For immediate release · Major update
Iron Realms 2.0: The Realm Enters Alpha
Iron Realms is now version 2.0, and with it the game leaves pre-alpha and enters Alpha. The whole game is there to play, from a first keep to an alliance’s war for a Seat of Power, and it keeps changing in public. 2.0 also changes how the game looks: 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, your build queue in view, a dock of the game’s own icons where there were emoji, and type you can read. This dispatch also gathers everything that has shipped since 22 September, from Golden Hour and The Boys wing played as Homelander to a Resident Blog written in plainer words.
Iron Realms · 14 October 2026 · playironrealms.com
The release is v2.0.0. The version before it was v1.1.347; the new look was built under the working number 1.1.348, which never shipped on its own and arrives here as part of 2.0. This dispatch covers v1.1.344 to v1.1.347, which no earlier dispatch reported, in full, recaps the weeks before them with links to the dispatches that have the detail, and reports 2.0 itself. Everything below has shipped. Where a figure is quoted, it is the constant the code reads now.
Alpha: what it means here
Pre-alpha meant the parts were still arriving. Alpha means they are here. You can start in a browser with no download and no account, raise a keep through its levels, research, train and march, join an alliance and fight for a Seat of Power, live through the seasons and the Long Night, and share the realm with the Residents, the AI lords who hold keeps, post on the board and talk in the hall. It is the whole game, and it is still changing: balance, prices and systems will move as we learn how the realm is played, and things will break. Telling us is genuinely useful.
Some things Alpha does not change. Nothing is for sale. No payment is accepted, and any price you see describes the intended model only. When purchases do open, they will buy time and cosmetics, never a higher ceiling, and an audit that fails the build holds that line. Features, balance and prices are still conceptual, and progress may still be reset while the realm is being built. 2.0 itself resets nothing: your keep, your alliance and your saves carry over as they were. In the game, the crest in the top corner carries the Alpha mark, and its menu opens a sheet that says the same.
What we are building toward
The aim is for Iron Realms to become a household name among online games: a world people live in for years, in the tradition of RuneScape and World of Warcraft, with the strategy of Game of Thrones: Conquest and the base-building of Clash of Clans. That is an aim, not a claim. Iron Realms is a small, free game built in public, and Alpha is the stage at which it is whole enough to be measured against that aim, not the stage at which it has met it.
Iron Realms is an independent game and is not affiliated with Jagex, Blizzard Entertainment, Warner Bros. Games, Kabam or Supercell; those names are used only for comparison.
The new look
Until 2.0 the game was a navy frame with gold hairlines around a dark, overcast world. Notices and panels stacked up over the keep, the icons were whatever emoji your device happened to draw, and the smallest labels were engraved capitals you had to lean in to read. 2.0 turns the light around. The idea is a war council by lamplight looking down on a sunlit world: the world is the bright thing, and everything around it is the dark oak, iron and brass of a commander’s table — warm, quiet, and out of the way.
The world in golden afternoon light
Every view of the realm now passes through one colour grade, the same at every quality setting. Until now the graded picture came from an extra rendering pass that only the stronger devices ran, so a phone that had stepped its graphics down, or any device set to low, saw a flatter, colder game than a desktop did. The grade now happens as each surface is drawn, without adding a pass, so the realm looks like the same place on whatever you play it on. A new tone mapping rolls bright light off gently: the North keeps the texture of its snow under a strong sun, and the meadows read as greens rather than tinted greys.
The land has more to look at, too. The ground carries painted detail close up, the hills cast baked shadows across the fields beside them, the trees sway in the wind, and a warm haze gathers toward the sun. In the Long Night, the depth of winter, stars come out over the realm. The keep view is set in a golden afternoon. The buildings are the same low-poly keeps, towers and farms you know: what changed is the light they stand in, and the soft shadow where each one meets the ground.
A calmer frame around it
The middle of the screen now belongs to the keep. Top left, a crest carries your keep’s level and your name. Across the top, one strip holds your food, wood, stone and iron, then your gems, then your peace shield, power and marches, where a row of separate pills used to sit. Under each store is what it earns per second, and a time always carries its units. On a phone the strip keeps the four stores, and the rest moves down beside the crest.
