Store data
- UK price
- £8.19
- US price
- $9.09
- Positive reviews
- 100%
- Total reviews
- 1
- Release date
- 11 September 2026
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| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 1 | 0 | 0.0% | 0 | -95.5% |
| October 2026 | 0 | -1 | -100.0% | 0 | -100.0% |
| September 2026 | 1 | — | — | 0 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | GBP | £8.19 | £5.73 | 30% | £5.73 | No change recorded |
| United StatesUSD · US | USD | US$12.99 | $9.09 | 30% | $9.09 | No change recorded |
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| IndiaINR · IN | INR | ₹450.00 | ₹ 315 | 30% | ₹ 315 | No change recorded |
| JapanJPY · JP | JPY | JP¥1,500 | ¥ 1,050 | 30% | ¥ 1,050 | No change recorded |
| South KoreaKRW · KR | KRW | ₩12,900 | ₩ 9,030 | 30% | ₩ 9,030 | No change recorded |
| KuwaitKWD · KW | KWD | KWD 1.990 | 1.39 KD | 30% | 1.39 KD | No change recorded |
| KazakhstanKZT · KZ | KZT | KZT 2,874.00 | 2 011₸ | 30% | 2 011₸ | No change recorded |
| MexicoMXN · MX | MXN | MX$126.12 | Mex$ 88.28 | 30% | Mex$ 88.28 | No change recorded |
| MalaysiaMYR · MY | MYR | MYR 22.97 | RM16.07 | 30% | RM16.07 | No change recorded |
| NorwayNOK · NO | NOK | NOK 108.11 | 75,67 kr | 30% | 75,67 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$14.19 | NZ$ 9.93 | 30% | NZ$ 9.93 | No change recorded |
| PeruPEN · PE | PEN | S/.23.42 | S/.23.42 | 0% | S/.16.39 | 26 Sept 2026 |
| PhilippinesPHP · PH | PHP | P296.40 | P296.40 | 0% | P296.40 | No change recorded |
| PolandPLN · PL | PLN | 38,28 zł | 38,28 zł | 0% | 38,28 zł | No change recorded |
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IronBird is a roguelike vertical scrolling bullet hell where firepower spirals out of control as power-ups stack, every dodge is by a hair's breadth, and thousands of build combinations shift with each run.
Switching aircraft changes your handling, firepower layout, optimal position, and charge shot entirely.
VANGUARD pierces enemies with a single laser that cuts through the entire screen.
HORNET commands up to 8 autonomous drones that surround and hunt targets.
BASTION charges point-blank to unload a shotgun spread as a close-range tank.
Play the same stage with a different aircraft 10 times — 10 completely different experiences.
Up to 5 sub-units fight alongside your aircraft.
Rapid-fire cannons, piercing shots, homing rockets, shields, reflectors, bombs, orbital shots, beams, repair drones, charge cores.
Max out two units and fuse them together.
Rapid-fire + Piercing → Piercing burst. Shield + Reflector → Reflect barrier.
Combine freely. There is no single answer.
Cosmic powers earned after each stage clear are the heart of your build.
- Normal — Stable buffs like fire rate boosts, auto-recovery, and extra piercing. Pair them with sub-units and the effect doubles.
- Super — When conditions align, the synergy goes wild. Orbital defense + OrbitRing shreds enemies at double speed. Crit system + Railcannon triggers piercing criticals.
- Curse — No risk, no reward. Damage multipliers skyrocket but your HP drains, or firepower goes berserk but you lose all sub-units.
The combination of powers stacked in a single run is different every time.
You'll feel "this is the best run ever" in a completely new way each time.
Face multi-phase bosses at the end of each Act.
Destroy armor plates to expose the core.
Take out the main cannon and the curtain fire vanishes.
Even at zero HP, they unleash desperation bullets. Let your guard down and you die instantly.
Every time enemy bullets graze your hitbox, your charge gauge fills.
The closer you get to danger, the faster your devastating charge shot builds.
Stay safe at a distance, or weave between bullets to build charge.
The tightrope between risk and reward never lets up.
The game doesn't end after the credits roll.
Each protocol tier makes enemies stronger and introduces new variables.
