Weapons of Ironguard – Round 2

This the second in a series of posts about the weapons in Ironguard where we’ll take a quick look at 2-3 weapons from the game & explain their primary and alternate fire modes. At this stage in development we have 7 weapons implemented with another 10 planned for the full release.


A powerful long-ranged weapon, but you’ll have to wait for it to return to you before you can throw it again.

Primary Fire: A fast moving projectile which pierces enemies. Bounces off the environment and returns to the player. The chakram is not usable until it returns.

Alternate Fire: The chakram spins in front of the player, reflecting any enemy projectiles. Pressing the fire button a second time will unleash a powerful beam from the chakram. You can even switch weapons while this shield is up.


A short-range weapon which deals a lot of damage but comes at the cost of heat-management.

Primary Fire: Heavy damage over time a short distance in front of the player. Accumulates heat over time. If the flamethrower overheats, it becomes unusable for a short time.

Alternate Fire: Launches a fireball which explodes on contact and leaves a patch of flame on the ground. Immediately overheats the flamethrower.

Plasma Shield

A melee-range weapon which has the added benefit of reflecting enemy attacks from the front.

Passive: While the shield still has energy, enemy attacks from the front are reflected. Each reflected attack consumes some energy; energy replenishes passively over time.

Primary Fire: A very short range shield slam which consumes some of the shield’s energy.

Alternate Fire: Completely depletes the shield’s energy to unleash a massive shield burst which has a much longer range and deals more damage than the primary shield slam.

Weapons of Ironguard – Round 1

This will be the first in a series of posts about the weapons in Ironguard where we’ll take a quick look at 2-3 weapons from the game & explain their primary and alternate fire modes. At this stage in development we have 5 weapons implemented with another 12 planned for the full release.


Scatter Blaster

A short-ranged weapon that excels in close-quarters.

Primary Fire: Heavy damage in a cone. Damage is based on proximity to the target.

Alternate Fire: A long range power-shot which explodes and deals damage to enemies in a small radius near the impact point. Deals less damage than the primary fire.


Beam Rifle

A powerful energy weapon for taking out tough enemies. Correct use of the heat mechanic is essential for making the most of the beam rifle.

Primary Fire: A powerful beam that pierces through enemies, accumulates heat with each shot. Heat depletes slowly and overheating causes the weapon to become unusable for a short time.

Alternate Fire: A slow moving ball of energy which deals damage over time to nearby enemies and bounces of walls. Shrinks over time until the energy ball dissipates. Size & damage is based on the accumulated heat of the weapon, disperses all heat when used.


Grenade Launcher

A powerful risk-reward focused weapon that deals high splash damage – even to yourself.

Primary Fire: A bouncing grenade that explodes shortly after the first bounce (or immediately upon contact with an enemy). Deals a large amount of damage in a small radius and can hurt the player as well.

Alternate Fire: A cluster grenade which splits into 5 grenades on contact with a surface or enemy.

New Title Announced: Ironguard

It’s been a while since we posted an update but we’ve finally got something to share. Over the past few months we’ve been hard at work on our next release: a first-person roguelike shooter named Ironguard.

We’re still in the early stages of development at the moment, but here’s a video of some gameplay in the first stage of the game – the Foundry:

There’s also some screenshots on our IndieDB page.

We’ll be posting regular updates to our twitter channels @AegonGames and @IronguardGame from now on with a weekly spotlight of one of Ironguard’s weapons or items. We’ll see you next time with the first weapon spotlight!