A REAL-TIME SURVIVAL ARPG · CITY BUILDER

AETHER SHARDSURVIVAL

Hunt. Build. Raid. Your gear is your level. Your city is your character sheet.
SEE THE PROTOTYPE READ THE DESIGN
IN DESIGN & PROTOTYPING — COMBAT ARENA PLAYABLE
SAME WORLD, NEW RULES

No XP. No levels. Just what you carry and what you build.

Aether Shard Survival is a sibling to Aether Shard — same shattered world, same pixel soul, deliberately opposite rules. The turn-based grid is gone: combat is real-time action, and there is no experience bar anywhere. Every scrap of power comes from gear you find, craft, and maintain — and gear comes from a city you raise from nothing, staffed by people you rescue from the wilds.

Hunt animals to eat. Rest to recover — it's the only way stamina comes back. Keep your blade honed, because steel dulls and death dulls it faster. And when your city grows rich enough to be worth raiding… it will be.

0
XP BARS
20
GEAR LEVELS / SLOT
5
MATERIAL ERAS
19
BUILDING TRACKS
6
ABILITIES IN PLAY
48
AUTOMATED TESTS
PLAYABLE TODAY

In the prototype now

A living combat arena in Godot 4 — every mechanic below is implemented, playable, and locked in by an automated test.

BUILT

Real-Time Combat

Light and heavy attacks, a dodge roll with i-frames, knockback, hit-flashes — using the character sheets' long-dormant action frames the turn-based game never touched.

BUILT

Rest-Only Stamina

Abilities burn stamina and nothing regenerates it but resting — crouched, vulnerable, watching the tree line. Risk management is the whole rhythm of a fight.

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Hunger & Hunting

A hunger bar that always ticks down. Boars graze, flee, and charge when wounded; their meat restores hunger and health. Starve and your health follows.

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Gear Is Power

Weapon and armor slots are your only stats. Found gear swaps in a step — and your old piece drops where you stand, condition and all.

BUILT
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Dulling, Never Breaking

Blades wear with every swing, armor wears with every hit, death dulls everything — but gear is never destroyed. Hone it at the whetstone and get back out there.

BUILT

Tomes & Loadouts

Abilities are loot, not level-ups: six tomes in the field — Cleave, War Cry, Leap Slam, Shoulder Bash, Hamstring, Steadfast — and a strict 4-slot loadout you swap in the pause menu. Play it your way.

BUILT

Controller & Touch

Built for iOS, Android, Steam, and handheld Linux: full gamepad support (d-pad = your four skills) and a multi-touch overlay with a floating stick. Same hero, any screen.

BUILT
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The Overworld Look

The same Wonderdot tileset and UiKit interface as Aether Shard proper — grass, meadows, tree canopy, wood-panel HUD, and a pause menu straight from the mothership.

BUILT

The Bandit Camp

Four guards around a fire with shared aggro — wake one, wake the camp — holding the arena's best gear. The first micro-raid: go loud, or…

BUILT

Stealth

Crouch-walk and enemy perception collapses — a sliver behind their backs. Sneak strikes hit double. Slip past the camp, or dismantle it one silent blow at a time.

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𝚺

A Tuning Model

An 800-formula balance workbook drives the numbers: gear curves, enemy stats, building costs — tuned so total power triples every era. The prototype matches it.

DESIGN COMPLETE — TEN LINKED DOCS

The game it becomes

Every system below is fully designed and cross-linked in the project wiki, waiting its turn to be built.

PLANNED

A City From Nothing

19 building tracks — blacksmith to enchanter, inn to town hall — each with era-gated tiers and purchasable modules. Construction takes materials and time; nothing is a menu unlock.

PLANNED

People Are Loot

Professions belong to the city, not a skill bar. Recruits found and rescued in the world run your buildings — and a Master blacksmith is a legendary drop. Building tier × artisan quality = what you can make.

PLANNED

The Mayor Is Your City's Class

Six governance styles, each favoring a pillar — production, defense, trade, construction, lore, people. Plus edicts: togglable policies, every one a trade-off, slots gated by Town Hall tier.

PLANNED

Morale

One city-wide mood — anchor plus shocks, five bands from Grim to Jubilant. A modifier, never a gate, with hard anti-death-spiral rules. Feed your people three ingredient types and watch the town sing.

PLANNED

Raids, Both Directions

Prosperity attracts raids; raiding earns Heat. Defense is telegraphed, kidnaps replace kills (every loss becomes a rescue mission), and rival cities can be looted, crippled — or razed, once, forever.

