Iron Tower Studio's turn-based RPG set in a post-apocalyptic LowFantasy world reminiscent of TheRomanEmpire and built on the Torque engine. The website can be found [[http://www.irontowerstudio.com here.]] Currently has a combat demo, showing off its rather versatile TurnBasedCombat, and has plans for a "true" demo and actual game in development. the game is now on steam in Early Access
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!!Tropes featured in ''Age of Decadence'' include:
* AfterTheEnd: An uncommon example in that the world wasn't even at "modern" tech level when things went explody.
* AuthorAppeal: Of the non-sexual type, it's an indie game after all.
* BonusBoss: The "inn fight" in the combat demo
* Main/CharacterClassSystem
* CowboyBebopAtHisComputer: Neoseeker posted a [[http://www.irontowerstudio.com/forum/index.php/topic,1342.0.html preview]]. The problem? They referred to it as an "action RPG", despite posting a (very outdated) video of its clearly '''turn based''' combat [[CriticalResearchFailure in the same article]]. [[IdiotBall They also linked to a newly released demo designed to show of said turn based combat and the game's website, which includes the turn based combat as a selling point]].
* ChooseYourOwnAdventure: Some quests play out like this. They uses lots and lots of skill checks.
* ItemCrafting: The "create expendables" and "improve existing items" types exists as separate skills.
* LowFantasy: It's a cynical, brutal, low-magic world set AfterTheEnd.
* PointBuildSystem: Rather than winning XP toward a LevelUp, you win points that can be applied directly to skills, and only for quest completion.
* [[PublicDomainSoundtrack Public Domain Artwork]]: The combat demo used [[http://en.wikipedia.org/wiki/Pollice_Verso_%28G%C3%A9r%C3%B4me%29 Pollice verso]] for the gameover screen. The use was temporary (presumably the existing gameover image wouldn't work with the story of the combat demo).
* ShownTheirWork: Even in the demo, there are plenty of allusions to obscurer facets of non-Hollywood Rome. Sadly, all gladiator fights seem to be to the death.
* SpiritualSuccessor: To ''VideoGame/{{Fallout}}'' and the many others that are also spiritual successors to it (such as ''{{Arcanum}}'').
* ThunderboltIron: The highest level of common weapon to be found.
* {{Vaporware}}: It's an indie game.
* WeaponAcrossTheShoulder: Two handed weapons default to this when out of combat.
* WeaponOfChoice: Uunusually for almost any video game, each preforms widely different in combat in practice (even if how they do so is hard to describe). Also unusually is none of the weapons are "second tier" weapons for non-primary-combat characters, they are all roughly equal.
** [[HeroesPreferSwords "Heroes" Prefer Swords]]: Will critical more often and can hit everyone around you in a whirlwind attack.
** KnifeNut: Has low AP cost and accurate, will bypass armor often, and can "flurry" to get in even more attacks.
** BladeOnAStick: Can push back enemies that try to advance, has "reach". (Un)suprisingly effective when combined with crippling legs and backing away from foes. Can impale foes.
** AnAxeToGrind: Can break shields, high damage for high AP. Also can access the whirlwind attack.
** Archer: [[CaptainObvious Can attack from range, but not up close]]. Downsides include ammo issues (As, at least with the combat demo, AoD does not use MoneyForNothing), low skill characters will often miss, low armor penetration (or if using pierceing arrows, low damage). Like all ranged weapons, shield users have a bonus to their block rate against ranged attacks.
** [[AutomaticCrossbows Crossbows]]: [[CaptainObvious Can attack from range, but not up close]]. High power with each shot, but slow to reload, like the bow has access to barbed/plain/pirceing ammo for each grade.
** Throwing Weapons: Being the only one handed ranged weapon, it is the only one that can use a shield alongside it. Are expensive, hard to resupply, and have low range, but can attack at close ranges unlike other ranged weapons, and deal more damage.
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