IRONBORNE is a single-player drilling shooter set on a procedurally generated, Mars-like world. You pilot a drill rig through destructible terrain, mine ore deposits, and encounter hostile machines while managing fuel, health, and cargo capacity. Each descent reveals branching tunnels, varied enemies, artifacts, and environmental hazards.
Three difficulty modes define how progress is handled, from relaxed respawns to save-based runs or full permadeath. Boss encounters with IRONBORNE appear at depth milestones and unlock stronger upgrades within a run. The game uses a stylised low-poly 2.5D format with dynamic lighting and a synth-wave soundtrack during underground traversal.

9.99 USD (Regional pricing via Steam)
December 5th, 2025
Tres Interactive. We are an Australian studio, based in Darwin, NT.
Motherload, Terraria, and Deep Rock Galactic.
PC + Steam Deck (WIP) https://store.steampowered.com/app/3983690/IRONBORNE/
2 Friends, 6 months, and ~1500 hours of our spare time. Featured at DiGiT Darwin, this is our first game.
- Difficulty -
Casual: Respawn but ores are emptied.
Normal: Load a previous save.
Hardcore: True roguelike.
- Form -
2.5D perspective with stylised low-poly visuals, destructible terrain, and colourful dynamic effects.
Synth-wave soundtrack in an otherwise ambience-only world.
No voice acting.
- The Drill Rig -
Consume fuel when moving, dig downward and sideways, fly with your thruster.
Your divebomb generates impact craters and your drill can shred enemies to pieces.
- Your Arsenal -
Navigate dark tunnels with your directional flashlight, throw glowsticks to reveal ores, and bonk enemies.
Deploy explosives, repair kits, spare fuel, and teleporters.
- Underground -
Procedurally generated world and tunnel network with 30 ore types, 15 distinct enemies,
4 unique POIs, and 5 rare artifacts containing lore snippets and pop culture references.
- Home Base -
The Refinery converts your ore into cash, the Arms Dealer sells weapons,
the Mechanic equips upgrades, and the Servo provides maintenance / consumable items.
- IRONBORNE -
The main antagonist resides at depth milestones, unlocking new tiers of weapons and upgrades upon defeat.
Each iteration harbours unique, distinct attack patterns and visuals, with a rage-mode at half health.














Below are two versions of the same short-form video we have used in our ad campaigns.
A comprehensive breakdown of the game and its components.
The drill rig is constrained by three main resources:
• Health – overall rig integrity
• Fuel – required for movement
• Cargo – limits ore capacity
Visibility underground is managed through a cursor-aligned flashlight and thrown glowsticks.
Glowsticks emit short radar-like pulses on impact that reveal nearby ore and rock structure.
The combination of drilling, divebombs, explosives, and glowsticks allows different routing
approaches and terrain shaping.
Between descents, the player interacts with four facilities at the surface outpost:
Arms Dealer:
Supplies three weapon types (shotgun, gatling gun, rocket launcher) with infinite
ammunition. Defeating each boss unlocks higher-tier variants for purchase.
Mechanic:
Provides upgrades to engine speed, fuel capacity, cargo capacity, hull health, and
drill speed. Defeating each boss unlocks higher-tier variants for purchase.
Servo Station:
Refuel, repair, and purchase items such as: Jerry cans, repair kits, explosives, and teleporters. Dynamite and C4 mine ore, damage enemies, and break otherwise unbreakable rock. The cost of certain consumables increases with depth.
Refinery:
Converts collected ores into cash.
The location of ores, caves, enemies and POIs are different every playthrough as they are procedurally generated at runtime.
IRONBORNE is the antagonist and provides the dichotomy that enables the story's undertone of cognitive dissonance. The game include three boss fights, all of which are IRONBORNE's iterative upgrades of his own Drill Rig.
Defeating each iteration unlocks stronger upgrade and weapon tiers and moves the story toward its conclusion, where the player is asked if they will choose to follow
in IRONBORNE’s footsteps or continue to serve corporate directives.
IRONBORNE has three difficulty modes. Typical sessions last between one and three hours, with potential for shorter completions as the meta develops.
Casual:
On death, the player respawns. The cargo bay is emptied, but other progression in the save is preserved.
Normal:
On death, the player is prompted to load from a previous save (or autosave) or restart the run. Upgrades and unlocks remain specific to the active save.
Hardcore:
Treated as a traditional roguelike mode. Death requires a restart, and loading after death is not allowed.
Additionally, fuel consumption per second increases with difficulty.
There are no separate menu-based challenge modes. Speed-runs and challenge variants (such as hitless runs, glowstick-only runs, melee-only runs, or equipment-limited runs) arise from player constraints rather than dedicated modes.
The game takes place on a Mars-like planet owned by Obsidian Core Technologies. The
player acts as a freelance miner under a low-commission contract, piloting the drill rig
under corporate oversight. The tunnels and much of the underground infrastructure were
created by IRONBORNE prior to the current events, rather than naturally occurring caves.
Key figures:
IRONBORNE:
Antagonist and boss identity, holding hostage the planet’s resources in spite of the company and to avenge his brother.
Karl:
IRONBORNE’s deceased brother, a miner who died after his distress signals were ignored to avoid evacuation costs.
Bommy:
A small robot built by Karl that continues to treat any and all other entities as if their name is Karl due to simple programming.
Obsidian Core Technologies:
The corporation (also known as 'The Company') that contracts the player and frames the experience with corporate messaging.
Narrative information is delivered through various means such as IRONBORNE’s dialogue, corporate messages, artifact descriptions, and interactions with Bommy. Themes include corporate exploitation, worker disposability, abandonment, and personal responses to systemic harm. The ending prompts the player to question their perspective after learning the true nature of the ordeal.
IRONBORNE uses a stylised low-poly art style with a 2.5D perspective. The environment features a Mars-like colour palette, vibrant ore textures, and dynamic lighting from the flashlight, glowsticks, projectiles, and effects. Particle systems are implemented using Niagara to create sparks, debris, and all kinds of energy effects. Terrain is destructible via drilling, and various explosive types.
Sound design focuses on clear, punchy feedback for drilling, explosions, enemy interactions, and UI. A synth-wave soundtrack becomes active when underground. There is no voice acting; narrative is presented through text and environmental elements. Music tracks are licensed and listed in the main menu.
• Keyboard and mouse support
• Key remapping available
• Partial controller support (menu navigation is a work in progress)
• Fully dynamic auto-scaling user interface for different resolutions and aspect ratios
• No dedicated colourblind pre-sets currently
• 18 Steam achievements for progression and varied actions
• No cloud saves
• System requirements listed on the Steam store page
• Intent to work towards a playable/verified state for Steam Deck
• Gabriel Emblard – Creative Director, Programmer, Marketing
• Samuel Williams – Systems Architect, User Interface, Modelling
• Jamie Williams – Modelling
Post-launch plans include focusing on stability, bug fixes, and quality-of-life improvements.
If IRONBORNE's success warrants merchandise, expectations include small trinkets, plushies 3D-printed drill rig figurines, and various on-demand third-party merch such as shirts and mugs.
The next project has already passed major development milestones and will be a team-based PvP physics game.
Stay tuned.
Steam: https://store.steampowered.com/app/3983690/IRONBORNE/
YouTube: https://www.youtube.com/@Tres_Interactive
Discord: https://discord.gg/axbZqmpCGU
Email: admin@tresinteractive.com
Website: https://tresinteractive.com/
No embargo. Monetisation of gameplay videos and streams is allowed.
Additional game keys can be provided upon request for recording and editing setups.
BOMBOCLOT

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