Iron Tower Studio, the developers behind the cult-classic The Age of Decadence and the space-faring Colony Ship, have officially unveiled their next project: Heralds of the Third Apocalypse.
Born from the studio’s desire to survive and continue creating deep RPGs, this title is a shift in focus. Unlike their previous sprawling narrative epics, Heralds is designed as a tactical, combat-centric RPG with a heavy emphasis on systemic replayability and atmospheric dread.
The Setting: A Lovecraftian Bronze Age
The game takes place in a world inspired by the Bronze Age, but one that has already survived two civilization-ending events. We are now in the shadow of a “Third Apocalypse.”
In this world, iron is a legendary rarity, and warriors clash with bronze weaponry while navigating a landscape inhabited by:
- Humans: Fractured into various kingdoms and tribes.
- Non-Men Races: Unique humanoid species (explicitly stated to be “not elves or dwarves”) that vary by region.
- Eldritch Abominations: Ancient, cosmic horrors that treat humanity as mere insects.
The atmosphere is described as “Lovecraftian,” but don’t expect to fight Cthulhu with a sword. True to Iron Tower’s philosophy, the elder gods are untouchable; players will instead deal with their cults, their physical manifestations (like summoned tentacles), and the political schemes of men trying to harness their power.
The developer has cited Battle Brothers as a major mechanical inspiration. This marks a departure from the “teleporting from scene to scene” structure of The Age of Decadence in favor of a more open, semi-sandbox world map.

Tactical Combat
Combat remains turn-based and brutal, utilizing a hexagonal grid and an Action Point (AP) system.
- Party Dynamics: You lead a party of six characters.
- Lethality: The “death timer” from Colony Ship returns. If a character is downed, they gain permanent injuries or “feats” that describe their worsening physical state until they finally perish.
- Magic: There are no high-fantasy wizards. Instead, the game features low-magic spellcasting, described as “fighters dabbling in magic.”

Questing and Allegiance
Despite the combat focus, Iron Tower’s signature “Choices and Consequences” remain. The game will feature:
- Three Mutually Exclusive Main Questlines: Hand-crafted stories that allow for significant branching, including the ability to switch allegiances mid-game.
- Procedurally Generated Contracts: Side quests to keep your warband funded and leveled between major story beats.
- Multiple Endings: Currently, six distinct endings are planned based on your dealings with the various powers of the world.
Development Status and Tech
Engine: The game is being built in Unreal Engine 5, a jump from the UE4 used for Colony Ship.
Art: Early screenshots (released December 2024) show a dark, gritty aesthetic with high-fidelity terrain but stylized, almost “uncanny” character sprites to enhance the horror vibe.
Roadmap: The project is roughly 10 months into development as of late 2025. The studio estimates a 4-5 year development cycle, placing a potential release around 2028-2029.
The “One Last Roll” Mentality: > Lead developer Vince D. Weller has been candid about the project’s stakes. Colony Ship performed well but not well enough to fund a massive sequel. Heralds is an attempt to “roll the dice one last time” with a smaller, more focused project that plays to the studio’s strength: complex, punishing tactical combat.

