Iron Valiant is a single-player, mecha combat action game built around tense melee fights, high-skill ranged weapon combat, and full environmental destruction and interaction mechanics. In a world of colossal steel beasts, Iron Valiant has players helm three unique mechas (known as Valiants) with a variety of unique ranged and melee weapons at their disposal. Every melee weapon will have its own unique move set, complete with particular strengths and weaknesses. Every Valiant shall contain a unique play style allowing players to craft their perfect mecha.
Almost all buildings can be destroyed in Iron Valiant. If a structure stands in your way, then tear it down! All of our destruction is dynamic, thanks to the power of CHAOS in Unreal Engine 5. You will be able to collapse bridges on your foes, level entire structures to carve a path towards victory, and even throw your enemies into structures to damage them.
Iron Valiant has tense combat centered around wise positioning, fast-paced mech battles, an in-depth melee and combo system, and satisfying ranged combat. We plan to have a large variety of enemies from other Valiants, to tanks, artillery pieces, and even infantry. Hone your skills and techniques to survive in this heart- pounding, action-packed mecha combat game.
Iron Valiant is also complete with a dramatic, touching story about a group of kids fighting desperately to defend their beloved country from a powerful empire in the west, Gundria. Follow Reinhardt and friends on their journey to liberate the fantastical land of Astera, a country of magnificent mountains, peaceful pastures, stunning cities, and enchanted forests. Iron Valiant tells a tale as old as time, what does war cost a country? How does it shape the generations to come? What environmental impacts does it have on the natural world? Take on the mantle of the King of Kings – the Valiant Lothair Magnus Rex – and grow your arsenal, modify your Valiants to fit your play style, and learn to love your faithful companions in this wonderfully realized anime world
We hope to see you on the battlefield!
Hello everyone! Our team has been hard at work on Valiant Exalia and we hope to share with you our progress. Firstly, however, we want to address the change in name. Iron Valiant was conflicting with another IP so we have decided to change the name of our game to Valiant Exalia: Symphony of the Brave. Everything else about the game will remain the same.
Art Updates:
The new demo level has undergone quite the transformation! With every week, we are closer to realizing our art style, the video below are some scenes from our countryside portion of the level. Towards the end of the video, you can see a sneak peak into the military yard!
Character Art Updates:
Meet Leyna and Luca, another pair of our lovely protagonists! They were both given art updates to bring their quality to a better level, we hope you enjoy their designs. Stay tuned to learn more about Leyna and Luca and learn how their destinies are tied into the wider world of Astera!
UI Updates:
Our UI has received quite the overhaul from Demo 1 and now has received a cleaner and clearer look. We are still striving to improve all these aspects and we look forward to sharing more UI and readability updates with everyone in the near future!
Gameplay:
We are very excited to show you all our newest gameplay video! There are still many rough edges we are working on and are continue to strive for great improvement. Please leave any feedback you have either on Youtube or on our IndieDB page, we would love to hear from you all!
Thank you for taking the time to view our little update, there is much more to come so please follow us on our socials. We are working very hard to bring mecha and anime fans a great mech-game experience, thank you for your time!
Socials:
Twitter: X.com
Tiktok: / tigerteamgames
Current progress on Iron Valiant's Development - Art updates, Animation updates, Programming updates. Gameplay update to come soon!
An update on what is being worked on for Iron Valiant.
The first playable demo for Iron Valiant, we hope you will take time to paly it and leave your thoughts and feedback.
I'm not really the target audience for this type of game but your VC inspired art style has me interested anyway, following with interest
I love the art style so I have to ask; What's VC?
Valkyria Chronicles, very lovely art work from that series
It feels a lot more fluid than say GBO2. I think my biggest gripe is going to be the linear movement acceleration in boost so I just hit a sudden wall where I get no more speed, and don't have a great sense of momentum. I don't think the dash is faster than boosting so it feels pointless.
Stun locks also blocking camera rotation, and auto rotating me towards my attacker is uniquely annoying.
Attacks don't feel very impactful, and maybe a bit floaty. I don't want to provide feedback to turn it into the stiff mess that is GBO2, but maybe it's the way they interact with movement, or that I still have rotation control at the start of the first damage frame. Like Dark Souls locks out rotation during the wind up, and then gives it back during the swing and then locks it during the damage frame. A careful balance to not just feel like I'm losing control to a stiff clunky game but still keeping weight in the attacks.
There's some animation polish, but yeah duh it's alpha.
Enemies feel spongy, their dodge straight up cheats.
The genshin impact HUD is an odd design choice.
Default keybinds are weird.
Curious what key bindings you found were odd and if ya had suggestions for new defaults
Hello Hammy, thank you for the feedbacK! The stun lock auto rotating the player towards their attacker can be annoying, I agree. We will probably be removing it, it was something implemented in case controller players were being overwhelmed and could not turn quickly enough to face their attacker. The melee system and animations are getting worked on right now, we are actually trying to finish them out. For example, we are going to lock out player rotation controls while executing melee attacks, a lock on system is being added, and more melee moves are are being planned for the Axe specifically. I specifically allowed rotation controls while executing melee attacks a long time ago because a lot of the melee system
was borrowing from Mordhau and Chivalry. The design, however, has changed for many reasons and we are shifting the melee in a different direction.