A downloadable game for Windows and macOS

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You are Cade Black, an infamous gunslinger that lived in the American midwest in the 19th century. After being betrayed and murdered in mysterious circumstances, and due to your deeds while alive, your soul is sent directly to the lowest part of the Underworld, known as the ‘Tartarus’ or Hell. As a result of this betrayal your wife and daughter end up dying as well, and you leave the world with thoughts of regret and anger.

As you reach your destined punishment, though, an unknown force takes your soul with promises of freedom and deliverance for your family’s souls in exchange for your aid in a conspiracy taking place in the Underworld.

DISCOVER CADE'S PAST

There is a lot to learn from our protagonist. What led him to become a legendary gunslinger, feared by all? What were his motivations? Who was he, before he took the mantle of The Reaper?

AN EPIC QUEST TO SAVE YOUR LOVED ONES


Your journey begins at the lowest levels of Tartarus. Emerge from the Abyss in a quest to reestablish order and find salvation for your murdered family. Traverse strange and otherworldly scenarios as you approach your objective: The Great Mausoleum at the center of the Underworld.

EXPLORE AND UNDERSTAND THE WORLD

Talk to the different characters or read through tomes and item descriptions to piece together the story and understand other character's motivations and the world around you. Learning about the world may help you unravel its secrets.

AIM AND EMPTY BOTH YOUR BARRELS!

Blast away at enemies using your two trusty revolvers. Mercilessly fill them with lead as you open a path forward. Don't let anyone stop you! 

WEAR MAGIC RINGS TO MODIFY YOUR GUNS

Exploration is rewarded by finding useful loot and materials. Use them to craft a variety of magical rings that will help you improve your combat capabilities.

You can wear 5 rings on each hand, and they will transform your guns independently. Combine different elements and decide which gun to shoot first in order to find great synergies. 

Study your enemies to find their weaknesses and equip the right rings to completely destroy them.

NOTE:

This is a work in progress. Expect some bugs and visual glitches. We apologize for them, but we are constantly fixing them. We appreciate any constructive feedback on your part!

StatusIn development
PlatformsWindows, macOS
Rating
Rated 4.8 out of 5 stars
(6 total ratings)
AuthorGunstone Studios
GenreAction, Shooter
Made withUnity
TagsAction-Adventure, Indie, Metroidvania, Pixel Art, Souls-like
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard, Xbox controller, Gamepad (any)
AccessibilityConfigurable controls

Download

Download NowName your own price

Click download now to get access to the following files:

Howling Irons Demo.zip 127 MB
HowlingIrons_MacOS_Demo.app.zip 140 MB

Development log

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Comments

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(+1)

hope to see more of it! I love it! 

Not sure if it's just me but it says I cannot open the application and it does not show up in my Mac's privacy settings. Usually I can find the app in my settings and allow it to open anyway but now there's no such option. I'm on M2 Pro Ventura 13.5.2 if it helps.

Hi papayaah!

Thanks for your comment. This is indeed an issue Mac users face when they download games outside of the itch.io client; as a direct download.

It started happening after a recent upgrade, that these kinds of apps downloaded from the internet stopped appearing in MacOS Security Settings. The fix is very simple:

(This example is going to assume you have placed your HowlingIrons_MacOS_Demo.app in your Desktop. Simply replace the Desktop for the location of your app)

  1. Open the Terminal app.
  2. Type: cd Desktop
  3. Hit Enter.
  4. Afterwards, type: chmod +x HowlingIrons_MacOS_Demo.app/contents/MacOS/‘Howling Irons’
  5. Hit Enter.
  6. Go to the location of your app, right lick it and select Open.
  7. A pop up will appear, click on Open. 
  8. That's it! Enjoy your game!

This fix will help other Mac users. I will create a formal post. 

Bye!

(+1)

Hi! after playing this game for a little bit, I have some praises and some criticisms. Here is my feedback:

- the aiming aspect is a little bit janky, the fact that you have to move towards an enemy to aim at it is a little weird. A way that this could be improved was to make the character always face towards the direction your mouse is. Another option is to implement free aim all the time, that way free aim could be used more and feel more fluid. 

- I can see the jump is similar to hollow knight or other games like that, but if feels a little slow and unresponsive. I would make the speed at which the character jumps faster. In general, I think the game might do good with a "speed up?"

- the art style is amazing, and the cutscenes look clean and high-quality. 

- Enemy hitboxes are kinda scuffed, I don't know if it's a game mechanic but sometimes my bullets go through enemies.

- Button mappings: as a trackpad player and a mac player, there is no middle click so melee attacks just don't work lol

Overall good game

Hello! Thank you for your feedback.

We will review it with the team. 

Specially about the jump, we have received similar feedback and we are trying to find the sweet spot.

Hope you can keep enjoying Howling Irons! 