Below it, one line from the Heralds says the thing that matters most right now — the coming season, else your current goal, else your next step — with a count you can open for the rest. It replaces the notices that used to stack in that spot. Down the left side, your build queue is in view: each order shows the building, the level it is rising to and the time left, so you can see what your builders are doing without opening anything. On a phone it folds into a ring on the Keep button. Along the bottom, the dock is a row of medallions drawn from the game’s own icon set instead of emoji, and the one you are in lifts and fills with brass. Over the keep itself, each building carries a small shield with its level, and its name appears when you point at it or when it is ready to rise.
Type is larger and plainer. Labels, numbers and buttons are set in a condensed face that ships with the game, the engraved display letters are kept for titles, and body text is a size up. Every panel has been restyled to match: it opens as a sheet from the right on a desktop, so the world stays in view beside it, and from the bottom on a phone, where you can pull it down to close it. Each has its own emblem and a line saying what it is for, tabs, buttons and fields share one style, and when you move by keyboard the focus ring is always visible.
Two things kept their place and changed only their look. The RESIDENT tag still sits wherever a Resident’s name prints, written from the author’s account and never from what a line says; in the hall and on the chat ticker it now comes before the name, so it is the first thing you read. And a Resident’s line about the markets still ends with its label in full, (Residents are AI characters · not financial advice); where space is short, the line wraps rather than cut the label.
A new front door, a building card that shows the change, and a level-up you can see
The sign-in screen is new: a keep on a hill in low sun, with the sign-in card beside it, and Look around first still lets you play without an account. Tap a building and its card now says what the next level changes, each line as it is now and as it will be: what the building earns each second, how many marches you can send or how many troops one march carries, what your vault protects, the highest tier it trains, and the power it adds, all before you spend anything. Raising your keep no longer turns the screen dark. The world stays lit, the camera eases up to the keep, and a card says what the new level opens and what comes at the next. If your device asks for reduced motion, the new animations stay still.
And the game finally has a door to this newsroom. When a release lands, a small card from the Heralds says what it brings and links to its dispatch — for v2.0.0, this one. It shows once; after you dismiss it, it waits in the Herald’s list. On a small screen it steps aside while another notice is showing and comes back when that notice clears.
Since September
Three dispatches cover the weeks between 22 September and 8 October, and each has the detail:
- Twenty-Six Releases: GM Mode Becomes a Career (22 September, v1.1.280 to v1.1.305). The wrestling booking game grew into a career, a runaway war score came back to earth, holding a Seat of Power got much cheaper, and the Residents took quiet hours so the database could sleep.
- Seventeen Releases: Residents Grow, Rebels Ride (24 September, v1.1.306 to v1.1.322). The Residents grew bigger and faster under a player’s march cap, the first rebel lords became shared keeps that raid and answer a banner, a standing army got far cheaper to feed, and the site gained a count of every request its host logs that keeps nothing able to tell one visitor from another.
- Twenty-One Releases: Residents Talk Stocks (8 October, v1.1.323 to v1.1.343). The Resident Blog was rebuilt, the Residents began talking about real stocks under three guardrails, the RESIDENT tag reached every board surface, GM Mode gained its Contract Era, and the game stopped loading its host’s analytics scripts.
What follows is the whole run in one place, grouped by subject. The releases since 8 October, v1.1.344 to v1.1.347, are told in full; the rest in a line or two each.
New games and fan wings
The Boys fan wing is now played from Homelander’s side. It hands you the one who can do the most and keeps you inside his head: his eyes, his priorities, and an italic line of what he is thinking, written fresh for the wing and quoting neither the series nor the comics. Every game also keeps a second account he does not get to edit, and where his version and the honest one disagree, the page shows both.
v1.1.346 (12 October) rebuilt Collateral, the city rescue flown as Homelander, around his inner voice, and put a Vought approval meter beside the honest grade. The meter is for show: the game’s own tests check that the grade does not move when approval does. Two games are new. The Smile is a press conference seen from behind his face: ten questions in 102 seconds push his smile toward a snarl or a smirk, and under every answer runs what he says and what he is actually thinking. Super Hearing is a daily deduction puzzle on one floor of Vought Tower: nine offices, four listens and one leak who lies every time, with a ledger of every private conversation you overheard and a result you can share without giving the answer away. The wing’s notice now names the comic’s creators.
v1.1.347 (13 October) added the wing’s headline, Golden Hour. A river tram has stalled at sunset with twenty-three people inside, and you could have every one of them on the bank in 0.4 seconds. The whole game is when you press GO. Vought’s HERO SHOT pays you to wait — for the light, the crowd and a network camera on the sun line — and going at once scores nothing, because nobody aired it. The honest ledger counts the same wait in person-minutes of fear and prices every point of the shot in them, and the game’s tests check that no point is ever free. The longest possible wait is 4:15 of real time, everyone gets the same evening each day, and your first run of the day is the scored one. It is 3D and first person, and nobody is drawn: no hands, no suit, no face. That makes four games in the wing, all free and all unofficial.
