Game review
Iron Decree
6.7 / 10
- Developer
- Castle Games
- Publisher
- Castle Games
The short version
Biggest strengths
- A distinctive melee-and-magic spin on round-based horde survival, with reviewers repeatedly comparing it favorably to Call of Duty Zombies in a medieval setting
- Solid first two maps with optional objectives and hidden secrets that reward exploration between waves of undead
- Built-in level editor with Steam Workshop support, letting players build and share custom maps
Biggest weaknesses
- Assets, animations, and weapon balance were all flagged as unfinished, with several melee weapons differing only in range and speed rather than feel
- Purchased spells were criticized for scaling in price faster than they scale in damage, undermining the mid-run upgrade loop
- The Sewer map drew specific complaints for long corridors ending in overpriced doors gating spells and weapons
6.7 / 10
Overview
Iron Decree is an Early Access round-based horde survival game from solo-credited developer Castle Games, released in January 2026 after an extended public demo period that reviewers repeatedly cite as having sold them on the concept well before launch. The pitch is blunt and immediately legible: Call of Duty Zombies, but medieval, with a Paladin wielding swords and spells instead of guns against waves of a necromantic cult, playable solo or in four-player co-op. That framing shows up in nearly every review in its small but positive pool, and it's clearly doing real work as a hook, even as reviewers are equally quick to note the game still has an unfinished, early-build feel in places.
Story and Setting
The setting is a grimdark fantasy war between an insurgency and the Imperium, a radical order of necromancers wielding forbidden magic under the guise of protecting crumbling fortresses. Players defend locations like mystical gravesites, enchanted libraries, and sacrificial chapels, choosing along the way whether to purge the heretics outright or dig into the darker truth behind the conflict. It's a thin frame by design, existing mainly to justify sending waves of skeletons at the player, and reviewers treated it accordingly, focusing far more on the moment-to-moment horde combat than on any narrative throughline. Where the setting does register is in specific named locations: reviewers singled out the game's first two maps as strong, atmospheric introductions to the format, while a later Sewer map came in for pointed criticism as a maze of long, narrow corridors gating expensive spells and weapons behind hard-to-find doors.
Gameplay and Mechanics
Combat blends melee weapons like swords, axes, and maces with a two-casting-type spell system, and reviewers consistently praised how satisfying it feels to switch between the two mid-fight, describing the resulting rhythm as a genuine evolution of the round-based zombie formula rather than a reskin. Progression during a run comes from souls earned by killing enemies, spent on new weapons, spells, and enchantments that can be mixed into different builds, and optional objectives and secrets scattered through each map give reason to explore rather than simply survive. The game also ships with a built-in level editor and Steam Workshop support, letting players design and share their own maps, a feature multiple reviewers called out as a meaningful value-add this early in development. Balance and polish are where the complaints concentrate: one reviewer noted that different melee weapons currently vary mainly in range and speed rather than distinct feel, and that purchasable spells scale up in price much faster than they scale up in damage, making the mid-run economy feel punishing rather than empowering. Another reviewer described skeleton waves as noticeably more dangerous than the bosses meant to cap them off without specific defensive upgrades, and at least one player reported severe, unexplained lag spikes starting around the third wave despite ruling out their own hardware as the cause. On the puzzle side of the optional objectives, one reviewer admitted the clues felt vague at first, but described the eventual solve as satisfying once the map's logic clicked, a pattern that seems consistent with the map's overall learning curve.
Visual Style and Sound Design
Iron Decree leans into a grimdark medieval aesthetic, its trailers built around chaotic melee-and-magic skirmishes in gravesites and crumbling stone corridors that reviewers generally found atmospheric and fitting for the CoD Zombies-inspired tone it's chasing. Technical execution trails the concept somewhat, with at least one reviewer explicitly flagging that animations and some game systems still break during play, a fair assessment for a build this early in its Early Access cycle. The game supports full controller play alongside mouse and keyboard, and ships with Steam Cloud saves, giving it a reasonably solid technical baseline for co-op sessions even while core combat feel is still being tuned.
Progression and Replayability
Between-run progression currently centers on souls spent inside a given run rather than a deep persistent meta-progression system, and at least one reviewer explicitly asked for more long-term account progression to give repeated runs additional purpose. Replayability instead leans on map variety, difficulty scaling across rounds, and the promise of user-generated content through the Workshop-supported level editor, with several reviewers reporting dozens of hours logged during the free demo alone before buying the full release. Reception skewed strongly toward players who came in through that demo, several of whom described buying on day one specifically because the preview build had already won them over, while newer players encountered rougher edges, including one detailed account of technical problems surfacing partway through a session with no clear fix in sight. A small number of harsher reviews dismissed the current state of the game more bluntly, including one calling it "abandonware," though the broader review pool and documented instances of the developer quickly patching reported issues cut against that characterization.
Verdict
Iron Decree takes a well-worn horde-survival formula and gives it a genuinely fresh medieval reskin, with melee-and-magic combat, a built-in level editor, and a first couple of maps that reviewers found immediately compelling. It's still rough in the ways Early Access horde shooters usually are, with balance issues around spell scaling, some unfinished-feeling weapon variety, and reports of lag that need ironing out. Worth checking out for anyone who's already burned hundreds of hours on CoD Zombies and wants a fresh setting for the same addictive loop, especially with a developer that reviewers describe as actively responsive to feedback.
Pros and cons
Pros
- A distinctive melee-and-magic spin on round-based horde survival, with reviewers repeatedly comparing it favorably to Call of Duty Zombies in a medieval setting
- Solid first two maps with optional objectives and hidden secrets that reward exploration between waves of undead
- Built-in level editor with Steam Workshop support, letting players build and share custom maps
- A developer reviewers describe as fast to respond, fixing reported issues within a day in at least one documented case
Cons
- Assets, animations, and weapon balance were all flagged as unfinished, with several melee weapons differing only in range and speed rather than feel
- Purchased spells were criticized for scaling in price faster than they scale in damage, undermining the mid-run upgrade loop
- The Sewer map drew specific complaints for long corridors ending in overpriced doors gating spells and weapons
- Performance issues including lag spikes were reported by at least one reviewer even on capable hardware
Screenshots
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The Sewer map's narrow, torch-lit corridors funnel players toward sigil-marked doorwaysImage: Castle Games via Steam -
Lightning magic crackles against an approaching enemy near one of the fortress's iron gatesImage: Castle Games via Steam -
The Steel and Stone objective tasks players with lighting weapon shrines to restore arcane powerImage: Castle Games via Steam -
Technical specificationsWanderer Game Reviews