An RTS, a MOBA, a dungeon crawler and a card game, all set in the same world.

Base building, 9 factions, supply chains and siege warfare on procedurally generated maps.

Fast-paced lane warfare, automated minion pushes, defensive towers, and devastating Q/E/F/R ability kits.

Procedural labyrinths, savage monster garrisons, puzzle chambers, and legendary boss encounters with tiered loot.

Turn-based card duels with 362 cards to collect, living video portraits and a deck builder.
Multiple ways to command your forces across story campaigns, custom skirmishes, AI matchups, and multiplayer.

32 Story Missions
Two full campaigns: Dwarves and Goblins. Follow the Dwarves of Greyhelm and the Goblin Ashland Clans across 4 acts of escalating conflict. Each mission features unique objectives, cinematic briefings with character dialogue, and hero progression that carries across missions.

Custom Battles
Set up the perfect battle on your terms. Choose your faction, map type, biome, size, and AI difficulty. Play on procedurally generated maps or community-created ones from the map browser. Every game is different.

LLM Opponents & Voice Orders
Set any AI seat to LLM difficulty and face Claude, Gemini or ChatGPT. It reads the battlefield, adapts its plan as the match unfolds, and answers you in character when you trash-talk it in chat. On your own side, an AI Commander takes orders in plain words: type them, or hold V and speak.

Watch & Cast
Spectating is a seat you sit in, not a mode you pick. Take the observer seat in a skirmish and watch up to eight AI commanders fight it out, or join a multiplayer lobby as one of four observers and cast the match with a broadcast-grade HUD. Watch the whole map at once, look through any single player’s eyes, or ride their camera as they play.

Real-Time Battles
Fair online matches for up to 8 players. Play free-for-all or in teams, fill empty seats with AI, chat in the lobby and in game, and track your wins and losses.

MOBA
Take direct command of your faction’s champion in fast-paced lane combat. Fight alongside automated creep waves, push down enemy defensive towers, clear neutral jungle camps, and unleash full Q/E/F/R ability kits (WASD moves the hero, so the second ability sits on F). Choose classic RTS click-to-move or action-RPG WASD direct controls across 1v1, 3v3, or 5v5 battlefields.

Card Game
A turn-based card game set in the Shards of Stone world. Build custom 30-card decks tailored to your faction’s strengths, craft synergies between minions, spells, and legendary artifacts, and duel against intelligent AI opponents with living video-portrait cards and elemental battlegrounds.

Create & Share
The Forge is the map editor, and it runs in your browser. Shape terrain, place units and resources, add rules with point-and-click triggers, test the map in the real game, and publish it as a custom game anyone can play.
Every skirmish and multiplayer match is set up with a victory condition, picked before anyone lays a foundation, so you know what you are playing for before you commit to a build order.
9 Wonders - one for every faction









Last Army Standing
The rule the game shipped with, and still the default. No clock, no objective, no back door - a match ends when one side has nothing left standing. Everything you build is either an army or the thing that pays for one, and the only question the map asks is who walks into whose town hall first.
Three Ways to Win
Conquest, a held Wonder, or every Relic on the map banked in your base - whichever lands first. This is the one that makes a losing position worth playing out: an army that can no longer win a fight can still steal the match with a Wonder nobody thought to scout, or with a single hero sprinting the last Relic home while the rest of your force dies buying him the minutes.
Build It, Then Keep It
Every faction can raise one colossal monument, exactly once - the Dwarves' Forgefather, the Goblins' Great Idol of Junk, the Undead's Godsbone Cathedral. It needs a fully upgraded town hall and a fortune in gold, lumber and stone, and it sits on a 5x5 footprint, the largest in the game, under a sprite two tiles taller again, so it looms over the base it stands in. Finish it and a countdown begins; keep it standing to the end and you win. But the moment the foundation is staked out every player in the match is told, in your colour, that you have started one - and from then on everybody knows exactly where the fight is.
Only Heroes Can Carry Them
Ancient relics lie out on the map, folded onto the same symmetry the starting positions and the gold use, so nobody has a shorter walk than anyone else. No unit can lift one but a hero, and a hero carrying one is ringed for both sides to see, which makes him the most hunted thing on the field. Walk him back to your hero altar to bank it. Hold every relic on the map at once and a countdown starts - and stealing a single one back sends it to the beginning again, which is why the last relic is always the hard one.
One Unit Decides Everything
Every player is given a King: crowned, unarmed, and utterly unable to fight - he will not even swing back at what is killing him. What he can do is outrun his own infantry, see further than anything else on the roster, and shelter inside a town hall or fortress, which is perfectly safe right up until the building falls. Lose him and you have not lost a unit. Your entire empire dies with him in the same instant - every soldier in the field, every building in your base, at once.
Hold the Centre
A neutral Monument stands at the centre of every map, indestructible, so there is nothing to be done with it but hold it. Control is net head-count inside its radius - your units there minus theirs - so every soldier you feed in counts for exactly as much as the one sent to cancel it, and an even fight freezes the bar dead. It is a place you fight over, not a place you park. Push the bar all the way across and a countdown starts; get shoved off and it goes back to the beginning.
Beat the Clock
A 30-minute match clock, for when nobody has two hours. When it expires the highest-scoring team takes it, counted from what your side still holds - every unit still breathing and every building still standing, at what they cost - plus everything you killed. An army you built and lost is worth nothing, which makes the last fight before the buzzer a real decision. Conquest stays armed throughout: wipe the enemy out and you win there and then rather than waiting out the clock.
Hold the Points
Control points are spread across the map. Every second, each one you hold adds to your score, and holding all of them at once adds a bonus. First team to the target score wins.
Bring It Home
A neutral flag waits on its pedestal. A hero picks it up and carries it back to your town hall to score. The carrier moves slower, and if they die the flag drops where they fell.
Each of them can be tuned before the match starts: how long a Wonder, a full set of Relics or the Monument has to be held (5, 10 or 15 minutes), how many Relics the map carries, and whether Kings, Relics and the Monument are marked on the minimap or have to be found the hard way. In multiplayer the host owns the rules and every guest sees them before they commit, so nobody picks an opening without knowing what the match is actually about.