GRIMFUTURE
A turn based fight in a stone dungeon corridor. Three robot characters in medieval costume face two goblins, with health values above each and a combat log at the bottom of the screen.

The Iron Jest

Robots impersonating medieval knights, in a kingdom that has not noticed.

Status
Vertical slice playable
Genre
Roguelite tactical RPG, comedy
Platform
PC, Steam. Unreal Engine 5
Release
Q4 2027, if financing is in place by January

Body or ability.
One part, two homes.

Every part you find has a shape and a set of stats, and two places it could go.

Fitted to the chassis it changes what the robot is. Power adds a point of health each, agility adds a percent of dodge, and every two points of intellect return another energy per turn.

Fitted to an ability it changes what that ability does. The same three stats raise its damage, sharpen its accuracy and bring down what it costs to fire, while the rarer parts are the ones carrying stun, critical chance and lifesteal.

Both grids want the same piece, and you only have the one. Each ability holds a grid of its own, and only three of them can be equipped at a time.

The chassis screen: a body shaped grid of empty cells, with power, agility and intellect explained beside it and the robot's health, dodge, energy regeneration and resistances listed below.
Chassis. Parts fitted here change what the robot is.
The ability screen: the same style of grid with one blue part placed on it, and the ability's damage, accuracy, energy cost, stun threshold and critical values listed below.
Ability. The same part, spent differently.
AI content disclosure

Every image here is placeholder art, and none of it ships

All the screenshots on this page come from the live build, and all of their art is AI generated placeholder. It exists for one reason: so the systems could be built, played and tested while the studio had no artist on the team.

None of it will be in the released game. Every robot, enemy, environment and interface asset is being redrawn by hand, starting on day one of production. The shipped game will contain no generated art.

What the screenshots do show is real. The grids, the numbers, the turn order and the interface all behave exactly as pictured, because that is the part that was built first.

Descend, survive, return, rebuild

Every door is described, never labelled

Runs branch through fights, traps, events and treasure. The game tells you what a path looks like and what you can hear down it, then leaves the reading to you. No icon shows up to say which one is the fight and which one is the reward.

A torchlit dungeon junction. A panel asks which of two ways the party will take, describing each one only by what can be observed.

Reputation decides what the trader will sell you

Between runs you trade, craft, dismantle and repair. Stock is gated: the more you come back alive, the more the trader is willing to part with. Parts you cannot use become the parts you can.

The trader screen: an elderly merchant behind a counter, with a list of items showing buy and sell prices, quantities, and locked rows naming the reputation needed to unlock them.

See it running

Gameplay, no commentary

Explainer, narrated by the designer

No protagonist. The party is the hero.

  • Sir Bivantou

    Construction robot

    Playing a knight. The wrench is not part of the costume.

  • Lady Enannibet

    Childcare robot

    Playing a lady. The dress goes on over the metal.

  • Herald Zette

    Paparazzi robot

    Playing a herald. Closer to his old job than he would like to admit.

Three playable now, eight by the end of production.

Herald Zette has been taking photographs all fight

Every hit he lands puts more compromising material into that specific enemy's file. His finisher publishes it. The front page carries the photograph he took, of the enemy he took it of, under a headline about them, and damage scales with how thick the file has got.

Herald Zette's finisher: an in game newspaper front page fills the screen, headlined GOBLIN CAUGHT EATING EVIDENCE, THEN EVIDENCE OF THAT, with a photograph of the goblin it was used against.
The finisher. The headline is generated from the enemy it was used on.

Where it is

Combat

Initiative driven by speed. Status effects, resistances up to full immunity, taunts, counters and assists, with damage and hit chance previewed on hover.

Progression

A grid for each chassis and a separate grid for every ability, fed by procedurally generated parts.

Dungeon and economy

Branching paths, traps, events, treasure, camps and bosses. Trading, crafting, dismantling, repair, reputation gates and consumables all working.

Still to build

  • Equipment layer
  • Balance pass
  • Story dungeons
  • Reactive dialogue
  • Final art and animation, replacing every placeholder

Five people have played the prototype so far, all of them close to the studio. No public test yet.

The systems are built. The rest is production.

If you want to play the slice, we will send you a build. Gameplay video and full documentation come with it.

Request the build