By the way, forgot to mention this but:

You can remap controls in the Main Menu. In this case in which you are using a trackpad then you could go and choose a different key for the melee attack.


Again, thank you for your feedback!

(+1)

Hello! I've been playing the game on my Steam Deck and I'm enjoying it very much. I just beat the second boss, and I'm very interested in what's next! I'm a huge metroidvania fan, and Howling Irons has definitely peaked my interest. I love the idea of the gunfights, as well as the rings to modify each gun on its own  I have  done feedback about the game and the overall experience:

- When respawning after death, players should get fully charged guns and 100/100 ammo. Otherwise, what every player will do immediately after dying will always be empty their guns, reload, and then rest to get full ammo. It's worth streamlining that.

- The dash feels a bit sluggish and hard to be relied upon. Since you lose some height when dashing, and unless you're perfectly over a platform you won't land on it, there's been times when I haven't been able to judge properly my jumps and I've ended up falling into a pit.

- The player's character should face the direction he's walking, even if the aim cursor is pointing the other way, and then he could turn if you start shooting. Especially when playing with a gamepad, it feels like you have to be using both sticks to walk properly in the right direction.

- The combat still feels a little bit stiff, the enemies don't have many moves (which is not a bad thing in itself), and having the guns mostly trivializes every enemy that does not have a ranged attack.

- The second boss (the lizard warrior) was hard to fight because the columns in the arena hide a lot of the telegraphed start of an attack, so it's very difficult to react (also the main character being hidden behind the columns doesn't help figuring out where are you and how to beat react). I did manage to beat the boss on my second attempt because of some sort of bug where he stopped moving at all, and I could unload all of my ammo without a care in the world.

I don't want to sound too critical with the game, I'm having good fun playing it and I'm excited about the final product because I think it has a lot of potential.

I'll be keeping a close eye on this project, because it's really cool!!

Hi eSedano!

First of all, thank you for your kind words and the great feedback. We are glad you are enjoying our game and we are super happy the game plays well on the Steam Deck.

This demo has a lot of content and there is much more for you to explore and experience – so keep on playing!

As to your feedback:

Thanks a lot for it. We don't mind constructive criticism  – in fact, we can use more of it! We are developing the game right now, and fine tuning controls, mechanics, etc. takes time and sometimes we, as devs, miss or ignore many critical flaws in the game. External people playing and giving us their honest opinions are exactly what we need to polish Howling Irons!

The feedback about the player facing the direction he's walking is good. We are still struggling with the right control scheme and this latest iteration of the demo was very much an experiment to see if free aim felt good. I think the next version of these controls will feel much better to you, so stay tuned!

We will read your feedback with the rest of the team. Thank you again!

Keep an eye out for the next updates!

(+1)

Hello! First off, I love the aethetic and the gameplay feels great! Definitely will be playing future versions and I'd be glad to pay money in the future! (Unfortunately i can't use my paypal right now cause my number is temp deactivated as I am travelling)

Unfortunately I was unable to finish this demo due to a bug. I cannot use my mouse to click on the in-game menu's. I'm not sure why, it works on the opening menu but none of the in-game ones, I was able to avoid it up until the blacksmith, by either killing myself during dialogs or just not using them, but now I am soft locked because I cannot do the blacksmith dialog.

Another minor bug I noticed is that when you enter and area jumping the game can fling you into the air.

Also some of my bullets and melee's don't seem to hurt enemies,  which I'm not sure is intentional iframes or a bug.

Overall really lovely game! It's too bad I can't finish it right now!

Hi Saint Peter

Thank you for your feedback! We are glad you like the aesthetic and the gameplay. 

We're sorry you were not able to finish the demo! The Blacksmith is one of the essential features of the game because he gives you access to great items.

This bug you mention, that you are unable to click on in-game menus, we have not seen before and is very concerning. Could you give us a couple of extra details?

  • What resolution are you playing on?
  • Was it full screen or windowed.
  • Did you have a controller connected to the computer?
  • Did you try completely closing and restarting the game?
  • Did it happen on ALL menus? Including the inventory?
  • Is it happening on the buttons that appear when you have dialogues? The buttons where you can choose what to reply.

Thank you for playing the game. We will take a look and try to fix this issue, although you are the first person we hear this happens to.

Cheers!

(+1)

Glad to provide more details!

I was originally playing on my monitors weird default res 1900×600 I think, but I switched to 1920×1080 and it still didn't work.

I tried on windowed and full screen

I did not have a controller connected, I was playing with mouse and keyboard. I am using I wired mouse, I also tried my laptops TouchPad but it didn't work.

I closed and restarted multiple times.

It happened on all menu's besides the opening menu. The items menu, key items, rings, and in game settings menu are inaccessible.