PLANNED
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A World That Opens As You Build

A home valley and four era wedges, each behind a collapsed bridge or buried pass. Opening a zone is a city project — and an open road lets the raiders through, both ways.

PLANNED

Compounding Power

Enchants bound to gear, gems that travel between pieces, stacking food and potion buffs, late-game flasks that survive death. Additive within a layer, multiplied across — never runaway.

PLANNED

Tomes Worth Restoring

Most tomes loot in damaged. The Scribe restores them; a Master scribe fuses fragments into the skill you actually want. Even knowledge passes through the city.

PLANNED

An Honest Economy

The Trading Post never sells above your era — money can't skip exploration. Alchemists transmute down, never up. Every shortcut is guarded so building the city stays the answer.

SIX SCHOOLS IN A RING · EVERY CLASS A NEIGHBORING PAIR

The class hexagon

Gear owns your stats; class owns your kit. Learned tomes are forever, but only your two schools are equippable — respec at the Chapel, and the fee scales with how far around the ring you jump. Every passive touches a different pillar of the game.

Berserker

Might + Wildcraft. Two-handed fury that burns hotter as stamina runs low. The pure combat passive.

Warlord

Might + Bulwark. The quartermaster — gear dulls slower, repairs cost less. Economy as a weapon.

Templar

Bulwark + Devotion. Warden of the Wall: stronger inside your own city during raids. The defender.

Aethermancer

Devotion + Aether. Attuned — enchants run stronger, essences fall more often. The enchanting engine.

Trickster

Aether + Subterfuge. Light-fingered: stealth gadgets cost less, detection climbs slower. The infiltrator.

Ranger

Subterfuge + Wildcraft. The provider — more from every kill, faster on roads, a nose for rare wanderers.

STRAIGHT FROM THE ARENA

Prototype screenshots

The bandit camp converging on the hero, campfire and loot behind them
Wake one guard, wake the camp — the hoard sits behind them
The arena overview with roaming bandits and a grazing boar
The arena — roamers, boars, and tomes in the field
Stalking a wild boar
Dinner, if you're quiet about it
Copper mail, a skill tome and the whetstone in the west field
Copper mail, a skill tome, and the whetstone that keeps it all working
The pause menu's abilities screen with six skills and four equipped
Six tomes, four slots — swap your loadout at the pause menu
Touch controls overlay with virtual stick and action buttons
The touch overlay — same hero on a phone
HOW IT'S GOING

Devlog

The world gets its look — and its hands

SEP 1, 2026
  • Wonderdot overworld: real grass, ragged meadows, tree canopy with collision — the flat green is gone
  • UiKit interface: wood-panel HUD with the game's own bar art, slot skill bar with ability icons, and a full pause menu
  • Six abilities, four slots — Leap Slam, Shoulder Bash (stun), Hamstring (slow), Steadfast (guard) join the pool; swap loadouts in the pause menu
  • Controller + multi-touch support for iOS, Android, Steam, and handheld Linux; 48 automated checks

Armor, and a balance model to hang it on

AUG 31, 2026
  • Armor slot: scraps → copper mail → iron mail, dividing incoming damage — wears when hit, mirrors weapon dulling
  • Tuning workbook: ~800 live formulas — gear curves, enemy TTK targets, building costs, pacing checks — flattened to ~3× power per era
  • The prototype's numbers now come from the model: iron gear re-tuned to the curve

Stealth, and a camp worth sneaking past

AUG 31, 2026
  • Bandit camp with shared aggro guarding the iron gear — the first micro-raid, loud or quiet
  • Sneaking: directional perception, a backstab window behind every guard, double-damage sneak strikes
  • Boars startle at a quarter the range when you stalk them — hunting got a skill floor

The survival loop closes

AUG 30–31, 2026
  • Combat arena v0: warrior vs bandit AI using the sprite sheets' unused action frames
  • Hunger, hunting, meat — and rest as the only stamina regen, exactly as designed
  • Skill tomes, the 4-slot loadout, gear-only power, and dulling with whetstone honing
  • 43 automated checks lock every mechanic in place

Ten design docs in one sitting

AUG 30, 2026
  • Progression (no-XP gear grid), all 19 building ladders, raids, world structure, the class hexagon
  • The mayor as the city's class, edicts, and a morale system with no death spirals
  • Every open question logged where the next session can find it

A concept parked, then unparked

AUG 9, 2026
  • The idea captured in the vault: an ARPG city builder that finally uses the attack frames
  • Hunger, stamina, recruitable artisans, rival walled cities — all there from day one