IRON VERDICT is a dark turn-based RPG where guilt is decided by trial by combat. Fight as the Crown's champion. Parry or dodge enemy attacks, or turn them off entirely. The longer you serve a kingdom that kills innocent people without breaking its own laws, the closer you get to finding out why.
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開發人員Seal Desk發行商Seal Desk類型獨立角色扮演
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In the kingdom of Grimgravel, guilt can be decided by trial by combat.
The accused is given a weapon, and the Crown sends you to fight them. Whoever walks out is innocent.
You have never lost.
Most people who reach the arena have done nothing. The guilty usually confess long before it gets that far.
You've known that for years. You kept doing the job anyway. Until now.
IRON VERDICT is a dark turn-based RPG about a knight who has spent years enforcing a law he is starting to doubt.
Turn-based. Until they swing.
Parry at the right moment to avoid damage and counterattack. Stronger attacks give you less time to react.
Dodge gives you more time to react and also works against attacks that can't be parried, but you won't counterattack.
Miss either one and you take 150% damage.
Some enemies attack several times in a row, with a separate timing window for each hit. If you get the timing right, you can parry the whole sequence and counter each attack.
The rest of combat works like a traditional turn-based RPG. You choose skills, manage resources, build your party, and plan your turns normally.
Limit abilities also use timed inputs.
When the gauge is full, using a Limit starts a short input sequence tied to the attack.
Get the timing right and the attack becomes more powerful. Miss it and the attack fizzles.
If timed inputs aren't your thing, you can switch to Classic Turns at any time.
Classic Turns takes them out of combat entirely. You attack, guard, heal, and use skills as usual, with damage dealt and received at standard values. No timing bonuses, no timing penalties.
You lose the counterattacks that come from parrying, but counterattacks you learn as character skills still work.
Same enemies, same battles, same story.
Some of them are still breathing.
If someone survives the fight, you decide what happens next.
Execute them and take the full reward.
Hand them over to the law and receive only half.
Some of the people you spare come back. They remember what you chose.
What you do becomes part of your record.
Every party member has their own abilities and their own skill path.
As you travel together, you can build your relationships with them and unlock Duo Attacks.
When the shared gauge is full, two characters can perform a special attack together. Each pair has its own attack, and it becomes stronger as their relationship grows.
Strange creatures have started appearing across Grimgravel.
They don't appear at random. Each one leads back to a case the court got wrong.
Grimgravel is six hundred years old. Its laws are not.
Its people believe those laws cannot be wrong. You have spent years proving them right.
Now you have a reason to look again.
FEATURES
- Dark fantasy turn-based RPG with active combat mechanics
- Parry and Dodge enemy attacks with timed inputs
- Multi-hit attacks with separate reaction timings
- Limit attacks you have to hit the timing on
- Two combat modes, Active Time and Classic Turn-Based, switch anytime
- Decide what happens to enemies who survive a battle
- Abilities and skill paths for every party member
- Build relationships and unlock Duo Attacks
- Spare the accused and they return, leading to multiple endings
- Dungeons under the city, and something living in them
- Approximately 50–60 hours of gameplay
You have never lost a duel.
Start hoping you do.