Company lead
Hale Voss
SignatureSignal rifle
Marks the beacon and calls the push. The rifle paints a target for the company. It is not a detail page about ballistics.
Free browser front · five fictional lines
Lead a small armored company across five fictional fronts. Paint a beacon, hold a bridge, and bring people home when their armor fails.
01 — Story
Iron Front 3D is a third-person frontline game for the browser. You are a company lead on a fictional border that does not map to a real country. The job is a beacon. Paint it with a signal rifle, hold it while a meter fills, and keep the Amber March from painting it back. When the meter holds, the line moves.
The company is six roles. Hale Voss calls the beacon. Nima Quill scouts the next bridge. Wren Calder unfolds cover instead of digging a graphic trench. Idris Moss drives. Sera Flint brings cracked armor back to the truck. Otto Bram sits the ridge gun and suppresses a lane of fire, shown as tracers and dust, not wounds.
Five fronts make the campaign: Glass Causeway, Red Siding, Harbor Cut, Pale Ridge, and Last Beacon. Each is a short operation with one holdout and one convoy beat inside it. Difficulty is the number of beacons and the weather, not a cruelty slider.
This page was written because the game’s source store was not available to read. Treat every proper name as editable. When the build is mounted, replace the roster, the fronts, and the controls with what the game actually ships, and move the old copy out of the way.
Smoke is a button, not a chemistry lesson. It hides the lane for a few seconds. The signal rifle marks a beacon so the company knows where to stand. Cover kits are folding screens. None of this is advice about real weapons or real explosives. It is a game loop: mark, stand, hold, move.
No blood, no execution camera, no real faction, and no shop. Coins earned on a front buy a kit the company already trains: another smoke charge, a faster truck, a medic lamp. Cosmetic skins are listed as coming soon so the page does not pretend they are live.
02 — Company
Six roles in a fictional company, the Northline Compact. They are not a real army and they do not stand in for one.
Company lead
SignatureSignal rifle
Marks the beacon and calls the push. The rifle paints a target for the company. It is not a detail page about ballistics.
Scout
SignatureLight carbine
Walks the next bridge before the company does. Her report is a ping on the map.
Engineer
SignatureFolding cover
Drops a screen the squad can stand behind. The fantasy is carpentry under fire, not demolition.
Driver
SignatureRidge Runner
Moves the company between beacons and pulls cracked armor back to the line.
Medic
SignatureField lamp
Restores armor. People who break leave the field upright. There is no wound system to describe.
Gunner
SignatureRidge gun
Holds a lane with a mounted gun while the beacon meter fills. Tracers and dust. That is the effect.
03 — Kit
Hits crack armor and force a fall-back. There is no blood, no injury camera, and no real-world weapon manual on this page.
Mark
RoleBeacon paint
Shows the company where to stand. The whole campaign is this mark plus a timer.
Scout
RoleShort lane
The scout’s tool for a bridge fight. Armor cracks. Nobody is shown hurt.
Engineer
RoleScreen
A portable wall. Place it, stand in it, pick it up when the line moves.
Button
RoleA few seconds of cover
Breaks line of sight. It is a cooldown, not a recipe.
Medic
RoleArmor repair
The medic’s work. A downed teammate is walked back, not a spectacle.
Emplacement
RoleLane hold
Mounted, slow to turn, strong while the beacon fills.
04 — Rides
Three support vehicles and one emplacement. They move beacons and people. They are not a licensed military sim.
Squad truck
RoleExtract
Carries the company between points and home when armor fails.
Beacon
RoleRelay
Parks by a captured point and keeps the meter honest.
Harbor Cut
RoleCrossing
The one boat, used on the harbor front to move from pier to pier.
Emplacement
RoleStationary
Not a vehicle you drive. Listed here because players look for it beside the truck.
05 — Ground
Five fronts, all fictional. Names can be replaced in data.json when the build is readable.
Front 1
KindBridge push
A long bridge over pale water. The tutorial front. One beacon, one truck, no trick.
Front 2
KindRail yard
Boxcars as cover. The holdout mission asks you to keep a beacon through a dusk wave.
Front 3
KindPiers
The skiff front. Move, paint, leave. Do not camp the open pier.
Front 4
KindHigh ground
Otto’s map. The ridge gun matters, and the wind is the hazard.
Front 5
KindFinale
All five roles in one push. The campaign ends when the last meter holds, not when a city falls.
06 — Sorties
Mode
The campaign. Five operations, beacon to beacon.
Mode
Defend a painted beacon until the meter finishes. One per front.
Mode
Escort the Ridge Runner along a marked road. Stopping too long is the fail state.
Mission
Mark and hold the Glass Causeway beacon.
Mission
Hold Red Siding through the evening wave.
Mission
Cross Harbor Cut in the skiff without losing the truck.
Mission
Keep Pale Ridge’s gun speaking until the meter ends.
Mission
Finish the fifth front with the company still together.
Mission
Bring every cracked suit back to the truck in one operation.
07 — Progress
Company level and field coins. Coins buy kits already in the game. They do not buy a pass.
Company level
A rank per front. Rank opens a kit slot, not a paywall.
Field coins
Extra smoke, a faster truck, a brighter medic lamp. Earned, not bought.
Badges
Holdouts cleared, convoys delivered, extracts with a full company.
Skins
Armor colors. Free when they arrive. Absent until the build says otherwise.
Cosmetic skins: coming soon. Cosmetic armor skins are coming soon. They will not be sold.
08 — Hands
| Input | Action |
|---|---|
| WASD | Move the lead. |
| Mouse | Look and aim the signal mark. |
| Click | Paint a beacon or fire the carbine. |
| Q | Smoke. A cooldown. |
| E | Place or pick up folding cover. |
| F | Enter the Ridge Runner or the skiff. |
| Holdout command | On-screen order to rally on the painted beacon. |
09 — Stills
Key-art frames until in-game screenshots from the build are dropped into data.json.
10 — Spec
Minimum
A current Chrome, Edge, Firefox, or Safari on a phone, tablet, or computer. WebGL enabled, about 2 GB of memory, and a keyboard, mouse, or touch screen.
Recommended
Desktop Chrome, a mouse, and a graphics chip that can hold a steady frame rate. Close other heavy tabs. Headphones make the missions easier to read. A mouse makes the beacon paint readable. Touch has a aim stick in the planned mobile layout.
11 — Questions
No. The sides are fictional: Northline Compact and Amber March. There are no real flags and no historical armies.
No. Armor cracks and people leave the field. There is no blood and no injury detail.
Yes. No download, no account, and nothing to buy. Skins, when they exist, are planned as free.
Not yet. This page is editorial until the game store can be read. Edit data.json to match the build.
That is the plan for the browser build: touch sticks and the same beacon loop. A mouse is the clearer way to paint.
No. Smoke, cover, and beacons are game buttons. This page does not describe real weapons or explosives.
12 — Sources
Content source for this page: Editorial. The agent store for this game was not mounted and no public build was available, so names, maps, and kits were written to match the title and genre. Change any fact in data.json and rebuild. Do not treat these cards as shipped game data.. Edit the matching object in data.json and run node scripts/build.mjs.
Also free