EVERY DEBT ENDS IN IRON

A port city that lost its industry and kept the sheds. Where no court works, things get settled by hand. FIERRO is the circuit that grew in the places left over: the fishermen's pier, a building site abandoned three years ago, the night market, the shoulder of a highway, an old master's dojo that takes anyone, the crater of a volcano nobody should be standing in.

No belt. No purse. No referee. You fight for the debt, the corner, the name. And the loser doesn't walk out — they leave the way the place decides: the water, the rebar, the fire, the traffic. That's the only rule everyone respects.

Nobody trains for this. The twenty-two show up with whatever they do for a living: a riot cop who never took the helmet off, a children's party clown, a priest who performs exorcisms with his fists, a strongwoman from a broke circus, a lumberjack down from the south, a dock enforcer who keeps two metres of chain between you and him, a mascot sweating inside a foam suit, a thing the dock fishermen swear they've seen. At the end of the circuit waits King Nothing, who nobody can place, and who fights with whatever you bring him.

What's in it

  • 22 fighters, each with their own build, face, walk, idle stance, superpower and personal finisher.
  • 11 stages, each with its own way of killing you.
  • Arcade (one fight per stage), 1v1, 1 vs CPU and online — type the same room name as your friend, no codes.
  • Five attack buttons that give five different strikes each depending on the direction you hold, plus grabs, throws, dashes, an all-fours stance, weapons you pick up off the floor, and levers that arm the stage traps.
  • Three graphics tiers, 32 / 128 / 256 bits: pick whichever one your memory likes best. Pixel grid, affine textures and dithering; filtered textures and per-pixel lighting; or native resolution with antialiasing, anisotropic filtering and soft shadows. Switch it mid-fight from the options menu.
  • Gore level in the options, all the way down to off.
  • 22 endings. Every fighter has a prologue that says why they are there, and an acted ending that says what they do with what they won.
  • Original soundtrack, being recorded stage by stage. The stages that are not recorded yet play on the synthesiser the game carries inside, and the music speeds up when your health drops.

Controls

Player 1 — A D to move, W jump, S crouch, U I punches, J K kicks, space block, L action.
Player 2 — arrow keys, 7 8 punches, 9 0 kicks, - block, = action.

Press Enter during a fight for the move list. A gamepad works, one per player. On a phone or tablet the on-screen stick and buttons appear on their own. F for fullscreen — fullscreen and headphones is how this is meant to be played.

Heads up

Violence and blood. There are explicit finishers, and the GORE option in the menu has three levels — the lowest one keeps them off camera. Flashing lights on impacts. Loud audio.

Credits

Game design, code, visuals and music by Sebastián Hernández / MedsebGames. Original soundtrack by Medseb, written for this game.

Developed with AI-assisted coding tools. Game direction, mechanics, music and every final creative decision are mine.

Tell me one thing

This is in development, and above everything else I want to know this: did you find the specials without opening the move list? Every fighter has two. Tell me which one you played and what you managed to pull off — and anything that broke, confused you or felt unfair.

Development log

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