This project's funding goal was not reached on April 1, 2013.
This project's funding goal was not reached on April 1, 2013.
Newest Update: Iron Dawn in the German gaming press!
Gameplay Video (German Audio with English Subtitles)
We at Zombiefood are excited to bring you Iron Dawn: a massively multiplayer turn based online strategy game set in the colorful steam punk universe of the German tabletop game Götterdämmerung.
Iron Dawn is strongly influenced by classic strategy and role playing games like UFO, Jagged Alliance, Incubation and Fallout that we enjoyed playing back in the 90s. We have all played these amazing games for more times than we can count and bringing their depth and complexity back to gaming is what Iron Dawn is all about. We need your help to make this dream a reality!
Although Iron Dawn is an MMO there will be no subscription fee. After you have bought the game you can play forever! We will release and sell subsequent content updates in the future but these will not be mandatory to play.
The world of Iron Dawn contains many unique factions that all have their own reason to fight one another. Currently we are working with two factions that we want to have ready for the release of the game with at least three more coming in future updates.
Today’s Commonwealth is the biggest realm of mankind in the world of Iron Dawn. After centuries of peace and development, the republic is now on the brink of destruction.
The sudden and devastating attack of the Quel’Nar transformed the beautiful lands of the realm in wastelands. Many years of grueling warfare transformed the Commonwealth into a gigantic unflinching war-machine that stands alone against the ever growing armies of the Quel’Nar.
Various additional internal problems have been plaguing the country since the start of the crisis. In the magnificent capital Victoria, a conflict is brewing between the Technocrats, who view modern weaponry as the only possible means of victory, and the church, which sees a divine intervention by the gods as the best possible outcome.
The troops of the Commonwealth consist of various specialists and machines, each with different strengths, weaknesses and special abilities. A commander who can master these different individuals and use them to their fullest potential is a force to be feared.
If you choose to join the Commonwealth you will be following the story of Talya Blake, a veteran combat medic, as she fights back the onslaught against the Commonwealth and tries to figure out what the goal of the Quel’Nar is.
A few years ago the Quel’Nar appeared from out of nowhere and started a brutal campaign of war and destruction against any other living being they encountered. Not much is known about the origin or goals of this enigmatic race. Only that they are ruthlessly efficient, that they seem to absorb the life out of their enemies which they then use to power strange magical devices and that their society is highly structured into what seem to be different castes.
Many humans follow the Quel’Nar out of fear or lust for power which has allowed this faction to infiltrate great parts of the Commonwealth.
The hordes of the Quel’Nar consist of extremely powerful flesh constructs as well as powerful Quel’Nar themselves. Their biggest weakness is their reliance on the life force of others without which they are not able to function. A Quel’Nar commander will have to keep an eye on the essence consumption of his units and refill them periodically using his cultists or gathering constructs.
If you choose to join the Quel’Nar you will follow Alistair Acton the 4th, an ambitious Commonwealth aristocrat who sees the alien creatures as a means to rise to power, as he rises through the ranks of the Quel’Nar.
The Iron Guild is the largest and oldest Guild within the Dwarven Kingdom in Tharwin. The dwarves are an ingenious people who first discovered steam engines and clockwork technology. When the Quel’Nar first appeared the dwarfs were the first to come in contact with them. Although the dwarfs are possess very advanced technology, the sudden and brutal attacks of an unknown enemy took them completely by surprise. In addition the close proximity to the strange machines of the Quel’Nar caused horrible sicknesses mutations within the dwarven population.
The King decided to flee with his people to the nearby Commonwealth empire using giant cities on wheels which he baptized steam hives.
The Iron Guild itself refused to leave their ancestral homelands a view the exodus as a betrayal to their ancestors. To withstand the constant onslaught of the Quel’Nar and to counteract the mutations that plague them the Guild developed means of replacing injured or infected limbs using clockwork technology.
The warriors of the Iron Guild are few but fearsome. With powerful rifles and explosives they dominate long range combat and use heavily armored fighters in case it comes to close combat. Their main drawback is their sluggishness as well as their low numbers. Troops of Dwarves are small. A skilled Iron Guild commander that manages to entrench his units in a defendable position can withstand almost anything.
If you choose to join the Iron Guild you will follow Gronar Ironfist, leader of the Guild and great warrior, as he desperately defends his homeland against any who would defile it. His former lands mate included.
In Iron Dawn you are a commander for one of the different warring factions battling for control over the world of Tharwin. You recruit, train and equip your own custom troop and fight alongside your faction against anyone and anything that might oppose you. The gameplay is divided roughly into three different parts: Tactics, Management and Storyline.
You’ll spend a lot of your time on the many battlefields of Iron Dawn, fighting against other players or the AI. We took the rules of the tabletop Götterdämmerung and adapted them to fit the digital platform. To get a feel for the gameplay we highly encourage you to try out the demo.
Every unit at your disposal has its own huge repertoire of different skills and actions it can undertake which increase over time as it gains experience. In addition to that we created many interactive tactical elements that are placed in those levels. Destructible covers, traps, doors and teleports are only the ones that are already implemented. With these elements we want to enable you to use the environment to your advantage, making levels more than just nice to look at.
When you’re not fighting battles you will spend a lot of your time tweaking and improving your army. We’re giving you a huge amount of possibilities to do this.
