I built Shards of Eternity as a dark-fantasy hero collector that runs entirely in your browser. You summon champions from four warring factions, level and gear them, then send a squad of up to five into turn-based battles decided by a live speed meter rather than dice rolls. Under the hood there are 20 champions, 60 hand-written skills, 22 stacking status effects, a 12-stage campaign, three farmable dungeons, an arena, and a Clan Boss — no download, no login, and your progress saves straight to the browser.
Shards of Eternity is a collector RPG in the tradition of gacha team-builders, minus the paywalls — everything is earnable in-game. You start with two champions, Warpriest Aemon and the Tomb Warden, and the loop is simple to learn and deep to master: summon champions, level and gear them, beat harder content, unlock better summons, repeat. Here's what's in the game and how each system works.
Five champions each for Undead, Holy, Void, and Nature, across five rarities from Common up to Legendary. Every champion carries a role — attack, defense, support, or HP — three unique skills, and eight combat stats including crit rate, crit damage, accuracy, and resistance. The four Legendaries are Valdris the Fallen, Seraphina the Radiant, Zyrix the Voidborn, and Sylvara Thornweald.
There's no random initiative. Each unit's turn meter fills continuously based on its Speed stat, and whoever fills first acts next. That makes Speed the most valuable stat in the game — buff it, slow the enemy, or use skills that drain and refill the meter to steal extra turns.
I wrote a full buff/debuff layer: 10 buffs and 12 debuffs. Shield and Revive keep a squad alive; Increase ATK/DEF/SPD swing raw numbers; Poison and Burn stack for scaling damage over time; Stun, Freeze, Sleep, and Provoke lock enemies out or redirect their attacks; Death Mark adds 25% incoming damage; and Heal Reduction shuts down enemy sustain.
Undead beats Holy, Holy beats Void, Void beats Nature, and Nature beats Undead. Attacking into your advantage deals 15% more damage; attacking into a disadvantage costs you 13%. It's a small edge per hit but it compounds hard over a long fight, so I recommend building around the faction you're about to face.
Every champion has six equipment slots — weapon, helmet, shield, gauntlet, chestplate, and boots. Each piece rolls a main stat plus up to four substats depending on rarity. Five set bonuses reshape a build: Wrath (+15% ATK), Fury (+12% crit rate), Wind (+12 SPD), Bastion (+15% DEF), and Drain (15% lifesteal).
Void, Ancient, and Sacred shards each pull from a richer pool than the last. Void shards can still hit a Legendary but rarely; Ancient shards guarantee at least Uncommon; Sacred shards guarantee at least Rare and carry the best Legendary odds. Earn shards from campaign clears and quests, or buy them with gems.
Here's the path I'd take from a fresh save. Open the Campaign and clear Chapter 1: each stage is one or more enemy waves and pays out XP, gold, and up to three stars for a clean win. Stages cost Energy — a pool of 100 that refills one point every six minutes — so spend it on content that moves you forward. Take that gold to the Champions screen to level your two starters, then feed campaign shards into the Summon portal to grow the roster.
Equip gear the moment you have it — the two-piece Wrath, Fury, and Wind sets complete fast for an instant power jump. When a stage wall stops you, it's usually gear or affinity, not level: swap in champions whose faction beats the enemy and top off your Speed. In battle, tap an enemy to target it, then pick one of three skills — basics have no cooldown, the big ones do, so time them. Flip on Auto and 3× speed for farming safe fights, then branch into Dungeons, the Arena, and the Clan Boss.
Three chapters — The Barrow Fields, The Void Reaches, and The Sacred Wastes — with four stages each, playable as a map or a list. Most stages string together several enemy waves, and every chapter ends in a boss finale: the Bone Colossus, the Void Herald, and the multi-wave Lord of Bones. Clearing a chapter pays out gems and a shard of rising tier.
Three repeatable dungeons, each five floors deep and themed to a damage type: Dragon's Lair (fire) leans into attack gear, Plague Swamps (poison) into HP and lifesteal, and Frozen Crypts (ice) into defense. Runs are key-gated, with keys that refresh daily, so you never fully run dry.
Raid a ladder of ten AI-controlled defense teams that climb from Bronze through Silver, Gold, and Platinum, ranging from a 4,200-power Barrow Knight up to the 44,000-power Eternal Tyrant. You get a set number of attacks that reset each day, and wins push your trophy count and rank.
A single colossal boss with tens of millions of HP that you can't kill in one sitting. Instead you get one attempt at a time to deal as much damage as possible before it wipes your squad — the purest test of a well-geared, well-buffed team, and the largest one-shot rewards in the game.
Four daily quests — win three battles, summon once, spend twenty energy, clear a dungeon key — reset every day and keep gold and gems flowing. On top of those sit nine longer milestones that reward first wins, roster growth, gearing up, arena victories, and finishing Chapter 3 with a Sacred shard.
Champions level up by spending gold, with costs that climb as they grow, and power scales with rarity and gear. It's single-player and saves locally to your browser, so you can close the tab and pick up where you left off — no account, no cloud sync, no cost.
Yes. It runs in your browser with no download and no login, and every currency — gold, gems, and the three shard types — is earned by playing. There are no real-money purchases.
Turn order is driven by a live meter that fills with each champion's Speed rather than random rolls. On a champion's turn you pick a target and one of three skills, and buffs, debuffs, shields, damage-over-time, and faction affinity all feed the damage math.
Summon them at the portal with Void, Ancient, or Sacred shards — higher tiers pull from stronger rarity pools, and Sacred shards guarantee at least a Rare. You earn shards from campaign chapters and quests, or buy them with gems.
Yes. The interface is entirely point-and-click and lays out the same on phones and desktops, so a full session works on a touchscreen with no keyboard controls.
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