Friday, June 12, 2026

Kickstarter project!

Kickstarter link

Iron & Aether: A Ludicrously Deep Tactical RPG Built for the AI Age

I’m creating Iron & Aether, a tactical SRPG about guns, magic, tragedy, companions, and a world on the edge of demonic invasion.

At first glance, it looks simple: you lead a scrappy band of adventurers across an overworld, take contracts, recruit companions, fight tactical battles, and hunt for the legendary Eight Spheres of Breaking before the Demon King’s armies arrive.

But under the hood, this game is something far more ambitious.

I’m building an SRPG with a frankly ludicrous amount of simulation, granularity, and interconnected systems. A game where companions have personal histories, unfinished quests, emotional arcs, equipment loadouts, spell training, class skill trees, battlefield roles, tactical synergies, and consequences that ripple through the campaign. A game where story, mechanics, AI behavior, progression, equipment, overworld exploration, recruitment, tragedy, and tactical combat are not separate boxes — they are all connected.

This is the kind of game I have wanted to play for years: dense, strange, reactive, system-heavy, and unapologetically overbuilt.

And I’m making it now because AI finally makes it possible.

Why This Game Exists

Most tactical RPGs make hard choices about scope. They have to. Every companion, quest, map, ability, enemy behavior, item, and story branch takes time. Every new system creates more work. Every new layer multiplies the complexity of every other layer.

So games usually simplify.

Iron & Aether goes the other way.

I want a world where:

  • Companions can be recruited in large numbers, but only ten can deploy at once.
  • Every companion can have personal quests, traits, relationships, memories, and unfinished business.
  • Skills, magic, class trees, equipment, morale, wounds, story events, and tactical roles all matter.
  • The overworld is not just a menu, but a living campaign map full of dungeons, strange sites, hidden threats, and story paths.
  • Battles reward synergy, not just numbers.
  • Enemy AI learns to act like a coordinated squad instead of a pile of independent targets.
  • Main story chapters are long, emotional, and mechanically meaningful.
  • A character death does not just remove a unit — it leaves a hole in the story, the roster, and the world.

The dream is not just “more content.”

The dream is interconnected content.

A ridiculous simulation web where small things matter because everything is allowed to touch everything else.

Proudly Built With AI

Iron & Aether is proudly AI-assisted.

Not because AI replaces creativity, but because AI makes a different kind of creativity possible.

A human developer working alone has to make brutal cuts. There are only so many hours in a day. You can only write so many characters, test so many systems, build so many encounters, design so many menus, and connect so many mechanics before reality wins.

AI changes that equation.

AI lets me prototype at a scale that would normally require a studio. It lets me iterate systems quickly, generate variations, stress-test ideas, expand story arcs, add more simulation depth, and keep pushing the design past the point where a normal solo project would collapse under its own ambition.

That matters because Iron & Aether is not trying to be minimal.

It is trying to be excessive in the best possible way.

It is trying to be the kind of game where the armory has loadout logic, the magic screen has spell training, the overworld has quest tracking, companions have personal arcs, enemies coordinate around healers and marked targets, and story chapters change the actual state of the campaign.

This is the kind of design AI is uniquely good at helping with: not just creating one piece of content, but helping manage a huge web of relationships between systems.

Iron & Aether is not hiding its AI use. It is built around the belief that AI can help make games deeper, weirder, more reactive, and more personal than would otherwise be possible.

The Story

You begin as a freelance adventurer with a small team and a simple contract: investigate a mysterious source of monsters near Mossgate Warrens.

It should be a local job.

It is not.

After clearing the first dungeon, your party comes face to face with Vaelgrim, Ash-Wing Marshal of the Outer Host, a general of the Demon King. He explains that the monsters were only the beginning. His master is preparing an invasion that will roll across every road, shrine, city, and field.

He spares your team because you fought well.

He wants witnesses.

From there, the campaign becomes a race to recover the Eight Spheres of Breaking, ancient relics that may be able to stop the Demon King before his hordes arrive.

Each Sphere is its own story chapter, with its own environment, emotional focus, mechanical hook, and consequences.

The Ash Sphere reveals one companion’s bloodline connection to an old magical seal.

The Mirror Sphere forces another to confront a battlefield decision that has haunted her for years.

