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Watch trailer on Steam ↗Cursewarden
Ironsend · Published by Ironsend
Content notice: This Game may contain content not appropriate for all ages: General Mature Content
Last updated 9 Oct 2026
Join the cursewardens and protect society against the plague of curses in this Victorian era Action RPG. Draw curses to yourself, hack, slash, and shoot to contain them, and then turn their power against them.
Embrace your role as a Cursewarden in this thrilling Action RPG from Ironsend, where you'll navigate the dangers of Victorian society by drawing curses to yourself and turning them against their source.
About this game
Curses are a rising threat to society, and it falls to the recently established cursewardens to contain them. Forges freeze over, trains stop dead in their tracks, and people of the city lose life and limb to debilitating curses. A dangerous but lucrative profession, a cursewarden risks their life by drawing curses to themselves in order to keep them under control. As a new recruit, you must learn fast, adapt, and reject the whispers of curses if you are to survive.
Use what you must from the warden's arsenal of weapons, including melee weapons, new innovations like repeating pistols and rifles, or the foul magic of curses themselves. Some favor a more versatile style, while others go all in with just firearms or melee – fight as you see fit. Contain defeated curses in special curse stones so you can use them to enhance your skills for a more focused utility or damage role.
Key features
Fight an unending plague of curses with trusty weapons, firearms, and volatile spells
Encounter randomly generated curse levels and the wretches contained within
Use curse stones to modify any skill, adding effects like damage types, critical hits, knockback, buffs, and debuffs
Help the people of the city and unravel the enigma of curses
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10, 11
- Processor: Intel Core i3
- Memory: 4 GB RAM
- Graphics: OpenGL 2.1 compatible graphics card, integrated graphics
- Storage: 300 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
November update
I took some time this November off so I didn't get that much progress, however there were some minor features that I did manage to do. A lot of the systems are beginning to be in place, so art & content is going to take up most of the time in the future. Luckily the holidays are coming up so I should have some time then to work on content. Quest system & first cutsceneNew blood effects & "gravity well" curse stone that pulls nearby enemies closer to the hit enemyRead full article on Community Announcements (Ironsend)Patch NotesOfficial
October update
I had some major issues with polishing melee combat - meanwhile I played some Diablo 2 Resurrected on console, and noticed that there's a slight pull towards enemies when using melee skills just out of range. I implemented the same and it made a world of difference. After fixing that, implementing new melee skills was quite quick!Meanwhile itemization, producing more art & bugfixing continues. The main hub had some new developments, along with a new gunsmith. w.i.p blink strike & rend skills Explosive mark skillRead full article on Community Announcements (Ironsend)Patch NotesOfficial
September update
During testing the game I realized that a key ARPG component was almost completely missing from the game - itemization. Items and curse stones were generated as loot but their stats were not randomized beyond few number rolls, such as damage or armor amount. This lead to the situation where when a loot item dropped, you could immediately tell if it was relevant for your build or not, without even seeing the affixes or stats of the item. So after realizing this, I reworked the loot drop & item randomization mechanics, and it's a lot better now - each item & curse stone has a broad set of affixes that it rolls it's stats from, depending on the item type and initial "item quality" roll.I also added improved lighting of the levels as well as adding random loot chests, but these aren't quite right yet so I'll have to keep developing them. For the playtest, it seems like whenever I finish a core feature, I realized that another one is missing. This just means that the scope needed to test an ARPG game is huge, as there are so many already established features that this genre of game needs.New boss enemyNew lightingItems & affixesRead full article on Community Announcements (Ironsend)Patch NotesOfficial
August update
Summer vacation is over, and while I was unable to get a test build done there was major progress regardless. Pathfinding, enemy AI, and level generation all had major issues, so I ended up re-writing each of those systems. While they still aren't perfect, they should be good enough for the test build which I I'm working on next. Other updates were damage effects, new enemy skills, like buffs and summoning creatures, and the coolest new feature is projectile redirection: projectiles can collider mid-air and the player can also deflect projectiles with melee attacks.Projectiles that collide now redirect depending on their piercing stats - the stronger projectile keeps going while the other is redirectedGun & Curse stone effects: stunned, lit, and frozenRead full article on Community Announcements (Ironsend)Patch NotesOfficial
July update - Akimbo
After a busy June there's loads of features done, first of which was the "pistols akimbo" feature that allows you to dual wield firearms. The UI wireframe is also done but the details and graphics are still work in progress. Level generation along with the first level (including the first boss) is also almost done. The demo launch is still months away, but hopefully initial playtesting can begin this month. The priority is now to finish the first playtest scope along basic quality of life features like settings and menus.Read full article on Community Announcements (Ironsend)






