IronVail

The catalogue

Five games.

Three of them share a world — Varath is the canon, and the other two are built out of it rather than beside it. The other two are somewhere else entirely: one on a sea with no map, one between the stars.

All five games

Live alpha
The idle RPG

Varath

An idle RPG built on a god's death. Mine, craft, fight and master the world of Varath — seventeen skills, a house, a business empire, and somewhere a charter.

Open beta
The tile game

Varath World

The same world, walked rather than watched — a 2D tile game generated from Varath's own canon. Tap the ground to move, tap anything to act on it.

Open beta
Build, muster, raid

Hearthkeep

Build a hold that never resets, muster champions from the fire, and raid rival holds for what you need. Printed rates, no pity, nothing for sale.

Early build
A homecoming by sea

Nostos

A Bronze Age sea, in pixels. Wash up a stranger, learn the coasts' tongues a word at a time, barter, fight and make your way. On a phone or a keyboard.

Early build
Alone on the Tern, with Rivet

Long Orbit

Earth is gone. You are a lone engineer, named by you, on the maintenance ship Tern, with Rivet, the ship's servant mind. Learn Sol first; the rest of the sky comes later.

How they fit together

Varath is the canon. The others are built from it.

Varath came first and is the source of truth for the world: its items, its skills, its creatures and its combat maths. Varath World is that same world as a place you walk around in, ported from Varath's own data with a ledger tracking every transfer — so it is one world under two games rather than two worlds sharing names. Hearthkeep is set in Varath but plays nothing like either, and it deliberately avoids every system the other two already do well.

Nostos is not in Varath at all. It is a closed Bronze Age sea, drawn in pixels, and it shares the studio's habits rather than its world.

Long Orbit is further off still: a lone engineer and the ship's mind, Rivet, on a maintenance ship called the Tern, with Earth gone. It is built on Nostos's engine, and nothing else.

IronVail Studios

The rules we work to.

These are not marketing lines. They are constraints we set before writing the code, and each one has already been the reason something was cut.

Nothing to buy inside a game

There are no purchases inside any IronVail game. No currency, no cosmetics, no subscription, no ads. This is why the summon rates in Hearthkeep can simply be printed on the screen you summon from, and why there is no pity counter anywhere — a pull is never secretly owed to you, because nothing is trying to sell you the next one.

Nothing expires

No seasons, no battle pass, no event that runs out, no currency you can be late for. If you come back after two months, everything that was there is still there. A daily reward waits for you rather than accruing as a debt, which sounds like a small distinction and is the whole difference between a game and an obligation.

No leaderboards

Deliberately, in all five. A ranked ladder changes what a systems game is for: it turns every choice into a question about whether it is optimal rather than whether it is interesting. Hearthkeep does let you raid another keeper's hold — but the defender loses nothing at all, there is no rating, and nothing keeps score.

Your progress is yours

Varath, Varath World and Hearthkeep keep your saves on a free IronVail account, so a cleared cache or a new phone does not cost you anything; Nostos and Long Orbit save in your browser for now. Wherever it lives, a save is never wiped to make room for something new.

Time is honest

Our idle and offline systems resolve exactly: coming back after nine days away produces precisely the result nine days of playing would have. There is no version of the game that runs faster because you left a tab open, and no timer whose real job is to be skipped.

Balanced by simulation

Everything is built for the browser and plays on a phone or a desktop with nothing to install. Balance is settled by simulation rather than by opinion — we run our systems over and over and look at what actually comes out — which is how a game with two hundred and ten champions stays balanced when a single number changes.