It did also happen to the dialog options, I was able to get through the first dialog option with the goddess by killing myself with G which treats it as if you answered the dialog. This doesn't work with the blacksmith though.

I am playing on an Asus Zenbook 14

Hope this was helpful!

(+1)

Thanks for the details.

We will investigate this, but it has never happened on our end. Will keep digging and hopefully get a fix that will let you continue enjoying the game.

(1 edit)

This is happening to me too

Edit: After entering an exiting the pause menu I also lose the ability to melee

(+1)

Absolutely blown away by this demo!  Fantastic story, great level design, and an absolutely beautiful game!


Hi Matt!

Thank you for the kind words! And for the video... we watched it from start to finish!

Such a shame that you got that weird bug at the end... we are investigating to try to prevent it from happening again!

A couple of comments about your run:

  1. Right at the beginning, you missed picking up the Flask of Ambrosia (which is the health flask used to heal mid combat!). Its probably bad design on our part... it is right next to the statue but you just moved forward and did not pick it up. Your run would have been significantly easier if you had been able to heal outside of the shrines! We will add a safe to make sure people pick it up. Maybe freeze the player until you grab it. Sorry about that!
  2. We are very interested in knowing your honest opinion about difficulty and level layout. For example: 
    1. Do you think we need to add more shrines ? Did it feel like a chore whenever you died because the last shrine was too far? 
    2. Do you think it would be better if we gave players more ammo? 
    3. What did you think of the melee... should it be stronger?
  3. Any other comments or feedback would be greatly appreciated. 

We enjoyed watching you play and experience the game. Thank you for a wonderful video!

Please, keep playing the demo... there is a LOT of content that you did not experience in it... a couple of areas that you did not discover, for example ;)

Hope to see you soon!

(+1)

1. I just straight up missed the Flask.  The game looks gorgeous, and there's so much to look at and admire in the beginning that I just didn't see it.  
2. I don't think you need more shrines, but adding a refill of ammo would be great.
3. Melee didn't get used much mostly because of it being tied to pushing in the right thumbstick.  It was also a bit weak so it didn't feel too useful.  It could be stronger, or possibly add a pushback to enemies to make it more viable of a solution.

Thanks for your feedback. We already fixed some of these issues:

  1. Flask is given automatically now
  2. Put shrines in strategic locations
  3. Ammo is filled to max whenever you rest on shrine
  4. Other fixes

hope you give it a shot now.

Have fun!

(+1)

cool retro

(+2)

Absolutely nailed on art atmosphere and sound design!

Level design is also good.

What I've seen from the story seems pretty interesting so far and the dialogues were fun to read and the characters have cool designs.

The menus are also charming and original and I loved the ring idea, I always thought of something like that where you could put rings in each finger.

I liked a lot and I see there is a lot of potential so I'd like to give some constructive feedback if you might wanna take that into consideration


Gameplay:

In other games of the genre you usually have a really good sense of control of the character and it feels very responsive, in Howling Irons I'm afraid this is not the case as I feel the character is heavy to control, not because it's slow but because of the acceleration and deceleration being overwhelming in my opinion, not sure if this was the design choice.

The aiming (looking up and down to shoot) also takes a considerable time to change directions and that can be a bit frustrating since it has no reason to take that long, which makes it harder to take quick decisions when going for aerial enemies.

The original mapping of the keys are very weird, (I know you can remap but even so). Specially F to dash because usually people use the three middle fingers to control the movement and have to pull it off the D key to press F makes it very odd. I suggest go with the normal "left shift or ctrl shift".

I'm okay with being one shotted by falling of a cliff, but usually in the oneshotting sections of a game the checkpoint is near so it doesn't become annoying, also the platforming doesn't feel very great for me as it seems you have to always jump at the max value of your jump and it almost doesn't make it every single jump. More air control and a lighter character would be better in my opinion.

Bugs:

In one of the tutorial dialogues there are some words that are highlighted with blue, but as soons as the text starts appearing in the textbox, some code (that I assume is to make the letters blue) appears before it actually does it job.

If you stand in the very edge, the tip of any platform, and hold down to crouch, the character instead of crouching, he crouches and stands up very fast repeatedly and the sound effect gets very loud as it's repeating a thousand times per second.

I'm not sure if was intended but I had no HUD throughout the whole game but from the screenshots I could tell that there was suppose to have one (?).


All that said it's just my humble opinion on how this game can be improved. I really wish it succeeds and I hope the best for the team, otherwise wouldn't have written this essay! Good luck and keep up the good work!

Hello Lampazzu!

Thank you so much for your review and the great feedback! We will definitely take it into consideration. Also, thank you for letting us know about the bugs you found... its super helpful!

About the HUD bug... this is weird. Once the game starts, the HUD is off but its supposed to be activated once you pick up the Ambrosia flask next to the statue that you talk to. Did you pick up this item?

