
Forged in Code. Built to Last.
RavenIron Games is an independent development studio crafting server-authoritative tools, live telemetry engines, and multiplayer simulation frameworks in C# and .NET.
- C# / .NET
- Unity / Valheim
- Godot 4
- Harmony & BepInEx
- ENet Netcode
- Routed RPCs
Our Projects
Active & In-Development Releases
Server-authoritative Valheim simulation — world, fire, sea and landfall — the telemetry suite that reads it, and a Godot multiplayer warfare engine.

The Raven's Call
Server-side Valheim chronicle, live telemetry, and player ledger.

Where The Crow Flies
Lightweight client companion mod for Valheim combat & telemetry routing.

Iron Cohort 22
Dedicated-server massive multiplayer warfare engine in Godot & C#.

Ragnarok's Wrath
The land remembers who walked it — seasons, storms, creeping plague, fire scars, and ground that holds a grudge.

FireFront
Fire that actually spreads — wind-driven, rain-doused, and it remembers who lit it.

Undertow
The sea gets its own motion — currents you can learn, tides that reverse the coast, and water that carries what floats on it.

Cairn
Stack stones on a headland and they burn — a trail of waymarks you build yourself, lit and remembered, on a world with no map.

Quarter Section
A family, a homestead, a century. 1890 to 2060, one household on 160 acres, and a clock that stops to ask.

RavenEye
The vanilla map, for admins only, on a world that has none — with every player on it.

Valkyrie's Cargo
A Valkyrie drops a wandering merchant beside your hearth when you are rested — he trades for five minutes at prices the world remembers, then vanishes like Odin.
The Studio
Zero Compromises. Pure Systems.
We engineer server tools and multiplayer netcode that solve real architectural challenges. From bypassing client-side simulation traps with routed RPCs in Valheim to custom boid snapshot codecs for 500+ entity battles in Godot, we build tools that withstand intensive production play.
Learn more about our philosophy →Devlog & Notes
Engineering Logs
All logs →Cairn v0.7.0: Detecting a Landmark Instead of Adding One
Why a cairn is recognised rather than provided, how a footprint tells a waymark from a wall, and the message queue that quietly swallowed the raven's line.
Read more →Undertow v0.5.1: A Divergence-Free Ocean, and Three Force Models That Died
Why the current is the perpendicular gradient of a stream function, why it costs zero network traffic, and how three attempts at pushing a boat were each killed by a measurement rather than a review.
Read more →FireFront 0.19: A Quarter-Million Distance Checks, and Two Bug Reports That Were One Bug
How a tester's log exposed an O(n×m) spread loop, why 'the fire went out' and 'trees aren't falling' were the same defect, and the BepInEx behaviour that makes a changed default never arrive.
Read more →