Horde Survival
Shard Survivors

Shard Survivors

Hold out against the night. Gather the shards. Come back stronger.

One hero, alone or with three friends, in the middle of a zone as the night comes in from every side. You only walk: your attacks and spells cast themselves. Every monster drops a shard, every level deals you a hand of new spells and blessings, a boss comes every two minutes, and the zone's master comes at ten.

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The heroes

96 heroes, 27 open from the start

Every hero of every people, each with their own attack, school of magic and the trait of their people. The rest open with gold, account levels, zone wins, achievements and a few secrets.

Grand Justiciar Halden, the Dawn-Bearer
Human

Halden

Grand Justiciar Halden, the Dawn-Bearer

Sunrise Standard-Bearer

MeleeHolySteadfast: +2 armour, +15% healing
Health
180
Armour
5
Speed
3.0
Attack
15

Spells their hand deals

  • Consecration
  • Holy Bolt
  • Divine Hammers
  • Radiant Nova
  • Briar Storm
  • Thorn Volley
  • Healing Wave
  • Bloodlust

Starts with Consecration: The ground round the hero burns the wicked.

Open from the start.

In the game

Screenshots

Shard Survivors: Old Thornhide, the first boss, comes out of the brambles
Old Thornhide, the first boss, comes out of the brambles
Shard Survivors: An arcane circle against Hexmaw and the troll horde
An arcane circle against Hexmaw and the troll horde
Shard Survivors: Five minutes in, and a ring of spiders closes in
Five minutes in, and a ring of spiders closes in
Shard Survivors: Every level deals a hand: a new spell, a rank, or a blessing
Every level deals a hand: a new spell, a rank, or a blessing
Shard Survivors: The lobby: ninety-six heroes to open, and the zones of the night
The lobby: ninety-six heroes to open, and the zones of the night
Shard Survivors: Level 28 against the Broodmother and her brood
Level 28 against the Broodmother and her brood

How it plays

What you do

Every hero in the game

Ninety-six heroes from every people of the world, twenty-seven open from the start. The rest open with gold, account levels, zone wins, achievements and a few secrets.

Spells that cast themselves

Forty-two spells in ten schools: fireballs and blizzards, chain lightning and orbiting hammers, roots, plague clouds and falling stars. Take six and rank each to five.

Six zones, thirty bosses

A dusk forest, a frozen pass, a burning waste, a night bog, a barrow-field and a stormy coast, each with its own horde, four bosses and a master to end the run.

Come back stronger

Gold buys talents for every hero, bosses drop armour sets you wear into the next run, achievements buy perks like rerolls and a second wind.

Co-op for four

Play online with up to three friends. One experience bar for the party, a hand of cards each, and you can raise a fallen friend by standing over them.

Normal, Heroic, Mythic

Win a zone to open the next and its harder difficulties, with tougher monsters and better gear.

The spells

42 spells in 10 schools

Your hero's school comes up most in your hand, but any spell can. Take six, rank each to five, and let them cast themselves while you run.

Fire

  • Fireball
    Hurls a fireball at the nearest monster that bursts over everything round it.
  • Rain of Fire
    Calls burning stones down on the thickest pack.
  • Immolation
    A ring of flame burns every monster that comes close.
  • Flame Wave
    A wall of fire rolls out toward the nearest monster, burning all it passes.

Frost

  • Ice Lance
    A lance of ice pierces a line of monsters and chills them.
  • Frost Nova
    Frost bursts from the hero, freezing everything near in place.
  • Blizzard
    Waves of ice fall on the thickest pack and slow it.
  • Frozen Orbs
    Orbs of ice circle the hero, chilling what they strike.

Lightning

  • Chain Lightning
    Lightning leaps from monster to monster.
  • Thunder Clap
    The hero strikes the ground; thunder throws back all who are near.
  • Ball Lightning
    Crackling spheres orbit the hero, jolting what they touch.
  • Storm Call
    Bolts from the sky strike monsters near the hero.

Holy

  • Holy Bolt
    A bolt of light that heals its caster a little with every hit.
  • Consecration
    The ground round the hero burns the wicked.
  • Divine Hammers
    Hammers of light wheel round the hero.
  • Radiant Nova
    A blaze of light round the hero that also mends their wounds.

Shadow

  • Death Coil
    A seeking coil of death that drinks the life it takes.
  • Shadow Blades
    Blades of shadow spin round the hero.
  • Soul Harvest
    Drains the life of every monster close by into the hero.
  • Void Eruption
    The void tears open under a pack and pulls it in.

Nature

  • Thorn Volley
    A fan of thorns flies at the nearest monster.
  • Entangling Roots
    Roots burst up under a pack and hold it fast.
  • Briar Storm
    A whirl of briars tears at everything near.
  • Starfall
    Stars fall on monsters near the hero.

Arcane

  • Arcane Missiles
    Seeking missiles that never miss.
  • Arcane Orbs
    Orbs of pure magic circle the hero.
  • Supernova
    A star bursts round the hero: great damage, long wait.
  • Time Warp
    Time crawls for monsters near the hero.

Poison

  • Venom Bolt
    A bolt of venom that keeps eating its target.
  • Plague Cloud
    A lingering cloud of plague over a pack.
  • Toxic Nova
    A burst of venom poisons everything round the hero.
  • Acid Spray
    A spray of acid that eats through a line of monsters.

