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Shattered Realms

Shattered Realms

Beneath a shattered sky, the journey begins

The World

The Shattering was not a punishment —it was the world's last act of self-rescue.

When the star-seal broke, the land lost its fixed shape and the world scattered into fragments adrift in the void.

This is not the end. The shattering was how the world preserved itself — the fragments drift apart, waiting to be pieced back together. You will lead the expedition that reclaims the lost lands.

Gameplay

Four genres, fused on a single hex board

The precision of board tactics, the growth of an RPG, the punch of MOBA skills, the freedom of an open world — united on a turn-based hex battlefield.

  1. 01

    Board Tactics

    Maneuver across a hex grid: budget action points (AP), exploit height and line of sight, and out-read your opponent through the fog of war — every step is a trade-off.

  2. 02

    RPG Growth

    Level up mid-match to unlock core skills from passive to ultimate, and craft gear from gathered materials to shape your own build.

  3. 03

    MOBA Skills

    Run core skills and card skills in parallel, manage resources like EP and Flame, and turn the fight with status, control and burst.

  4. 04

    Open Exploration

    Terrain answers your skills — flame scorches the earth, fire on water turns to steam, frost melts away; wild monsters roam and envoys wander a living battlefield.

Chapters

The World Tree — chapters grow from the void

Every chapter is a spark on the World Tree of Shattered Realms. Drag a node to stir the whole tree; tap one to unfold its story.

Drag to stir · tap to unfold

Characters

The heroes who lead, each wielding a shard of power

They are the vanguard of the expedition — frost, shadow, flame and venom, four utterly different gameplay fantasies.

Play

Pick a node, step onto the hex battlefield

The router health-checks each regional node and connects you to the best one; your pick is then embedded live via iframe. This is a front-end showcase — no real routing backend yet.

Nodes are the backend's proximity-routed candidates; mocked here in the static preview.

Battlefield glimpses

  • Screenshots incoming
  • Screenshots incoming
  • Screenshots incoming