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Isentroth

Press Kit

What breaks first — your isen, or your troth?

Isentroth in one paragraph

Swear an oath and walk into the Isenmarch — a cold Norse frontier that does not explain itself. A Machine Game Master narrates your saga, answers the choices you make, and rolls the dice at your side. No two sagas are alike. What breaks first — your isen, or your troth?

Fact sheet

TitleIsentroth
Developer & publisherSchedule 3 Wizards
ReleaseNovember 2026, on Steam
Price$24.99 USD · 10% launch-week discount · no subscription
PlatformsWindows · SteamOS + Linux
LanguagesEnglish (interface and subtitles; no audio dialogue)
EngineRen'Py 8
OnlineInternet connection required — the Machine Game Master narrates live
Rating18+
Steam pagestore.steampowered.com/app/4927450
Websiteisentroth.com
CommunityDiscord — the same server the Steam page links
Press contact[email protected]

What Isentroth is

Speak your intent. The Isenmarch answers.

A Machine Game Master narrates your saga and responds to the choices you make — no branching menus, no script to uncover. The Isenmarch answers in cold, spare prose, and the story bends around what you do. It plays to find out what happens. So do you.

Swear vows. Roll the dice. Live with the results.

A full dice ruleset runs beneath the story — you see the saga, not the machinery. Forge a character across five ways of being: Fleet, Mettle, Isen, Sleight, Wits. Swear vows and mark their progress toward triumph or ruin. Resolve the hard moments on the dice: your action die against the two dark dice of fate.

A cold, indifferent frontier.

The Wrackshore gives up its dead slowly. The Frithlands hold their weather like a grudge. Iron is sacred here, oaths bind, and the ruins are just ruins — old and worn and strange. Bog iron. Black water. A raven that calls once and does not call again.

Every saga is its own.

Paths, companions, rituals and combat talents shape a character no one else will play. The Machine Game Master seeds people, places and troubles you won't see coming. Begin again and the Isenmarch is the same — and nothing is.

Screenshots

Seven captures at 3658×2057 ship in the press bundle below; these previews are the same frames.

Key art and logo

The Isentroth wordmark on its native dark ground.
Wordmark on dark — its native ground.
The same wordmark shown against a light ground.
On light. One variant exists; it was built for dark.

Downloads and links

Download the press bundle

Logo, key art, the seven screenshots at full resolution, and a plain-text fact sheet. The trailer plays on the Steam page. Review copies and demo questions: [email protected].

How Isentroth is made

Isentroth is built on Ironsworn, Shawn Tomkin's tabletop RPG system, used under the Creative Commons Attribution 4.0 license. That isn't a loophole we found — it's the point of the license. Shawn released a complete, generous set of rules for telling sagas alone and invited people to build on it, with credit. We took the invitation seriously: the rules our engine enforces come from the text as written, not paraphrased from memory; the credit appears everywhere the license asks and a few places it doesn't; and we say plainly that we modified the system for solo play with a language model. We are not affiliated with or endorsed by Tomkin Press, and we don't trade on their name — you will not find "Ironsworn" in our hero art or our key art, only in our credits, where thanks belong.

What the machine does: Isentroth's Game Master is a machine. We named it plainly — the Machine Game Master — in the game and everywhere we speak about it. It narrates — live, in response to what you type. What it does not do is keep score. Dice, harm, supply, momentum, vows, progress, the permanent scars your character carries — all of that is enforced by deterministic code implementing the rules as written. The Machine Game Master can no more fudge your progress track than a human GM can reroll your dice after they've landed. When the machine narrates a consequence, the consequence already happened, in code, where it can't be taken back.

What people made: the world — its regions, its names, its cold — was authored by this studio. The interface, the systems, the voice the Machine Game Master is held to: designed, reviewed, and answered for by people. We build with the machine as well as around it — our commit history says so on its face, because we sign what the machine helps write instead of hiding it. What ships is decided by a person: me. The scene art, music, and ambient audio were generated during development and art-directed by the team — we've said that on our store page from day one, because the Content Survey asks and because you'd be right to want to know.

And the authorship that matters most isn't ours. Ironsworn's whole design — the reason we chose it — is that the player is the author. The Machine Game Master deals consequences; you decide what they mean, what you'll swear because of them, and what you'll break. Every saga in Isentroth belongs to the person who played it. Our job, human and machine both, is scaffolding that never gets between you and that — and comes down when the story stands on its own.

— Matt DiSabatino, DiSabatino LLC (publishing as Schedule 3 Wizards)