Again, thank you for your kind words. We will keep improving the game. Hope you continue enjoying it... this demo has enough content for well over an hour of gameplay.  

Edit:

Hi Lampazzu

We are about to upload a new build with some fixes for some of the bugs you found, and also you'll be happy to know we managed to improve the movement of the player.

Just a quick explanation: We are planning to get this game released on consoles (eventually), so we put a lot of emphasis on controllers. We usually test the game with a gamepad so we had not realized how "heavy" the player felt on keyboard (and how slow shooting up and down was on keyboard) – these problems are not present if you play with a controller.

So, thanks to your feedback, we took a look at the code and fixed it! Now, keyboard controls are much more responsive, Cade won't feel as heavy as before and you'll be able to shoot up and down as soon as you press the up and down buttons.

We are also changing the mapping of some keys – the dash and melee attacks. 

This update will be up later today. Be sure to give it a go!

Thank you for your great feedback!

I played the game with the new update and the controls are movement are 10x better now and it feels much better to play! A massive improvement, I will later try with gamepad.

However,

I still can't see the HUD and that really makes it hard to play since I have no idea about the state of my ammunition and health, in the two runs, with the different patches I got the Ambrosia Flask but even so the HUD did not appear. I gave up on the quadrupedal boss since I get out of ammo and there seems to be no way of getting them back during the fight which leads to death, and I'm not sure if I can farm bullets because I have no HUD. 

Also, now that the character is behaving ideally it brought my attention to another problem: The Melee Attack, there is a couple issues to it:

1. No facing direction lock during attack: whenever I hit with the melee attack let's say I want to hit forward and then go backwards once the animation is done, what happens is, I press the melee button and he hits, but if I turn around midway through the animation he ends up attacking to wrong direction I wanted to. That feels odd, while airborne I want to reposition my character backwards after attacking forwards so I don't collide with the enemy: which leads to the next issue:

2. Range: The attack has so little range that I have to get very close to an enemy, and when I'm grounded the character locks the movement, and the amount of time it gets locked its enough for let's say a zombie in chains hit me and I can do nothing about it since I have to be really close to him to hit.

3. The character's belt gets disconnected from the pants in a weird way during melee attack.

4. After I destroy a torch in the scenario, the hitbox of it remains and I still get hit feedback when I melee hit the place where the torch was supposed to be.

5. Since I have no other choice but to melee attack once I'm out of bullets, it has to be 100% functional and safe to perform melee attacks if well executed by the player, otherwise it feels unfair to have to go melee and get punished by it. 


This new patch I think it came with save data, I had to delete it before playing.

If the HUD problem gets fixed then I'll gladly give it another go, besides the issues I really had a great time with it and it's very much my cup of tea.

(Also to make the mapping better I'd put "Q" or "1" as Heal  and for interaction I'd put "E" which is universal). 


Keep up the good work! This game has to be the best it can be and no doubt it will be a blast!

(2 edits)

Hi Lampazzu.

Thanks for the info and for the detailed feedback.

A. I agree that we need the Melee to be super reliable if its the only option left after running out of bullets. We will definitely take a look at that and try to improve it as much as we can. We might need a better animation that also increases the range, as you suggested. Maybe a kick or simply having a machete or something. We will think about it.

B. The missing HUD really bothers me. I have never seen this issue before – and I have seen other players try the game + some videos and they don't have this issue. Could you tell me the specs of your computer/screen? Maybe, for some reason, they are appearing outside of your view due to resolution or something. Could you share a screenshot of how your game looks?

About the UI:

  • Do you see dialogues?
  • Is your inventory working fine and are you able to read item descriptions + lore?

C. The patch should not have Save Data. It was probably the save data in your computer from your previous session.

D. Thank you for the suggestion son mapping. I was already thinking about using E for interaction. Using Q or 1 to heal sounds reasonable. Maybe 1 so you avoid healing by mistake.

Again, thank you for your feedback and for testing the game. We really appreciate it. We promise to fix these issues and deliver a great experience!

I tested in other resolutions such as 1920x1080 and the HUD worked just fine. But for some reason it doesn't appear at all with the resolution that fits my screen perfectly: 1680x1050

Oddly, all the menus, dialogue and inventory windows work fine, they all fit the screen nicely but for some reason no HUD when I put it 1680x1050.

I've never had this bug with any game I've played

Hi Lampazzu!

Thank you for the info. We fixed the HUD issue and improved the melee attack + some other changes (Including key mapping).

About the new key mapping, the game is currently saving the mapping so even if you try this new update you won't see the new mapping unless you delete your save data and start a new game. Sorry about that!

Here is the summary of the changes made.

We hope you'll give the game another shot now. Your feedback has been super valuable to us!

Enjoy!