Unveiling the Secrets of Swordhaven: Iron Conspiracy – Exclusive Interview with the Developer

I had the opportunity to chat with Antons Krasiļņikovs, the scripter and part-time writer behind Swordhaven: Iron Conspiracy, where we discussed what players can expect from the game's upcoming early access release this month, as well as the future of the developer’s projects. Enjoy!

Despite sharing some similarities with previous games, Swordhaven is a completely new IP. Why choose Swordhaven? What inspired the team to expand its universe, and how might this decision support the development of future titles?


Krasiļņikovs: We wanted to take a little break from the post-apocalypse, and what better genre to do so than fantasy?

As for how this might support our future games, it's quite simple: every game we develop is an opportunity to experiment with new design choices, techniques, etc. The best elements from Swordhaven will be incorporated into our next project.


We see that Swordhaven draws inspiration from Baldur's Gate and other classic games. However, while magic is deeply integrated into the gameplay and lore of Infinity Engine games, Swordhaven seems to take a subtler approach, with magic not being a prominent part of everyday life for common folk. How does this design choice impact the game and player experience, especially since players initially won’t have access to spellcasting classes but might face opponents wielding powerful magic?


Krasiļņikovs: The game is brimming with ways to enhance specific skills and deal massive damage, attack groups of enemies, transport oneself quickly across the battlefield, debuff foes, limit enemy movement, and more. All through specialized weapon techniques and throwing weapons.

Removing magic (at least at the start) is a plot-related decision that does not restrict combat from a system perspective compared to traditional fantasy titles.


In Atom RPG and Trudograd, combat was strictly turn-based, but Swordhaven introduces an option for real-time combat. What were the biggest challenges in implementing this system, and how does it affect gameplay balance?


Krasiļņikovs: Turn-based combat will always have more strategic depth than real-time combat, so we're not trying to make these two modes completely equal in terms of strategy. A fast-paced fight can never be controlled as thoroughly and fluidly as a turn-based encounter, even with the option to use a tactical pause whenever a player desires. Instead, we are designing real-time combat as an option for players to quickly engage in fights that don't require much strategic thinking—such as battles against weaker enemies that don't necessitate a complex strategy to defeat.

Thus, our main challenge is to make the real-time system fun, snappy, and visually engaging. For example, when you're backtracking in early-game areas and you encounter a swarm of rats that are so weak you no longer need to strategize to defeat them, it’s already enjoyable to press the “real-time” button and watch your characters charge into battle, swinging their weapons, auto-using their destructive techniques, and essentially wiping the floor with those enemies.

It will be even better once all the animations, particle effects, sound effects, and AI modules are in place—just you wait!


In a recent video showcasing stealth mechanics, we saw how sneaking could be used strategically. Will players be able to complete missions entirely through stealth, avoiding combat altogether? Is stealth restricted to specific classes, or can any character utilize it by allocating skill points?


Krasiļņikovs: Some active missions should have a stealth option for completing them. Stealth is accessible to everyone, but to maximize its effectiveness, you need to level up the skill.


With so many games today emphasizing min-maxing and optimization, will Swordhaven allow players to design characters based on personal preference and creativity, or will certain class/skill combinations still strongly influence the game’s difficulty and overall enjoyment?


Krasiļņikovs: You will be able to complete the game with any skills and attributes. Perhaps some options will be easier or harder, but we try to balance every approach.


Approximately how many hours of gameplay can players expect to complete the main storyline? Will there be a New Game+ mode or other surprises for players who wish to revisit Nova Drakonia with a new character?


Krasiļņikovs: We currently estimate that the main story (excluding side quests) will take up to around 40 hours to complete. However, this is difficult to predict at this stage of development.

We are not planning for New Game+, but different backgrounds, attributes, skills, and in-game decisions should make the second (third, or even forth) playthrough feel quite different.


The game is set for early access on December 11, 2024, with the full release planned for December 2025. During this development period, should players expect major updates, such as new areas and quests, or will the focus be primarily on bug fixes and quality of life improvements?


Krasiļņikovs: We plan to release new content updates every two months or so.


Like Baldur’s Gate, Swordhaven is also the name of the game’s central and largest city. Can players expect it to be as vibrant and expansive as the cities in Infinity Engine games, with side quests hidden within ordinary homes and unexpected locations?


Krasiļņikovs: Of course! Swordhaven (both the city and the game in general) will feature a LOT of side quests in addition to the main storyline. As for hidden secrets and hard-to-miss content, they have been our forte since the days of Atom and we’re determined to keep it that way.


Studios like Larian and Owlcat have successfully licensed major franchises, significantly expanding their audience. Has your team considered pursuing a similar approach with a recognized franchise?


Krasiļņikovs: At the moment, no. But time will tell, maybe that’ll change.


Finally, can fans of Atom RPG expect a return to the Wastes in the future with Atom 2?


Krasiļņikovs: Absolutely! The story in Trudograd was left on a cliffhanger, we need to finish it!