[[quoteright:340:http://static.tvtropes.org/pmwiki/pub/images/age-of-decadence_1359.png]]

Iron Tower Studio's turn-based {{Role Playing Game}} 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.
* BackStab: Attacks to the back of a character inflict 10 bonus damage, while attacks to the flanks inflict 5.
* BonusBoss: The "inn fight" in the combat demo.
* CharacterClassSystem:
* ChooseYourOwnAdventure: Some quests play out like this. They use lots and lots of skill checks.
* ConcussionFrags: Averted with blackpowder bombs, as there are both regular bombs and a distinct schrapnel-filled variety.
* CriticalHit: A significant part of the combat system, with their likelihood governed by the Critical Strike skill. Some weapons (like swords) are also more likely to inflict them then others (i.e hammers.)
* DialogueTree: Very extensive ones, with 5 responses being the norm rather than the exception. They also tend to be unique for every character, because many options appear only with certain character’s skills and background, staying hidden for others.
* EasilyForgiven: Averted in at least one early side quest, where the player is told to remove an undesirable character from the starting town. This can be achieved by simply telling him to leave, without even needing high persuasion skill to do so. However, the guy ends up bearing a grudge, and will try to make your life miserable in any way short of a violent confrontation.
* ImpaledWithExtremePrejudice: Spears allow you to impale characters through the stomach (or indeed, be impaled yourself). The corpse will often stand half-upright, supported only by the spear shaft.
* InUniverseGameClock: There’s a Day-Night cycle, and all the functions associated with it.
* ItemCrafting: The "create expendables" and "improve existing items" types exists as separate skills. It is possible to forge new weapons, craft traps, create blackpowder bombs and turn a regular poison into a potent one, amongst other things.
* {{Knockback}}: Both knockback and knockback are possible with certain weapons. In particular, bombs will always knock people down if they score a critical on them.
* LowFantasy: It's a cynical, brutal, low-magic world set After the End. Pretty much all magic is of the enchantment type: unlike many other {{Role Playing Game}}s, being a wizard is simply not an option here, as your character will never be able to cast a single spell.
* MeaningfulName: The Assassins’ Guild in the game is known as the Boatmen of Styx: as in, the people that send others beyond the river Styx, a boundary between the world of the dead and the living.
* MultipleChoicePast: the eight backgrounds on offer. They don’t have any effect on your character’s mains tats, but they do affect their standing with the game’s seven factions, as well as the dialogue options available for them. It is also possible to remain an unknown stranger with no background, and no associated strengths or weaknesses.
* NintendoHard: Loading screens for the game often say that “You will die. Save often.” They really do mean it.
* OffModel: At this stage, at least, the combat animations are far from the best.
* OptionalStealth: The sneak skill, which allows your character to bypass ambushes, perform clean burglaries, and more, assuming that it is high enough for the situation at hand.
* PointBuildSystem: Rather than winning XP toward a Level Up, you win points that can be applied directly to skills, and only for quest completion.
* PoisonedWeapons: Weapons coated in poison inflict bonus damage in the 3-11 range, while potent poison has the range of 6-14. Oh, and poison doesn’t dry off the blade until the 20th hit.
* RatStomp: Lampshaded and averted. You can ask [=NPCs=] if they need to have any rats killed, but that will simply result in puzzled looks.
* 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.
* SpinAttack: One is possible with swords.
* SpiritualSuccessor: To VideoGame/{{Fallout}} and the many others that are also spiritual successors to it (such as VideoGame/{{Arcanum}} and VideoGame/TheFallLastDaysOfGaia).
* TheMainCharactersDoEverything: Averted, as the things player can do depend on their skills and reputation alone, and so for every door that opens before the player, another is closed. I.e. playing non-violently increases your reputation with factions like the Imperial Guards, but also means that the Assassins’ Guild will not even talk to you.
* ThunderboltIron: The highest level of common weapon to be found.
* UnusuallyUninterestingSight: Averted in many ways. For instance, stripping down to your underpants normally elicits no reaction in {{Role Playing Game}}s. Here, the guards will stop your character, inquire if he’s drunk, mock him (“Just between you and me, there’s not much to see here anyway.”) and finally tell him to put some clothes on.
* ViolenceReallyIsTheAnswer: Generally averted, unless the question to be answered was "How to get killed as soon as possible?" In the tutorial alone, some [=NPCs=] will wipe the floor with you in a fair fight, even if you pour all starting points into combat-related skills.
* 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.◦ "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: Can attack from range, but not up close. Downsides include ammo issues (As, at least with the combat demo, Ao D does not use Money for Nothing), 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.
** Crossbows: 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/piercing 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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