Can you clear the highest tier with every aircraft?
| # | ||
|---|---|---|
| 01 | Ach First Flight | 53.3% |
| 02 | Ach Act1 Boss | 46.6% |
| 03 | Ach Aircraft 5 | 40.0% |
| 04 | Ach Act2 Boss | 33.3% |
| 05 | Ach Graze Master | 33.3% |
| 06 | Ach Score 100k | 33.3% |
| 07 | Ach Act3 Boss | 26.6% |
| 08 | Ach King Slayer | 20.0% |
| 09 | Ach Aircraft All | 13.3% |
| 10 | Ach Deaths 100 | 6.6% |
| 11 | Ach Omega | 6.6% |
| 12 | Ach Protocol | 6.6% |
| 13 | Ach Run 10 | 6.6% |
| 14 | Ach Run 50 | 6.6% |
| 15 | Ach Combo 50 | 0.0% |
| 16 | Ach Compendium Cosmic | 0.0% |
| 17 | Ach Compendium Enemy | 0.0% |
| 18 | Ach Compendium Subunit | 0.0% |
| 19 | Ach Protocol Max | 0.0% |
| 20 | Ach Score 1m | 0.0% |
This update targets two things players told us about: enemy waves that felt either crowded or empty, and not knowing why a run ended. It also makes the roguelike side of Iron Bird easier to read at a glance. Waves and pacing - 12 new wave formations across Acts 1-3: wider spreads, side entries, and enemies that rarely appeared before. - Formations no longer dump every ship on screen at once. Spawn spacing was widened so waves roll in over 1-2 seconds instead of a fraction of a second. - The Pressure phase now follows its opening squad with a second, lighter wave, a real step up between Opening and Assault. - The pause before each boss is shorter when the screen is already clear (minimum wait 7s to 3s). Firepower rating (new) - Your HUD now shows a firepower rank (C / B / A / S) under the POW/SPD indicators. Cosmic powers, sub-units, and weapon power-ups all raise it. - Each Act banner...
Read full update on Steam ↗This update rebuilds the charge attack around one button, rebalances every aircraft's primary fire with measured data, and fixes a long list of things that were drawn in the wrong place — boss warning markers, the charge ring, the boss HP bar, and where enemies actually aim. One-Button Charge Primary fire is automatic. You no longer hold the fire button to shoot. The fire button is now the charge button (Z / Space / pad A). Hold to charge, release to fire. The old charge key (X / pad square) still works. Primary fire continues at 100% while charging. Charging used to stop your shots completely, which made it a damage loss. A short tap fires Level 1 immediately as long as you have gauge. Pressing without enough gauge now plays a deny sound and flashes the gauge red instead of doing nothing. Auto-fire can be switched off in Options to restore the old scheme. A one-time notice explains t...
Read full update on Steam ↗This update rebuilds the charge attack around one button, rebalances every aircraft's primary fire with measured data, and fixes a long list of things that were drawn in the wrong place — boss warning markers, the charge ring, the boss HP bar, and where enemies actually aim. One-Button Charge Primary fire is automatic. You no longer hold the fire button to shoot. The fire button is now the charge button (Z / Space / pad A). Hold to charge, release to fire. The old charge key (X / pad square) still works. Primary fire continues at 100% while charging. Charging used to stop your shots completely, which made it a damage loss. A short tap fires Level 1 immediately as long as you have gauge. Pressing without enough gauge now plays a deny sound and flashes the gauge red instead of doing nothing. Auto-fire can be switched off in Options to restore the old scheme. A one-time notice explains t...
Read full update on Steam ↗This update rebuilds the charge attack around one button, rebalances every aircraft's primary fire with measured data, and fixes a long list of things that were drawn in the wrong place — boss warning markers, the charge ring, the boss HP bar, and where enemies actually aim. One-Button Charge Primary fire is automatic. You no longer hold the fire button to shoot. The fire button is now the charge button (Z / Space / pad A). Hold to charge, release to fire. The old charge key (X / pad square) still works. Primary fire continues at 100% while charging. Charging used to stop your shots completely, which made it a damage loss. A short tap fires Level 1 immediately as long as you have gauge. Pressing without enough gauge now plays a deny sound and flashes the gauge red instead of doing nothing. Auto-fire can be switched off in Options to restore the old scheme. A one-time notice explains t...
Read full update on Steam ↗This update is all about the charge attack: one-button controls, clear feedback while you charge and when you fire, and numbers that finally reward holding for a higher level. It also fixes 22 boss attacks whose warning markers did not match their real hit areas. One-Button Charge Primary fire is automatic. You no longer hold the fire button to shoot. The fire button is now the charge button (Z / Space / pad A). Hold to charge, release to fire. The old charge key (X / pad square) still works. Primary fire continues at 100% while charging. Charging used to stop your shots completely, which made it a damage loss. A short tap fires Level 1 immediately as long as you have gauge. Pressing without enough gauge now plays a deny sound and flashes the gauge red instead of doing nothing. Auto-fire can be switched off in Options to restore the old scheme. A one-time notice explains the change on...
