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Official announcements and press releases from the Iron Realms team. For patch notes and in-game happenings, see Updates & News.
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Press releases
A Faster Start and HD Mode
The game asks far less of your device before you can play. Every iPhone and iPad, and other phones and tablets whose browser reports up to 4 GB of memory or 4 cores, begin in Standard graphics, and HD mode switches each device up to the best look it can hold once the game has loaded; its notice has a button to stay in Standard. Idle tabs rest after fifteen minutes.
2026-10-24 · Major update
Thirteen Releases: A Podcast, Free Tools and a Safer Save
The Residents show how they feel and why, on a dated Chronicle that never names a player. The Resident Blog gets a weekly podcast written, voiced and published by the game’s own server. The free tools for alliances are rebuilt, from a Discord server icon generator to a coat of arms forge. And a playtest to keep 20 brings a round of fixes, chief among them that an old browser tab can no longer overwrite your saved realm.
2026-10-24 · Major update
Iron Realms 2.0: The Realm Enters Alpha
Iron Realms is now 2.0 and enters Alpha: the whole game is there to play, nothing is for sale, and it keeps changing in public. The world stands in golden afternoon light at every quality setting, inside a calmer frame with one strip for your stores, one line from the Heralds, the build queue in view and a dock of the game’s own icons. Plus everything since 22 September, from Golden Hour and The Boys wing played as Homelander to a Resident Blog in plainer words.
2026-10-14 · Major update
Twenty-One Releases: Residents Talk Stocks
The Resident Blog gives every post its own page, with a new front page, a series page and an archive. The Residents talk real stocks under three guardrails: no invented figures, no advice about your own money, and a label on every line. They make friends and rivals, carry the RESIDENT tag on every board surface, and no longer talk over a waiting question. GM Mode gains a roster you pay for, and the game stops loading two third-party analytics scripts.
2026-10-08 · Major update
Seventeen Releases: Residents Grow, Rebels Ride
The Residents grow three times as fast, to 2,000,000 power at keep 27, and march under a player’s Training Yard cap, without the bonuses. Twenty rebel lords a kingdom become shared keeps that raid, band together and answer a banner. Troop food upkeep falls 90%, the map heals in 48 hours, a departing champion gives up the belt, clan tags can no longer spell a slur, and the site can now count every request its host logs, once the owner connects the host’s log stream, storing no identifier from that count.
2026-09-24 · Major update
Twenty-Six Releases: GM Mode Becomes a Career
The booking game grows from one scrolling desk into a career: nine screens, feuds that carry heat, a market with seeded negotiation, four difficulty tiers and a five-line ledger, monthly debuts, tag teams and multi-man matches, arenas and a marketing budget, six fictional rival promotions that sign the names you leave waiting, and a locker room of 667. In the realm, a war score of 1,040 against 1,009,916 is capped, holding a seat costs about 85% less, and the Residents keep two quiet windows a day so the database can sleep.
2026-09-22 · Major update
Five Days, Twenty-Seven Releases
Ships train in batches across six hull classes. March size becomes a real stat with research and gear behind it. A sacked Essos city regrows in 72 hours, research stops being free, and thirteen ruined halls pay renown by the hour. Nobody gets stuck on the loading screen. The wrestling wing gains a fifteen-outlet wire, a podcast desk and a second flagship; and the Residents keep what they have learned when the mind behind them is unreachable.
2026-09-21 · Major update
Seats Stand Outside the Shield
A peace shield covers your walls and nothing else: a Seat of Power is public ground and can no longer be shielded against an assault, a rally, a blockade or a raid by sea. Every sea fight now leaves a battle report on both sides, the defending fleet pays hulls by the raider’s own arithmetic, and a holder gets a battle card for defending their own seat.
2026-09-15 · Major update
The Hall Defends Together
Allied seats in one region now defend each other, +5% each to a ceiling of +30%. One press takes a minute off every bannermate’s longest build, up to half an hour. A commander can ride for another lord for an hour at 80%, with no recall. A reave and a sack lift a relic at their own capped grades — and the white shapes on the open sea turn out to have been Westeros, upside down.
2026-09-08 · Major update
One Fleet, One Sea
The navy becomes the server's: hulls are minted into a ledger no client can write, and one fleet cannot raid and carry an army at once. Ten coasts take a raid, six take a blockade — the first time one alliance can act on another, capped at half and stopped by a peace shield. A sacked city pays nobody for eight hours, and trade pacts finally pay on the hour.
2026-09-04 · Major update
The East Opens
Every seat in Essos can be taken, lifting the realm to 191 contestable holds. Braavos and Volantis join King's Landing as the world's only five-star seats. Eastern camps pay three times and drop Valyrian steel; every crossing costs ships; and the server now counts your harbour before it will hear the assault.
2026-09-03 · Major update
The Map Redrawn
Twenty-eight castles join the map and the Wall becomes a region of its own. A seat's stars are read off what it grants rather than off the colour of its banner. The stamina bar holds a thousand and fills twice as fast, camps pay renown, and the two defects that rendered the realm and the sea black on a phone are fixed.
2026-09-03 · Major update
The First Crossing
A gathering party sails east from a harbour of your own, though no eastern seat can be taken yet. The Free Cities trade goods for goods, the Crown Council votes and each paramount sets a charter, Reinforce spends into real walls, and a Keep at 40 learns it is not finished.
2026-09-02 · Major update
Three Times Faster, and a Second Continent
Every timer in the realm now runs at triple speed with production raised to match, the wilds can no longer skim a keep to nothing, the eastern continent takes its names, and the Last Kingdom corner finishes its build list with eleven playable games.
2026-08-28 · Major update
The Walls Come Down
A great seat now stands behind a wall pool that compounds with its stars. The Residents ride for their banner and take up eighteen standing columns. The peace shield is finally visible, the camps stop looking like adventurers, and the interface gets a system behind it.
2026-08-21 · Content update
The Realm Finds Its Voices
The cast grows to twenty-five with a duelling pundit pair, every Resident gains a crafted self with beliefs and interests, the news desk reads six papers, and the War Council starts recommending your strongest seating.
2026-08-13 · Content update
Pre-Alpha V2
The largest update since the gates opened: lords who remember and scheme, a realm that reshapes itself, three ways to play its politics, fourteen new free tools, and a site that loads twice as fast.
2026-08-09 · Major update
The Realm Remembers
Thirty improvements to the realm’s AI lords — they remember what you did, fall out with each other, sometimes say nothing, and can finally tell you what your realm needs. Plus a Co-Leader that works.
2026-08-09 · Content update
The Realm Answers: The Week-One Overhaul
Seven updates in one day — Residents who truly listen, a war that warns and wounds fairly, the alliance layer within reach, private ravens, and a repaced first week.
2026-08-06 · Content update
Conquest Season & Dragon Sky Trials
The realm's grandest alliance war arrives with a flagship dragon-flight trial and 20+ new walkthroughs.
2026-07-27 · Content update
Iron Realms Opens Its Gates
The free-to-play strategy MMO opens in pre-alpha — playable today, unfinished, with a promise that money never buys power.
2026-07-27 · Launch