Custom games · The Forge · Mods

Play games made by players. Then make your own.

Shards of Stone comes with The Forge, a free map editor. You can use it to make a completely different game on top of ours, and share it with anyone. It runs in your browser, and you don't need to write code.

Start here

What is a custom game?

A normal match of Shards of Stone is a strategy game: build a base, gather gold, raise an army, beat the other side. A custom game keeps the units, art and engine but changes the rules. Defend a tower from waves. Control one hero instead of an army. Survive until sunrise.

This is how some of the best-loved game genres began. Tower defense and hero arena games (the idea behind MOBAs) grew out of player-made maps for the strategy games of the early 2000s.

A map

.json

A complete, playable scenario. What you publish and what players click Play on.

  • Terrain
  • Units & buildings
  • Triggers
  • Data changes

A mod

.sosmod

A portable package of changes, applied on top of a map: data changes, triggers, sounds and models. Make a balance patch or a new unit once, and use it on other maps.

Export and import mods from the File menu in The Forge.

No account needed

Play one right now

These showcase maps ship with the game. Community maps are in the gallery.

Browse all custom games →
  • Canyon Holdout Tower Defense

    Defend the Mountain Hold! Build watchtowers and runic spires to hold off waves of goblin creeps before they breach the gates.

    Play →
  • Castle Fight: Iron vs Scrap

    Castle Fight-style lane battle (2v2, solo vs bots). Build Iron Halls, Bolt Ranges and Steam Works. Every 20 seconds each one marches a unit down the lane on its own, with rising income, kill bounties and sudden death. Break the Scrap Keep to win.

    Play →
  • Nightfall Hold

    Vampirism / Island Defense survival (co-op, playable solo). Chop lumber and wall off four forest corridors by day. Survive six escalating night assaults and the Vampire Lord. Lose every builder or the Keep and the Hold falls.

    Play →

Your first map

Rules you can read out loud

In The Forge, the rules of your game are triggers. Each one says when something happens, check this, then do that. You build them by picking from menus and filling in the highlighted words, so there is no code to learn.

  1. 1

    Open The Forge

    It runs in your browser. Drafts save in the browser, so you can start without an account.

  2. 2

    Paint and place

    Shape the ground, then drop in units, buildings, gold and each player’s start.

  3. 3

    Add triggers

    Spawn waves, count lives, show a timer, declare victory.

  4. 4

    Test it

    Press Ctrl+F9 (Test Map) to play it in the real game.

  5. 5

    Publish

    Sign in and publish, and your map appears in Custom Games for everyone.

Trigger: Send the next waveThe Forge · Triggers
Events
  • every 200 ticks
Conditions (all must hold)
  • wave < 20
Actions
  • create 5 × goblin_brawler for 1 at centre of spawn and store them in this_wave
  • order this_wave to attack_move at centre of goal
  • add 1 to wave
A simplified mock of the trigger editor. Every rule is a sentence; click a highlighted word to change it. There are 20 game ticks a second, so 200 ticks is 10 seconds.

Ideas

What you can build

Every example below is a playable map made with The Forge. If your idea can be described as “when this happens, do that”, it can probably be built too.

What a map can change

  • The map

    Terrain, height, water and lava, trees and gold, where every player starts, which units and buildings are already placed.

  • The rules

    Triggers react to events: a unit dies, a timer runs out, a player types in chat or presses a key. Then they spawn units, give gold, win or lose the game.

  • The units

    Change the stats of any unit, building, item, spell, upgrade or hero for your map only, or make a new one by copying an existing one.

  • The screen

    Show messages, counters, leaderboards, dialogs with buttons, quest trackers and custom panels. Play sounds and in-game cutscenes.

For AI-assisted creators

Build with an AI assistant

Maps, triggers and data changes are plain JSON with published schemas, which makes them a good fit for AI coding assistants. Describe the game you want, let the assistant draft the triggers, and bring the result back into The Forge.

  • Give it context. File → Copy Map as AI Context copies your whole map, with the rules the format follows.
  • Bring it back. File → Import from AI / JSON checks the pasted result and merges it into your map, and you can undo it.
  • Check it. Assistants still make mistakes. Validate before you test, then play it: a valid map is not always a fun one.

References

For veteran map makers

How it compares

If you have built custom maps in a classic RTS editor, events, conditions and actions will feel familiar. Here is what is genuinely different, including where those editors are still ahead.

Classic RTS editorsThe Forge
Writing logicGUI triggers that compile to a scripting language, plus hand-written script for anything the GUI can’t express.Sentence-style JSON triggers (250+ kinds of event, condition, value and action), plus sandboxed JavaScript and TypeScript through the public sos API with bounded memory and instruction budgets.
Memory leaksPoints, groups and conditions are handles; forgetting RemoveLocation or DestroyGroup leaks them and long games slow down.Nothing to clean up. Units and groups are plain ids and lists owned by the engine, so there is no handle to forget.
Multiplayer syncLockstep. Local-only code (GetLocalPlayer) that changes game state splits players into desynced games.Also lockstep. Triggers can only use operations built to give the same answer on every browser, and matches compare state hashes to catch a desync when one happens.
Sharing a mapInstall the game, download the map in the lobby, and everyone must have the same version.Publish from the editor; players open it from the browser. Maps are readable JSON files you can keep in Git.
MaturityTwo decades of editor features, tutorials and community tools.New and growing. The fundamentals are here; plenty of what those editors can do is not, yet.

Triggers and sandboxed scripting: the triggers guide.

Play one. Then make one.