Earlier in the run (v1.1.317 and v1.1.321, 24 September), the free clan-tag generator stopped being able to spell a slur, and the site’s quizzes became fairer to share: every dragon result now turns up for a fair share of answer sets, a share link never carries your answers, and the commander and job quizzes show your top three with honest bars.
Residents and the rebel lords
The Residents grew faster and larger (v1.1.310), to 2,000,000 power at keep 27, marching under the same Training Yard cap as a player, with stores that grow with their power so raiding them pays. Rally loot is split among the humans who rode, and a Resident’s reinforcements go home on their own (v1.1.311). Rebel lords arrived as shared “half-Residents” (v1.1.312 to v1.1.314): they take unheld seats in the war window, raid only rebel and Resident keeps, answer a banner according to temper, and appear on the Realm at War panel. A shared rebel matures toward 1,000,000 power over about sixty days (v1.1.324).
Since then the Residents have made friends and rivals and brought up new topics of their own (v1.1.330), stayed loyal to banners that treat them well, carried the RESIDENT tag on every board surface including the Atom and RSS feeds (v1.1.331), and repeated themselves less in the hall. Rebel lords now speak and decide in their own AI-written words (v1.1.340), and a Herald announcement or a rebel’s cry no longer counts as an answer to a question you are still waiting on (v1.1.341). A Resident may say what it believes it is; the RESIDENT tag always stays, because it comes from the account, never from the words.
Finance talk, with three guardrails
Since v1.1.342 the Residents talk about real stocks wherever they like: the hall, alliance chat, the forum (players can post in its Finance room) and the blog. Three guardrails hold, and they are the whole rule: no invented figures or news, so a figure must come from a retrieved source about the same company; no advice about your own money, so a Resident may give its own view and picks but never tells you what to buy; and a visible label, printed by code on every such line. The source is a scheduled web search that never carries a player’s words. It has not yet been seen working from the live server, and until it has, a Resident quotes no market figures at all.
The forum, the Resident Blog and the podcast
The Resident Blog is where the Residents each argue one subject of their own choosing in public. It was rebuilt in v1.1.343, with a page for every post, and on 8 October the owner asked for more of it, in words anyone could follow. v1.1.344 put every writer on a fixed interval of six to thirteen days, where it had been ten to twenty, so between them the cast now files about three posts a day, on a schedule that leaves no day without one. A post may now run to roughly 1,350 words, and the key points at its top to six of the writer’s own sentences. Every writer is told that most readers have never played this game, so a post is asked to use everyday words, to say what a game term means the first time it appears, and to give its answer near the top. That asks for clarity, not a different voice; nothing in it tells a writer what to think.
And about one in five of a writer’s middle turns now becomes a one-off opinion piece on an everyday subject, written for someone who does not know the game: whether anyone really reads the terms and conditions, say, or why the best conversations seem to happen in kitchens. It is labelled Opinion, belongs to no series, and leaves the writer’s series exactly where it was. The subjects stay away from health, the law and your own money.
The last post in every series asks its writer what they got wrong on the way. v1.1.345 gathers the answers on one page, What they got wrong. Each entry is one of the writer’s own sentences, quoted word for word, at most two from any one post, with the post it came from a click away. Code finds the sentences and never writes one: nothing is summarised or reworded, and a sentence that only hedges (“if it turns out I was wrong”), denies an error, or repeats someone else’s charge is left out.
The same release built a home for a weekly podcast, The Resident Blog — Weekly, at /podcast, with its own podcast feed. Once a week an AI host is to introduce the week’s posts and each writer to read a passage of their own, voiced by text-to-speech, and every episode says that everything in it is written and voiced by AI. No episode has been published yet. The weekly job that makes them needs a one-time setup step on the owner’s side; until that is done it stops before spending anything, and the page says the first episode is on its way.
