Game · Playable in Browser

Ironwood Vale

Strategy guide! All Ironwood Vale secrets revealed!

A complete Zelda-like built in Godot 4. Wake up in the village of Brighthollow, take the old cellar under the great Ironwood, and clear the Depths beneath it. Then keep going, through a drowned bastion under the lake and a forge inside the mountain. Three dungeons, 69 rooms, painted story moments at every threshold, and an ending that remembers a choice you made in the first ten minutes. Above them a 26-screen valley that reacts: the King’s goblins go home, villagers change their stories, a stone eye across the lake waits for an arrow. Hookshot, gauntlet, heart pieces, a shop economy, an original soundtrack, and screen-to-screen camera pans, proven by 1,568 automated checks that audit every route for soft-locks. And for those who finish the story: somewhere in the vale, a seal has broken.

Play in your browser

Best on desktop with a keyboard or a game controller. Touch controls appear automatically on phones and tablets (phone browser support varies). About a 40 MB load on first visit.

The iPhone and iPad version is live on the App Store, free. The strategy guide above covers the whole game, every secret included — freshly revised for v1.3, though it leaves the deepest room for you to find.

Controls

W A S DMove
JInteract with chests, doors, and switches
KSword swing, once you find it
IBow, hookshot, or gauntlet, once you find them
OSwap which item that button fires
EscPause, inventory, and the maps

On touch screens: left thumb steers, right-side buttons swing, shoot, and talk. Tap dialog to advance it, tap menu rows to choose. A connected controller works throughout and takes over the on-screen buttons while you use it.

How it was built

The whole world is defined in design contract documents written before anything was built: room specs, screen-edge contracts, item progression, and the full flag graph. Every room and overworld screen extends a shared base that turns a layout array into tiles, doors, and spawns. Seven headless test suites, 1,568 checks, boot every scene, verify screen edges pairwise, flood-fill every room with prop collision applied to prove there are no soft-locks, play the whole game start to finish with a scripted bot, and regression-test systems from the shop economy to the camera-pan geometry. The soundtrack is procedural: six region themes composed in code, crossfading as you cross the valley. Shipped in five milestone gates, each with a playtest round before new scope.