Act IV · The arsenal

Iron Curtain Call weapons: eleven guns, zero manners

Eleven guns and a freeze grenade, each named for something that ends an argument. Three tools keep you alive between them: a punch for health, a can opener for ammo and a shoulder flamethrower for armor.

Written by Whale Development Studios, the team making the game. Checked 6 November 2026.

11 guns, in the order they come

The guns

Chapter 1 · Pump shotgun

The Diplomat

Negotiates at close range.

Ten pellets and one strongly worded opening statement. Reloaded by hand, one shell at a time, because the previous owner lost the rest of the manual. Along with most of himself.

That's the Diplomat. Our last shotgun. The previous owner lost it. Along with most of himself.

Colonel Panic, on the radio

Chapter 1 · Drum SMG

The Typewriter

900 strongly worded letters per minute.

Hold to fire. The drum is swapped by hand and the bolt gets pulled when it runs dry. Highly recommended for correspondence with large crowds of tin soldiers.

The Typewriter. Writes strongly worded letters at nine hundred words per minute.

Colonel Panic, on the radio

Chapter 1 · Rocket launcher

Care Package

Special delivery, no signature required.

A bazooka wrapped in a red ribbon. A fresh rocket gets pushed into the muzzle after every shot. Point it away from your face.

The Care Package. Special delivery, no signature required. Point it away from your face.

Colonel Panic, on the radio

Chapter 2 · Chain lightning

The Telegram

Reply all. STOP.

A telegraph sounder fused to a Tesla coil. The bolt jumps from robot to robot and sets off every Tick-Tock it touches. Ignores shields. Bills by the word.

Chapter 4 · Rotary gun

The Filibuster

Talks for hours.

A six barrel gun bolted to a lectern, with a microphone. The longer you keep talking, the harder it hits. Recommended for people who cannot be interrupted.

Chapter 1 · Six shot revolver

The Veto

The last word in any argument.

A revolver with a judge's gavel for a hammer. Six shots, then reload. The last round in the cylinder hits double and pierces everything in its path.

The Veto. Six shots, then reload. The last one overrules everything. Democracy in action.

Colonel Panic, on the radio

Chapter 4 · Rotary grenade launcher

The Party Line

Everybody's on the line.

A red bakelite desk telephone bolted to a grenade tube. The rotary dial is the cylinder: six finger holes, a ringing grenade in each. Hold it quiet for a while and the phone rings. Pick up. Somebody is always on the line.

That's the Party Line. Grenades on a rotary dial. And Corporal? It's a party line. Everybody listens in.

Colonel Panic, on the radio

Chapter 6 · Money bag launcher

The Lobbyist

Influence, delivered. Everyone has a price.

A cash register turned launcher. Its bags of money stick to a robot, everybody nearby stops fighting to stare at the cash, and then the bag bursts. Its Encore puts the whole room on the payroll.

The Lobbyist. A cash register that fires bags of money. They stick, and everyone stops to look. Everyone has a price, Corporal. Find out theirs.

Colonel Panic, on the radio

Chapter 7 · Paper boomerang

The Pink Slip

You're fired. Literally.

A dishonourable discharge, folded into a three bladed boomerang in the brig. It cuts through every robot on the way out and again on the way back, splits shields in half and always comes home. No ammo. Just paperwork.

Chapter 8 · Scoped bolt action rifle

The Whistleblower

Loud. Accurate. Unpopular.

A scoped bolt action rifle with a police whistle on the muzzle and a pea rattling inside it. Every shot blows the whistle, goes through three robots and marks them EXPOSED. Loaded by stripper clip, five rounds at a time.

The Whistleblower. Loud. Accurate. Unpopular. It goes through three robots, and everyone hears it. Everyone.

Colonel Panic, on the radio

Chapter 9 · Vault cannon

The Bailout

Too big to fail. Too big to aim.

A bank vault cannon with a printing press for a breech. The press thumps, the drum spins up and a slow orb of printed money rolls out, bails out the small robots in its way and goes off for 1,200 damage across ten metres.

The Bailout. Too big to fail, too big to aim. One very slow, very large ball of public money. Spend it on someone who deserves it.

Colonel Panic, on the radio
The loop

Punch for health, open for ammo, burn for armor

F

Knuckle Sandwich Melee

Punch a flashing robot for health. Stunned robots keep spare health inside; get close and punch it out of them. Nobody knows why.

C

Can Opener Ammo

Pops a small robot open for ammo. Low on bullets? Robots are basically cans, cans full of bullets.

G

Hot Take Armor

A shoulder flamethrower. Set robots on fire and they drop armor. Also works in arguments.

Double jump, air dash, army issue boots. Standing still is how statues are made. Red barrels are a gift.

Equipment

The gear

The Hook Grapple

A boom mic grapple. Every story needs a hook.

Snow Globe Freeze grenade

A freeze grenade. A frozen robot shatters on a Knuckle Sandwich.

The Brolly Glide

Hold jump in the air to glide and ride the updrafts. Tartan lining.

Moon Boots Ground slam

Slam down from the air. The longer the drop, the bigger the shockwave.

Mute Button Silence

A big red plunger. Everything within 14 metres shuts up.

The rest of the war is on its way

Chapter 1 is free on Steam now, and the full war arrives on 11 March 2027. Sixty seconds of it also run in your browser.

Play the free demoWishlist on Steam60 seconds in your browser, no download