// Archive entry № 0018
Iron Tempest
Post-apocalyptic RTS where the storm is the third player: harvest lightning, armour against sand, and fight inside a moving weather map.
- Developer
- Studio Vertex
- Publisher
- Cobalt Entertainment
- Players
- Single & multiplayer
- Region
- Worldwide
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About the game
Iron Tempest drops two scrap armies onto a wasteland and adds the only truly neutral faction in strategy gaming: weather. Sandstorm fronts crawl across the map on visible forecasts, cutting sightlines and sandblasting light units; lightning corridors offer free energy to anyone brave enough to plant harvesters inside them. Reading the forecast layer is as core a skill as any build order.
Faction design leans into it — Duneborn units shed sand damage and strike from inside storms, while Gridworks players wall against the weather and farm it for power. Campaign missions are remembered like war stories: the convoy escort through a three-front storm, the map where the lightning corridor IS the only buildable ground. Skirmish AI cheats honestly, reading the same forecast you do, and multiplayer over LAN cables defined a certain kind of 1999 weekend.
Why it matters
The weather-as-faction idea gave RTS players a shared, fair source of chaos and drama. Its forecast layer — strategy by meteorology — remains one of the genre's most original systems.
Technical notes
Storm fronts are vector fields simulated at half-speed off the main tick, and unit sight is genuinely occluded per-cell. Famous for shipping a replay system before most of its bigger rivals.
Files & downloads
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