The Iron Sphere introduces a mandatory new companion, Ellen-0, a humanoid command intelligence who may be helpful, dangerous, loyal, compromised, or all of the above.

The Root Sphere turns the idea of “home” and “care” into something monstrous — and takes a main character from the party in a sudden, tragic death that leaves behind an unfinished quest.

This is the tone of Iron & Aether: tactical, strange, emotional, sometimes funny, sometimes cruel, and always systemically connected.

The Tactical Combat

Combat is grid-based SRPG combat with firearms, magic, class skills, equipment, deployment, cover, AP, morale, wounds, and squad roles.

The goal is not just to make the numbers go up.

The goal is to make the squad work together.

A good team might use:

  • Marksmen to expose priority targets.
  • Medics to stabilize wounded allies.
  • Arcanists to ward the frontline.
  • Engineers to shock, repair, and control the battlefield.
  • Vanguards to hold pressure.
  • Scouts to reveal and harass.
  • Duelists to punish isolated enemies.
  • Occultists to debuff, drain, and break morale.
  • Rifles, sidearms, heavy weapons, focus gear, grenades, armor, charms, and specialized equipment.

As the campaign escalates, the enemies become more coordinated too.

They do not just run forward and attack. They preserve medics, use cover, value formation, focus fire wounded targets, exploit exposed units, retreat vulnerable support units, and coordinate role order so that support, setup, damage, and flankers work together.

The later story battles are not meant to be beaten by raw enthusiasm. Some are deliberately hard “come back stronger” encounters. You are expected to improve the squad, train skills, upgrade gear, learn spells, recruit companions, and return with a better plan.

The Companions

You can recruit as many companions as you can find, but only ten can deploy at once.

That creates a living bench, not just a party of four.

Companions can have:

  • Classes
  • Traits
  • Personal histories
  • Personal goals
  • Personal problems
  • Questlines
  • Relationships
  • Spell training
  • Class trees
  • Equipment loadouts
  • Battlefield roles
  • Story consequences

Some companions are ordinary recruits.

Some are story-critical.

Some may die.

Some may betray you.

Some may simply leave a job unfinished, and the game will remember.

The goal is to make companions feel less like stat blocks and more like people tangled into the campaign machine.

The Overworld

The overworld is a strategic map full of towns, dungeons, side sites, threats, quest targets, and Sphere paths.

You travel tile by tile, follow main story leads, choose side quests, stumble uponstrange locations, and use the quest tracker to decide what your squad is pursuing.

The world includes:

  • Main story Sphere paths
  • Optional dungeons
  • Minor sites
  • NPCs
  • Threats
  • Towns and shops
  • Recruit leads
  • Companion quests
  • Travel events
  • Story triggers
  • Hard encounters
  • Hidden discoveries

The overworld is not just a stage select screen. It is the tissue connecting the entire campaign.

Why Kickstarter?

I’m bringing Iron & Aether to Kickstarter because this is exactly the kind of strange, ambitious, system-heavy project that benefits from a community early.

The prototype already has a large amount of functionality: overworld travel, tactical combat, deployment, companion recruitment, class trees, magic training, story events, dungeons, hard encounters, AI enemy behavior, party EXP, and multiple Sphere story arcs.

But the goal is much larger.

Funding would help push the project from an ambitious prototype into a fuller game with better presentation, more content, more polish, stronger UI, deeper balancing, improved art direction, more story chapters, more tactical encounters, and more player-facing clarity.

This game is intentionally dense. That density needs time, testing, refinement, and polish.

What I’m Trying to Build

Iron & Aether is for players who love:

  • Tactical RPGs
  • Party management
  • Character-driven campaigns
  • Weird fantasy
  • Guns and magic
  • Interconnected systems
  • Long-term progression
  • Base/armory management
  • Difficult battles
  • Strange overworld events
  • Companions with baggage
  • Games where the mechanics and story actually touch

It is a game about a doomed world, a messy team, impossible relics, tactical violence, unfinished work, and the strange hope of building something that lasts before the Demon King arrives.

It is also a statement:

AI can help make games that are not smaller, flatter, or more generic.

AI can help make games that are deeper, stranger, denser, and more reactive.

Iron & Aether is my attempt to prove that.

If you want to help build a tactical RPG with an absurd amount of simulation and a heart buried somewhere under all the systems, I would love to have you along for the ride.