Read full update on Steam ↗This patch is all about making boss attacks readable: one clear warning per attack, a strike that lands exactly when the warning ends, and no more damage you can't see coming. Fixes Horizontal and diagonal boss beams were not being drawn at all, but still dealt damage. Only straight up/down beams were visible. All beam directions now render correctly (Railstorm Nemesis, King Iron Veil, rotating beam patterns and more). King Silent Fang, Silent Strike: its beams fired off the top of the screen and could never hit you. It now fires a four-beam fan aimed at you, with a gap in the middle to slip through. Fortress Prime, Reinforced Barrage: the damage area was a circle smaller than the square on screen, so the corners and top/bottom edges of a red cell were safe. The hit area now matches the drawn square exactly. Fortress Prime, Reinforced Barrage: the cell warnings disappeared before the...
Read full update on Steam ↗Three patches in one update: 1.0.7 focuses on the first few minutes of play, 1.0.8 makes boss attacks easier to read and fixes a hit-detection issue with the Act 1 Elite, and 1.0.9 cleans up a few audio and UI issues. New The tutorial now asks you to actually do the two things that matter: graze a bullet, then fire a charge shot. Each step waits until you do it (with a short auto-skip so nobody gets stuck), and enemy ships keep coming while you practice. The prompt also explains what grazing gives you: it fills your charge gauge. The game over screen shows what shot you down (boss and attack type), and R / Y restarts instantly with the same aircraft, with no trip back to the title screen. Fixes Act 1 Elite (Sentinel Prime): its homing shots used a separate hit check that triggered on the graze zone around your ship instead of your actual hitbox, so they could "hit" you from well outsi...
Read full update on Steam ↗Two patches in one update: 1.0.7 focuses on the first few minutes of play, and 1.0.8 fixes a long-standing hit-detection issue with the Act 1 Elite. New The tutorial now asks you to actually do the two things that matter: graze a bullet, then fire a charge shot. Each step waits until you do it (with a short auto-skip so nobody gets stuck), and enemy ships keep coming while you practice. The prompt also explains what grazing gives you: it fills your charge gauge. The game over screen shows what shot you down (boss and attack type), and R / Y restarts instantly with the same aircraft, with no trip back to the title screen. Fixes Act 1 Elite (Sentinel Prime): its homing shots used a separate hit check that triggered on the graze zone around your ship instead of your actual hitbox, so they could "hit" you from well outside your ship. They now use the same bullet system as every other enem...
Read full update on Steam ↗New Hover tooltips on the right-side HUD: move the mouse over a sub-unit or cosmic power icon to see its name, current level effect, fusion partner, enhancement condition and enhanced effect (in your language). Works while paused. Mouse only for now. Changes Act 1, first row of the node map (right after the tutorial) no longer offers an Elite node. It is now Normal / Normal-or-Treasure / Normal. Elites still appear from the second row on; Act 2–3 opening rows are unchanged.
Read full update on Steam ↗Two fixes from a full review of hit detection and the Continue flow. Fixes Beams and ground zones no longer deal damage while they are fading out. Previously the last 15% (beams) / 20% (zones) of an attack could still hit you even though it was nearly invisible — the likely cause of "I wasn't hit but took damage" during elite and boss fights. Continue: if you had expanded your sub-unit slots at the Hangar and were carrying three sub-units, the third one was shown on the HUD but not actually active after continuing. All saved sub-units are now restored.
Read full update on Steam ↗Hotfix based on your reports. Thank you for playing and reporting! Iron Bird (starter aircraft) Charge shot now behaves like a screen-clearing bomb for newcomers: Lv1 fires instantly on tap, Lv2 after 0.5 s, Lv3 after 1.0 s (was 0.6 / 1.2 / 1.8 s). Other aircraft are unchanged. Fixes The mini HP bar under your aircraft was drawn far below the ship and stretched across half the screen, and drained toward the middle. It now sits directly under the aircraft, matches its width, and shrinks from right to left. The mini HP bar now uses the same look as the HUD gauge: red fill, black track with cyan outline, and a white shield segment that extends the bar when shield exceeds max HP. Hornet: drones could be left frozen on screen after a charge-shot recall (for example when the target died mid-recall, or after docking at the Hangar). Stray drones now return to the swarm. Continuing a run saved...
