IRON LEDGER — TURN-BASED SUPPLY TACTICS

The army loses. Your job is to decide how slowly.

A turn-based tactics game about supply lines, rationing and retreat. You never move a soldier. You decide who eats, what gets abandoned, and which road the column takes at dawn.

WISHLIST ON STEAM

Early access 12 November · 22 euro

11,000

mouths to feed

14

wagons left

40

linked campaigns

0

soldiers you command

01

THE ROLE

You are the quartermaster, not the general.

Generals get statues. Quartermasters get blamed. You have 11,000 mouths, 14 wagons, and a bridge that will not hold both.

No one salutes when the column reaches the next valley intact. They only count the wagons that did not. Every order you sign is a subtraction from somewhere else on the page.

The column camped at night, wagons drawn up around low fires

02 — THE LEDGER

Every turn is a ledger.

Grain in, grain out, boots lost to mud, a column of numbers that becomes a column of people two turns later.

The supply ledger open on a field desk, grain columns tallied by hand

TURN 14 · THE VEREL ROAD

Closed at dusk. Signed by you, in your own hand.

Grain, sacks

+900

−1,240

Two days at half ration, then nothing.

Boots, pairs

+0

−310

Third company crosses the ford barefoot.

Wagons

+0

−3

The bridge took the rest. It always does.

Wounded, carried

+212

−44

Left at the mill with a note and a lamp.

Balance carried forward: eleven days of march, nine days of bread.

40

LINKED CAMPAIGNS

Permanent consequences, and no reminder that you caused them.

Forty linked campaigns. Abandon a wounded company in campaign three and their village refuses you bread in campaign nineteen. The game remembers everything and never reminds you.

CAMPAIGN 03 · WHAT YOU DECIDED

The mill road is flooding. You leave forty wounded and one lamp, and the column makes the ridge before dark.

CAMPAIGN 19 · WHAT IT COST

Sixteen turns later the same valley has bread to sell and will not sell it to you. No cutscene says why. The ledger does.

04 — WHAT IT IS NOT

There is only a better and a worse retreat.

No base building. No hero units. No respawns, no difficulty slider, no way to win the war.

NOT IN THIS GAME

No base building

Nothing to construct. The camp is wherever the column stopped, and it is gone by morning.

NOT IN THIS GAME

No hero units

No one on the roster is irreplaceable, and no one is exempt from the ration table.

NOT IN THIS GAME

No respawns

A company lost in campaign six is absent from the manifest for the remaining thirty-four.

NOT IN THIS GAME

No difficulty slider

The war is fixed. Only your bookkeeping changes, and only ever by degree.

05 — FOUR FRAMES

Four frames from the second retreat.

Campaign map of the retreat, roads and river crossings marked in chalk

FRAME 01 · THE ROUTE

Two roads out of the valley. One is shorter and takes the wagons; the other keeps the wounded.

The supply ledger open on a field desk, grain columns tallied by hand

FRAME 02 · CLOSING THE TURN

The turn will not close until every line balances. It will let you balance it badly.

The column camped at night, wagons drawn up around low fires

FRAME 03 · CAMP, 03:40

Fires are a ration too. Cold nights cost boots; warm nights cost the woodpile.

FRAME 04 · THE MANIFEST

Every name on the roll, and the date it stopped moving.

Sortable, searchable, and never cleared between campaigns. It is the only monument in the game.

06 — DEV LOG

Written every second Friday, whether or not it went well.

04 AUGUST

Rations, third rewrite

Half rations used to be a slider. It is now a decision with a name attached to it, and the name shows up again later.

18 JULY

The bridge at Verel

Load-bearing in both senses. Three wagons or two hundred wounded — the model finally refuses to let you cheat it.

27 JUNE

Memory pass, campaigns 1–11

Every abandonment now writes a row that campaign nineteen can read. Eleven campaigns wired, twenty-nine to go.

07 — EARLY ACCESS

Early access opens 12 November.

Eleven campaigns playable, roughly 30 hours. Full release when the last twenty-nine are done and not before.

22 €

In early access, and it will not get cheaper at launch.

11 / 40

Campaigns playable on day one, about 30 hours.

Windows, macOS and Linux. No launcher, no account, no online check.

08 — WISHLIST ON EVERY STORE

Put it on the list. The column moves in November.

A wishlist is the only supply line we have. It decides how loudly the storefronts mention us on 12 November.

WISHLIST ON STEAM

Iron Ledger · early access 12 November · 22 euro · no way to win the war