At the moment we have two factions that start out with seven units each, with more planned for the future. These units are completely different from one another. The units are exclusive to each faction. Every unit also gains experience and rises in rank. Every rank is accompanied by a skill point that you can invest in the unit’s specific skill tree.
Additionally, every unit can equip up to two weapons and an armor kit. These equipment pieces can be bought from the market, found in loot after battles or traded with other players. In addition to improving the unit’s attack and defense values, these equipment pieces can also shift some of its attributes to fit a specific role.
The last tweak available to you comes in form of officers. These supporting characters can be hired and attached to one or more units. Every officer has a specific buff it applies to the unit it is attached to. Officers can only be attached once every few days, depending on their rank, so you’ll have to think hard about your decision.
Every time a wounded unit falls in combat it has a small chance of dying completely and this chance increases with every untreated wound. To treat the wounds, units have to be sent home to healing facilities which takes time depending on the wounds and the level of the unit. You can also send units away for training or on various missions that are rewarded with loot or cash. All the timers associated with these activities continue to run while you are offline, giving you the possibility to make your units work for you when you don’t have time to play.
In Iron Dawn all the fighting takes place on different battlegrounds in the world of Tharwin which we call scenarios. These scenarios are divided into different sectors that can be conquered by all participating factions.
The mechanics behind conquering sectors are complex and require teamwork amongst players of a faction. When two sectors of different factions are adjacent to one another, players get the choice of fighting on that border. Each win and loss of every player fighting on that border is logged by the game. It checks periodically if one faction has won enough battles at this border to conquer the adjacent sector in which case it changes ownership. Many additional rules govern how this mechanic works. You will be able to strategize on the grand scale and use tactics like cutting off supplies from the HQ or attacking sectors from multiple fronts.
Maybe the most intriguing feature is the storyline itself which is dependent on what you – our players – do. Every time a scenario is released and played for the first time, everything that happens is logged and taken into account for any future scenarios. We will log how many times each faction has won or lost in one of the critical moments, which objectives were reached by which faction and last but not least of course which faction ultimately won. This first play-through and all its consequences then become canon for the story of Iron Dawn and we go from there when we design future scenarios. After the initial playthrough the scenario will still be available. You can then relive the story, try to unlock other paths within the scenario to see the “what ifs” and get any reward you might have missed but the storyline will be defined by that first initial playthrough. This system will make the story dependent on player actions. Whatever you do in that first playthrough has an effect on everyone else – us included. We’ve got plenty of ideas on where the story could go but we don’t know for sure. We’re very excited to find out with you!
The features presented so far are what we can accomplish if we meet our goal. We have many ideas for additional features that we would like to add to Iron Dawn if we hit our stretch goals , such as a 3rd faction consisting of dwarfs for example. If funded, these features would be added to the game shortly after its release and made available to all backers for free. Regular players will have to buy these features as DLC.
We will disclose more these stretch goal features when we get close to our funding goal.
Zombiefood specializes in providing tasty brains to the hordes of Zombies that will inevitably take over the earth in the upcoming Zombie-Apocalypse. We do so by creating games that make you think, thus making your brain tastier for future consumption. Why would I want to make my brain tastier for Zombies you ask? Well, your (tasty tasty) brain might get eaten once. After that though, you’ll be eating a lot of brains yourself. Zombiefood aims to make sure those brains are extra filled with tasty gray cells.
Zombiefood was founded two years ago in Berlin by the two zombie-visionaries and programmers Felix Dreyfus and Simon Gratwohl and Iron Dawn is our first product of many on our quest for a tastier future.
Our Team consists of young and talented individuals that are all working hard on making Iron Dawn an amazing game.
But we're not all newcomers! Simon and Felix have been making games as part of their studies for years, including a RTS game that was the only German game to reach the semi-finals of the Microsoft Imagine Cup 2010. Patrick Soeder, our Lead artist, has been working as a graphic designer and illustrator in the pen&paper and tabletop industry for more than 10 years. Lukas Deuschel ,our sound designer, is one of the co-founders of SureAI, a German modding group. He composed the music for “Nehrim” which received the “Mod of the Year Award” in 2010. Everyone else has been modding, modelling, hacking and designing since they could hold a mouse.
Please include £2.5 for shipping in Germany and £10 for international shipping for physical rewards.
As we are only a small team, the portrait rewards and the design rewards will be implemented over time on a first come first serve basis.
Making a game is never a piece of cake. There are lots of unforeseen risks and challenges that can occur during production, especially in the early stages. In addition we are a young team and although all of us have already worked on games this is the first one we accomplish as a team.
This is the reason why we waited before launching this campaign until we had a version that was functional enough to present to the public. The demo is a way of proving that we can do it. Most of the foundations have already been placed and the remaining 6 months of work which we want to fund here will mainly be about improving already working features.
We have set our release date based on the experience we have gathered on this project during the last 1.5 years and we are confident that we can deliver both on time and with the high quality standard that we have set to ourselves.Learn about accountability on Kickstarter
The game will work on Windows, Linux and MacOS.
As in most MMOs you will need to create an account to play. But we have no problems with you sharing that account with anyone else or giving it away.
We're currently looking into all kinds of online distributors and it's too early to say for sure. We'll try to get into as many of them as possible.
Yes, but only for purely cosmetic items. We're definitely against Pay2Win.
There will be an AI in the final game to play against for cases where no other player is present. We also plan special Boss- and Dungeon-levels where you fill fight against an overpowering force with the help of your friends.
- (60 days)