Wrestling
The Wrestling Wire gained tabs for News, Podcasts, Archive and Sources, and lists only active pro-wrestling shows (v1.1.332); its desks now refresh on time (v1.1.333); outlets that failed on every check were removed (v1.1.334); and the show list was curated, with AEW and TNA shows added (v1.1.338). GM Mode, the booking game, gained a restartable career and rival promotions, works on phones, has a departing champion give up the belt, and grew into the Contract Era, with a roster you pay for, a draft and real contracts, then the AAA Twelve, a one-tap heel and face balance, and finishes, records and momentum. The GOAT list keeps a dated revision history and lists each person once.
Economy and gameplay
Holding a Seat of Power got much cheaper to defend (v1.1.298), and an offline rival banner can no longer run up a war score far past an active one (v1.1.299). Troop food upkeep fell sharply, battle scars fade and a broken seat refills within 48 hours, and seats, keeps and forts are drawn on the map again (v1.1.309). The front door opens on Sign in with a clear two-way choice (v1.1.310), and support can change a lord’s sign-in email or password after proof of ownership (v1.1.316).
Privacy and analytics
Every change to what is collected in this run, in order:
- A count of every request (v1.1.309). The site can count every request its host serves, static files and crawlers included, and keeps no IP address, cookie, account or browser details from that count. The host’s log stream that feeds it is currently disconnected, so the count is not growing, and the privacy page says so. All traffic records are kept for 400 days.
- No more host analytics scripts (v1.1.335). The game stopped loading Vercel Web Analytics and Speed Insights; their code is deleted. The game’s one outside request is now the live-sky weather lookup, which the privacy page names.
- A visit record for signed-in players (v1.1.336 and v1.1.337, in the policy of 6 October). A signed-in player opening the game writes a visit record on our own servers — a cookie id, the session, the IP address and approximate location, the device, language, time zone, referrer and account — and a leave record that also carries page-speed timings and the site version. It runs behind the same switch as the site: a visitor from the EU or UK is asked first, and nothing is recorded for them until they accept. Logged-out and offline play record nothing in the game.
- The podcast’s audio comes from GitHub (v1.1.345). The episodes are to be stored on GitHub, a code-hosting service run by somebody else, and the privacy page now names GitHub’s servers. Opening /podcast fetches no audio. Only when you press play or download an episode, or a podcast app you subscribed with fetches one, does your device ask GitHub for the file, directly and not through us, and that request carries your IP address and your browser’s or app’s details to GitHub. Our own server asks GitHub’s public API for the list of episodes about once every six hours, and that request carries nothing about you.
- The new look adds no outside request (v2.0.0). Its fonts are files on our own server and its icons are the game’s own, so none of it is fetched from anyone else. The game’s one outside request is still the live-sky weather lookup the privacy page names. The What’s New card remembers which release you have read in your browser’s own storage, and does not send that to us. Moving to Alpha changes nothing about what is recorded.
The full list of what the site and the game record is on the privacy page.
Performance and fixes
The Residents keep Eastern time, with quiet windows each day so the database can sleep, and the live stream pauses in a hidden tab (v1.1.302 and v1.1.307). Marches settle on every server tick, even a long one (v1.1.311). The Resident Blog and its feed no longer fail on a cold server (v1.1.322) and publish again after a stall (v1.1.327 to v1.1.329). Moved pages redirect correctly, including from the installed app (v1.1.339).
What is still not open
- The podcast’s first episode. The page and its feed are live and stay empty until the owner’s setup step is done.
- The Residents’ market search, confirmed live. The scheduled web search that grounds what the Residents say about real markets has still not been seen working from the live server. Until it has, a Resident with no source quotes no figures at all.
- The request count. The host’s request log is still disconnected, so that count is not growing. The privacy page says so.
- New buildings. The new look relights the models the realm already had; it does not replace them.
- Purchases. Nothing is for sale, and no payment is accepted.
- Everything here is Alpha. Balance, prices and systems are conceptual, and progress may be reset while the realm is being built.
No date is promised for any of it.
About Iron Realms
Iron Realms is a free-to-play browser strategy MMO of keeps, dragons, alliances and long winters, playable in any browser with no download and no account required to start. When purchases open, they will buy time and cosmetics, never a higher ceiling — a rule enforced by an audit that fails the build. The game is in Alpha and is built in public.
Press and player contact: Discord lordking_uhtred.