Read full update on Steam ↗The first five aircraft — Iron Bird, Falcon, Rayce, Vanguard and Hornet — are now unlocked from the start. Each one plays very differently (laser, spread, homing, charge-focused, drone escort), and our data showed most players never got to try a second aircraft before the old unlock conditions kicked in. The five late-game aircraft (Bastion, Spectre, Apollo, Prism, Titan) remain unlock rewards. Existing profiles get the new aircraft with a NEW badge. The "aircraft unlocked" achievement now requires 7 aircraft instead of 5, so it isn't granted automatically. Demo: the free demo now includes the same five aircraft (was three), and its ending screen opens the Steam store overlay directly. Added After a few runs, the results screen will ask once whether you'd like to leave a Steam review (press R). No rewards attached — it's just the most useful thing a player can do for a one-person stud...
Read full update on Steam ↗Balance • Eclipse Engine (Act 3): the "Eclipse Lockdown" mechanic was the deadliest moment in the game — most deaths happened in the first 30 seconds, from full health, while stuck in a screen corner. It now starts later (12s instead of 8s), gives you 4 seconds to read the safe zone instead of 3, and deals half the damage over its 5-second duration, so it is no longer lethal from full HP. The on-screen callout now tells you what to do: "MOVE TO THE GREEN ZONE!" Boss HP and gravity are unchanged. Added • Aircraft you've unlocked but never flown are now marked "TRY IT" on the selection screen. • After a run, if you've only been flying one or two aircraft, the results screen reminds you how many unlocked aircraft you haven't tried yet. Fixed • Aircraft usage was never being recorded to your pilot profile; it is now. Thanks for the reports — keep them coming.
Read full update on Steam ↗Fixed - King Storm Caller (Act 4): the boss could enter its final phase in a broken state — no attack patterns and no defeat sequence. Beating it in that state skipped the death animation and the Titan unlock credit. Root cause fixed; the failsafe now reports correctly instead of counting it as a normal victory. - Sub-unit selection: the screen no longer closes on its own after 20 seconds. Take your time choosing. - Post-boss selection screens: mashing fire during the fight no longer confirms or skips the passive / sub-unit choice by accident. - Items: only coins cycle when shot (the Twinbee-style juggle stays). Weapon, speed and recovery pickups no longer change type when hit. Balance - Act 1 Elite — Sentinel Prime: homing missiles fire less often, turn slower and expire sooner. This was by far the most common death in Act 1 for new players. Added - Onboarding tips, shown once per pr...
Read full update on Steam ↗Hello, pilots — quick hotfix based on your reports! ■ Sound - Fixed volume settings not applying to most of the game's audio: title music ignored the sliders entirely, the master slider didn't affect sound effects, and in-game music only updated on the next track. All audio now responds to Master / BGM / SFX sliders immediately. - Special thanks to ohilsam89 for reporting this on the community forum — this fix exists because of your report. 🙏 ■ Stability - Fixed a rare crash on startup when Fullscreen was enabled. Fullscreen now uses borderless mode — smoother and more stable, with no performance difference. If you run into anything else, drop a post in the community hub. Thank you for playing Iron Bird! — Wonder Road
Read full update on Steam ↗Hello, pilots! This is our first major update since the Early Access launch. It brings the build fully up to date with everything we've been working on — a big overhaul of the late-game bosses, localization improvements, and a batch of important fixes. ■ Boss Overhaul - All 5 Act 4 "King" bosses reworked with 20 new signature mechanics, each with dedicated sound effects - Final boss received 4 new signature mechanics and unique SFX - New 5-tier color system for boss bullets — dangerous projectiles are now much easier to read in dense patterns - Beam-type enemies now have multi-stage destruction effects ■ Fixes - Fixed a progression blocker where stages could repeat infinitely after defeating a King boss - Fixed Titan not unlocking even after meeting the King boss kill requirement - Fixed the final boss HP timer carrying over incorrectly between phases - Fixed missing boss destruction...
Read full update on Steam ↗This update targets two things players told us about: enemy waves that felt either crowded or empty, and not knowing why a run ended. It also makes the roguelike side of Iron Bird easier to read at a glance. Waves and…
£5.73 → £8.19.
This update rebuilds the charge attack around one button, rebalances every aircraft's primary fire with measured data, and fixes a long list of things that were drawn in the wrong place — boss warning markers, the cha…
This update rebuilds the charge attack around one button, rebalances every aircraft's primary fire with measured data, and fixes a long list of things that were drawn in the wrong place — boss warning markers, the cha…
This update rebuilds the charge attack around one button, rebalances every aircraft's primary fire with measured data, and fixes a long list of things that were drawn in the wrong place — boss warning markers, the cha…
This update is all about the charge attack: one-button controls, clear feedback while you charge and when you fire, and numbers that finally reward holding for a higher level. It also fixes 22 boss attacks whose warni…