Avelmark is under siege. Five armies surround the city walls — the Ironhold Compact, the Embercrown Theocracy, the Tidebound Consortium, the Veilborn Conclave, and the Rootwarden Clans. Every one of them needs weapons, armor, and supplies.
You are the only blacksmith left in the city.
You never fight. You decide who does.
Forge & Ruin is a narrative match-3 RPG where every order you fill shifts the balance of a war you can't escape. Craft blades, armor, and tools on a match-3 forge board — but the quality of your work and the faction you choose to arm directly changes who controls the city, chapter by chapter.
FORGE UNDER PRESSURE
Match tiles to generate Shape, Heat, Temper, and Enchant — the four stats that determine whether your work meets a faction's demands. Time your heat window, chain combos, and trigger enchant phases to push your craft from adequate to legendary.
FIVE FACTIONS, FIVE PHILOSOPHIES
The Ironhold Compact wants volume and durability — blades that hold a battle line.
The Embercrown Theocracy wants ceremony and precision — work made with reverence.
The Tidebound Consortium wants speed and naval-grade material — nothing wasted.
The Veilborn Conclave wants exactness — metal that can hold an arcane rune without fracturing.
The Rootwarden Clans want balance — gear built for patience, not spectacle.
Every faction pays differently. Every faction remembers how you treated them.
A WAR MAP THAT RESPONDS TO YOUR WORK
Avelmark is divided into five concentric rings of territory. Every completed order shifts a faction's strength in the ring it's fought over. Watch the map change in real time as sectors fall, get contested, or stabilize — based entirely on what you chose to make and for whom.
CHARACTERS WHO REMEMBER
Pip, your apprentice, keeps a running count of everything that happens in your forge — and he's not the only one paying attention. Quartermaster Dren. Forgepriest Maren. The scout Fen, who waits outside your door until the fire is lit. Every relationship shifts based on the orders you accept, the ones you refuse, and the quality of the work you deliver.
FIVE ENDINGS, DETERMINED BY YOU
Whichever faction controls the Forge District when the siege resolves determines your ending. Ironhold conscription. Embercrown consecration. Tidebound contract. Veilborn transformation. Or the Rootwarden's quiet withdrawal — the only ending where the forge, and the smith, might finally be free to leave.
TWELVE CHAPTERS. ONE FORGE. YOUR CHOICES.
No combat. No violence you commit directly. Just the weight of every order, every refusal, and every faction you decide is worth arming — building toward a city that will look different depending entirely on what you chose to make.
The fire is lit. The orders are waiting.
What will you forge?
Craft weapons for five warring factions. Your choices decide the siege.