Don’t Sleep on Iron Saga Vs [Rushdown Review]

For those of you who listen to our podcast (and if you don’t, you should), you may remember a recent episode where we discussed indie fighting games and the unique challenges they face in the indie scene. Indie darlings pop up left and right, but rarely are they fighting games. The only one that really comes to mind is Skullgirls, and even that game’s popularity came in waves since its 2012 release. If you want, you can count Brawlhalla—but that’s up to you. Plenty have come out since then that, at best, saw brief success (Fantasy Strike, for example), only to quietly fade away. Why that is, who can say? Marketing? Disinterest? Maybe it’s just not Street Fighter? Whatever the reason, there’s never been a better time for indie fighting games to step up and make a name for themselves. The major titles have divided fanbases, and people are hungry for something that scratches that classic itch.

Enter Iron Saga VS. This game could be something big—or just another one for the pile


GAMEPLAY

Normally, I’d start with the story—but there isn’t one. So let’s jump into gameplay.

This is a four-button fighter with traditional inputs and the strangest autocombo system I’ve ever seen. Typically, autocombos are performed by tapping a button repeatedly. Here, you tap and hold the button, then tap a direction to trigger the autocombo? I tried it but never really got the hang of it.

Speaking of combos, this game doesn’t use chain combos. There’s no ABC into whatever you want. Instead, the combo structure centers around links and target combos. So while you might look at it and think “anime fighter,” it actually feels much closer to Street Fighter. Learning what links into what takes time, but it’s essential if you want to do well.

Another adjustment players may need to make: very few normals are special cancelable. This isn’t a game about long, flashy combos. Most combos boil down to a target combo that maybe links into a special move—and that’s it. There are some EX moves that allow for juggles or minor extensions, but overall, combos are short and sweet. That doesn’t mean they aren’t damaging, though. While not as explosive as some bigger titles, there are still characters who can take you out in 3–4 clean interactions. That said, those situations mostly came up when my opponent’s defense was off.

Now, the game’s main draw: the Arsenal System.

While the roster shows 12 characters, the Arsenal System essentially doubles that—25 if you count Getter Robo. Think of it like the Variation System from Mortal Kombat X. Each character has two arsenals, and these range from subtle tweaks to complete playstyle overhauls. One arsenal might shift a character from rushdown to zoning. Another might shore up a weakness, while a different one leans harder into their strengths.

On paper, it sounds like a flexible way to change how each character plays. But the more you play, the more it becomes clear that some arsenals are objectively better. While some choices come down to preference, others are more like: “Do you want a bit of zoning and damage-over-time, or more mobility?” Some may debate that—but to me, the choice is obvious.

As mentioned, there’s no story mode (yet). The devs say it’s coming. What is available now is the standard single-player suite: arcade mode with a few cutscenes per character, training mode, tutorial, combo trials, and Simulacrum Chronicle—basically arcade mode with score-based objectives. Not the worst set of offerings, but not exactly robust either.

Multiplayer features are standard: lobbies by region, ranked, casual, and private matches. There’s also a Gachapon system for unlocking colors and icons using in-game currency. And I hate that. I don’t know when randomization became the go-to for rewards, but I wish developers would cut it out. Still, since you can’t spend real money on it, it’s tolerable.

At the time of writing, casual and ranked modes are rough—not because they’re broken, but because no one’s playing them. All my matches came from lobbies and private rooms. The lack of crossplay is a huge oversight, especially today. And that’s a shame, because the rollback netcode is actually solid now. During the demo phase, the netcode was awful—worse than Street Fighter V by a mile. It’s since improved a lot, but now there aren’t enough players to appreciate it. Whether that’s due to poor matchmaking or a small playerbase, it’s a real issue.


VISUALS

Let’s talk aesthetics: the chibi art style takes some getting used to.

For simpler designs like Mazinger and Getter Robo, it works fine. But characters like Qing Long or Nero—who have more angular or intricate designs—suffer a bit from being scaled down. Wu Shuang, who’s larger, does a better job of showing off his details, and I wish more characters got that treatment. Thankfully, this is more of an aesthetic gripe. It rarely affects readability in gameplay—attacks are generally well telegraphed and clear.

Even if I’m not sold on the chibi look, I have to admit: the animation is impressive. It’s a stylized mix of 2D and 3D, and it feels like every limb was animated individually. It’s something you have to see in motion—it looked a little janky in trailers, but in person it’s incredibly fluid. The game is full of visual flourishes: motion blur, speed lines, trailing effects, and beautiful smear frames on slashes. It gets surprisingly close to replicating the look and feel of a mecha anime battle—without going full 3D.


AUDIO

The sound design is stellar. Hits feel heavy, like actual mechs brawling. Beams have punch. Sword slashes deliver that signature “shwing” (you know the one). And the pilots calling out attacks mid-fight? Chef’s kiss. It fully taps into the mech anime vibe, making you forget these are robots with people inside. This is how you do immersive sound design.

The music, however, is… just okay. Most of it blends into the background—generic rock or electronic tracks, sometimes both. It’s not bad, but it rarely stands out. That might be a mixing issue, since the sound effects tend to overpower the music. I didn’t miss the soundtrack during fights, but I wish I remembered whole tracks instead of brief snippets.

Except Getter Robo’s theme. You will hear that. It stands out in the best way, and I get the feeling the devs really, really like Getter Robo.


CONCLUSION

Iron Saga VS is a rock-solid indie fighter that I fear won’t get the recognition it deserves. I didn’t receive a review copy—I’m writing this because I genuinely want more people to give this game a shot. Especially if you’re into traditional-feeling fighters or mecha anime.

Yes, the game has a few hiccups and the online scene is limited. But what’s there is good. It’s held back mostly by the lack of crossplay. If that gets added, it could make a huge difference. For now, it’s a hidden gem. I don’t think it’ll reach the heights of Skullgirls, but I’d hate to see it fade into obscurity.

Don’t sleep on this one.

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