Earth

  • Boulder Toss
    A heavy boulder crushes and scatters a pack.
  • Earthquake
    The ground heaves under a pack, slowing and breaking it.
  • Shockwave
    A wave of broken earth tears through a line of monsters.
  • Stone Spikes
    Spikes of stone burst up under monsters near the hero.

Steel

  • Blade Fan
    A fan of throwing blades.
  • Whirlwind
    The hero spins, cutting everything near.
  • Arrow Rain
    A storm of arrows falls on the thickest pack.
  • War Cry
    A roar that sharpens every blow and quickens every swing.

Any hero's

  • Healing Wave
    Mends the hero and every ally near them.
  • Bloodlust
    A rush of fury: faster attacks and feet.

The zones

6 zones, 30 bosses

A boss walks out every 2 minutes, and the zone's master comes at 10. Win a zone to open the next, and its Heroic and Mythic nights.

Thornwood Vale

The Long Dusk

The sun will not set and the forest will not sleep. Wolves run with kobolds out of the brambles, spiders drop from the boughs, and the trolls of the hills come down to see what all the howling is about.

  1. 2:00Old ThornhideBear of the Bramble
  2. 4:00HexmawTroll Witch-Doctor
  3. 6:00The BroodmotherQueen of the Boughs
  4. 8:00Grumm the Twice-BornOgre Spell-Lord
  5. 10:00Warlord GorrakLord of the Hill Ogres

Open from the start.

Frostfang Pass

The White Silence

Snow over the high pass, and under it the dead of an older war. The wolves have learned to hunt beside the bones, and something howls on the ridge that was a man once.

  1. 2:00Old WhitemaneYeti of the High Pass
  2. 4:00The Frost WardenRune-Bound Guardian
  3. 6:00Rime-Knight HalvardOathbreaker of the Pass
  4. 8:00Lady HoarfrostCountess of the Rime
  5. 10:00Vael-KorThe Rime-Wolf

Opens when you win Thornwood Vale.

The Ashen Reach

Where the Sky Burns

A waste of cinders under a red sky. Scorpions hunt the dunes, salamanders swim the hot ash, and the old wyrm that burned it all still sleeps beneath the ash. It will not sleep long.

  1. 2:00The SandmotherMatriarch of the Dunes
  2. 4:00Old CinderscaleSalamander of the Vents
  3. 6:00The ShaperWarden of the Old Fires
  4. 8:00Ashlord BrakkOgre Fire-Caller
  5. 10:00Cinderwing the AncientThe Wyrm Beneath the Ash

Opens when you win Frostfang Pass.

Gloomfen

The Drowned Lanterns

A bog at midnight, lit only by the lanterns of things that should have drowned. The ratmen brew their plague in the reeds, and the Flesh Titan wades in from the deep water to see it done.

  1. 2:00The Drowned HulkBogwalker Elder
  2. 4:00Gnash the Ever-HungryRat Ogre of the Brewery
  3. 6:00The Mire WidowSpider of the Deep Reeds
  4. 8:00The Doom WheelRatmen War-Engine
  5. 10:00Blight-LungThe Flesh Titan

Opens when you win The Ashen Reach.

Barrowdeep

The Night of Bones

The barrow-field under the old moon, where the dead of nine wars lie in their mounds. Tonight the mounds are open. Every bone that ever fell here is walking, and the Ossuary King walks at their head.

  1. 2:00Sir HollowmereThe Knight Who Did Not Fall
  2. 4:00The Bone-SpeakerNecromancer of the Mounds
  3. 6:00Lady SanguineFirst of the Blood-Court
  4. 8:00The OssuaryColossus of Nine Wars
  5. 10:00Mor-DredThe Ossuary King

Opens when you win Gloomfen.

Wrecker's Coast

The Black Tide

A shore of wrecks under a storm. The shellbacks climb out of the surf, the brinebeards come ashore with their harpoons, and out past the breakers the Captain is bringing his whole crew in.

  1. 2:00The Old ShellShellback Elder
  2. 4:00Anchor-JawBrinebeard Breaker
  3. 6:00Big BerthaOgre Master-Gunner
  4. 8:00Mother TideShellback Sea-Witch
  5. 10:00Captain SaltgraveMaster of the Black Tide

Opens when you win Barrowdeep.

More featured custom games

Each one a whole game of its own, built in the same world.

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    Aces of Stone

    AdventureArcade

    Take to the skies over every land of the world, one sector at a time.

  • Drop of Stone

    Drop of Stone

    PuzzleArcade

    Aim, drop, and let the runes ring.

  • Cities of Stone

    Cities of Stone

    BuilderCozy

    Found a city where you choose, lay its streets, and make a home for many peoples.

  • Wheels of Stone

    Wheels of Stone

    RacingGrand Prix

    Nine peoples. Eighteen race cars. Three laps to glory.

  • Sea of Stone

    Sea of Stone

    FishingSailing

    Fish, trade and fight your way across the Corsair Isles.

  • Brink of Stone

    Brink of Stone

    BrawlDuel

    Every spell is a shove. The platform is shrinking.

  • Grumbar Party

    Grumbar Party

    MinigamesParty

    Over a hundred minigames, eight guests, one very stingy host.

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