Iron Verdict
近日発売
About the game
IRON VERDICTは、決闘裁判によって有罪かどうかが決まる、ダークなターン制RPGです。王権の代闘士として戦いましょう。タイミングを合わせてパリィや回避を繰り出すことも、タイミング要素をオフにすることもできます。自らの法を破ることなく罪なき人々を殺す王国に長く仕えるほど、その理由の解明に近づいていきます。
Steamの原文説明
In the kingdom of Grimgavel, guilt is decided by trial by combat.
The accused is given a weapon, and the Crown sends you to fight them. If they walk out, they're innocent.
You have never lost.
Most people who reach the arena have done nothing. The guilty usually confess long before it gets that far.
You've known that for years. You kept doing the job anyway.
Then another case reaches the bench.
This time, your name is on it.
IRON VERDICT is a dark turn-based RPG about a knight who has spent years enforcing a law he is starting to doubt.
Turn-based. Until they swing.
Parry at the right moment to avoid damage and counterattack. Stronger attacks give you less time to react.
Dodge gives you more time to react and also works against attacks that can't be parried, but you won't counterattack.
Miss either one and you take 150% damage.
Some enemies attack several times in a row, with a separate timing window for each hit. If you get the timing right, you can parry the whole sequence and counter each attack.
The rest of combat works like a traditional turn-based RPG. You choose skills, manage resources, build your party, and plan your turns normally.
Limit abilities also use timed inputs.
When the gauge is full, using a Limit starts a short input sequence tied to the attack.
Get the timing right and the attack becomes more powerful. Miss it and the attack loses power.

If timed inputs aren't your thing, you can switch to Classic Turns at any time.
Classic Turns takes them out of combat entirely. You attack, guard, heal, and use skills as usual, with damage dealt and received at standard values. No timing bonuses, no timing penalties.
You lose the counterattacks that come from parrying, but counterattacks you learn as character skills still work.
Same enemies, same battles, same story.
Some of them are still breathing.
If someone survives the fight, you decide what happens next.
Execute them and take the full reward.
Hand them over to the law and receive only half.
Some of the people you spare come back. They remember what you chose.
What you do becomes part of your record.
Every party member has their own abilities and their own skill path.
As you travel together, you can build your relationships with them and unlock Duo Attacks.
When the shared gauge is full, two characters can perform a special attack together. Each pair has its own attack, and it becomes stronger as their relationship grows.
Strange creatures have started appearing across Grimgavel.
They don't appear at random. Each one leads back to a case the court got wrong.
Grimgavel is six hundred years old. Its laws are not.
Its people believe those laws cannot be wrong. You have spent years proving them right.
Now you have a reason to look again.
FEATURES
Dark fantasy turn-based RPG with active combat mechanics
Parry and dodge enemy attacks with timed inputs
Multi-hit attacks with separate reaction timings
Limit attacks that hit harder when you nail the timing
Two combat modes, Active and Classic Turns, switch anytime
Decide what happens to enemies who survive a battle
Spare defeated enemies and they return, leading to multiple endings
Abilities and skill paths for every party member
Build relationships and unlock Duo Attacks
Dungeons under the city, and something living in them
Approximately 40–50 hours of gameplay
You have never lost a duel.
Start hoping you do.






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情報・画像:Steam · 最終確認 UTC