An independent game studio

Also in the works: Barrelhouse and Cairn.

Devlog

Latest from the devlog

The Lien

Teaching the first fight

The Lien got a walkthrough for new players, played over the real first fight, and a set of tip scenes for Argos and the companions. The operator recorded all fifteen lines, then found that a stray click could cut one off, so banners now advance only through a Next button.

Earfh

Every kill chains into the next

Earfh's combo meters now change what a kill does. Melee, gun and dash combos each have kill effects, three pairs have effects of their own, and all of them grow with the combo. Two safety rules keep a crowd from snowballing, and the owner voiced all 17 sounds with their mouth.

Earfh

Every weapon gets a move

Melee weapons got stances, charged swings and a signature move. Guns got firing modes and a special of their own. Ranged characters can now carry two guns, each with its own meter. A special that worked perfectly still felt broken until the game said something.

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Solo, Not Alone

Using AI tools, alone

ci process

Red Checks, Green Tests, Then No Checks

Earfh's CI turned red on October 10 with every test passing, because 89 game builds filled the artifact quota. Two days later the Actions minutes ran out and the workflows went to manual dispatch. The suite still has to pass before a merge, and now only a person or a command makes it run.

ai-coding local-models

Tests First, Then Hand the Code to a Local Model

Claude Code wrote the tests for a batch of Earfh repo audit tools and a local Qwen model wrote the code to pass them. The tests set the bar and review still found bugs, and one tool came back empty.

ai-coding process

Two Sessions, One RunManager

A cloud agent and a local agent both edited the same function in Earfh. I wrote down who owned what and a merge rule, and the rule never ran, because one branch merged in 13 minutes and the other was closed two days later.

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Currently

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Still shipping · 11,530 contributions in the last year Less More

Adam Powell, founder of Ironwright

About

About

I'm Adam Powell. Ironwright is my game studio. I came to games from years of building production software, and I build games the same way: small, tested, and finished properly.

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Get in touch

Say hello.

Press, playtesting, a question about the games, or the security tools.

Side projects

Side projects

Security tools, D&D campaigns, art, and other experiments.

See the side projects → Tools →