I understand that it won't appeal to everyone, of course, but they don't call indie RPGs a niche market for nothing.

The Gnome's Lair interview

Now, how about introducing us to your forthcoming release: Age of Decadence?

It's an RPG featuring:

  • an original, low magic post-apocalyptic setting
  • a detailed skill-based system
  • turn-based combat with action points and different attacks
  • a lot of dialogue with stat, skill, and reputation checks
  • meaningful choices & consequences
  • multiple paths & multiple endings

PC Gamer UK:

"Fortunately for anyone who's determined that RPGs must not progress into first-person 3D, there are still games like Age of Decadence (pictured). It's post-apocalyptic, it eschews magic and it's indie. It's a game predicated on social interactions, cause and effect and plenty of dialogue options; it's pretty low-tech, but has plenty of features, such as the action-point based combat, that old school roleplayers will probably find comfortingly familiar. Try www.irontowerstudio.com for more."


"... I'm talking about an interesting role-playing game, The Age of Decadence. The game promises a detailed skill-based character system, non-linear gameplay, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees. If you like open-ended RPG's this one is worth keeping an eye on."


"Now, we all know that many games sound good in the interviews and let us down when we play them. However, I do have some hopes for this one. For one thing, they said the magic words:


Yes, this is a solo outing, but, like Fallout, fighting will be turn-based. I like these guys already!
They also had something else to say about your actions in the game: C-o-n-s-e-q-u-e-n-c-e-s. What you do (or don't do) really matters. Quests aren't just there to pad things out, and there will be reactions according to your actions.

I suggest reading the material on RPG Vault, and then heading over to the main website for further information."

RPG Vault: The Age of Decadence Peek #2

Here is a brief overview of the combat system:
- It's based on action points. If you have nine AP per turn, for example, you can either attack once with a seven-AP attack, three times with a three-AP attack, or twice with a five-AP plus a four-AP attack. That gives you a huge degree of versatility and control, and adds a tactical element.

RPG Vault: The Age of Decadence Peek #1

2. Conflicts: each successfully completed side quest must piss some people off.

Actions shouldn't happen in vacuum where nothing exists but your quest objective. When you steal from someone, you steal from *someone*. When you kill someone, you kill *someone*. This special "someone" is a part of the ecosystem. He belongs (or belonged - God rest his soul) to a faction, one way or another, as even average citizens could be considered to be under the guards' protection or in the thieves guild's zone of influence. Now, his faction points fingers at your direction and puts you on the "people I really, really hate, and will probably kill one day" list.

GameBanshee Interview

So, basically, playing a game a bit differently may create a very different playing field for you. Here is an example: the Imperial Guards ask you (as a new recruit) to take over a gate guarded by two town guards. The situation has 3 outcomes:

  1. The Imperial Guards take over the gate, the town guards fortify the towers, and the town is split in half, which would affect many other quests.
  2. The Imperial Guards take over the gate AND the towers, eliminating the town guards, effectively taking over the town's perimeter, also affecting many quests.
  3. You get kicked out from the Imperial Guards, so don't count on them in the future.

NMA-Fallout Interview

Q: On multiple occasions you emphasized choices and consequences as two central elements of the game's design. Can you elaborate on that?

A: Not much to elaborate, really. An RPG without choices is an adventure game with stats and too much combat. A choice without consequences isn't really a choice. Thus, our focus has always been on choices & consequences. You choose everything: equipment, combat style and options, where to go and what to do next, quests and quest options, allies and even enemies. Every choice comes with some consequences to reward you by biting you in the ass.

RPG Vault interview, part 2

RPG Vault: "Despite the stated fact that the Iron Tower Studios team consists of only four people, The Age of Decadence seems to have quite a few notable features and elements. If they come together to form a cohesive whole, the game would be a significant achievement for any quartet, whether experienced or not."

RPG Vault interview, part 1

Q: What range and balance of gameplay will the game offer?

A: You can play The Age of Decadence in many different ways: fight your way through the game, walk in shadows, looking for less traveled roads like rooftops, walls, and locked doors; use the power of persuasion and personal magnetism, let your faction open doors for you - "Why didn't you tell me you were with the Corleone family?", or play as a con artist, impersonating other people and preying upon the gullible.

RPG Dot interview

Q: Are there any NPC schedules, reactions to player actions or other elements that help create a dynamic world?

A: The gameworld is very reactive. Everything you do affects someone or something and has consequences. NPCs play specific roles and functions in the gameworld. For example, one of the thieves' functions is smuggling. That function is connected to other characters and their functions, creating some interesting action-reaction scenarios for players to, well, play with.

If conditions for successful smuggling operations have changed (smugglers are dead or arrested, the shipment hasn't been sent from another location, corruption among guards has been eliminated, etc), the smuggling stops. And now that affects someone else. Some craftsmen who relied on the supply of cheap ore are out of business. The Merchants' Guild becomes stronger, expands its trading operations and influence.

If you manage to weaken a faction significantly, another faction will see an opportunity and move in, again, affecting a lot of things. The bigger the rock, the bigger the ripples.

Got something to say? Email us at info@irontowerstudio.com
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