Throughout the games development, the team is constantly working to improve game performance. Currently our minimum specs for the Alpha version is:


OS: Windows 7 64 bit or newer.
Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz.
Memory: 4 GB RAM. (Recommended: 8 GB RAM)
Graphics: DirectX9 Compatible ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated Graphics.
DirectX: Version 10.

Most games that claim to have housing are very restrictive. In Shards, you build your house in the actual game world. Also every item that exists can be placed in the world and also used as decoration in your house. To top it all off, we are working on giving you control of the surrounding land as well. Build a farm, or a garden, or a hedge maze right in your backyard!
Yes! No more levels and classes and quest grinds! As you explore the world you learn new skills and perfect them.

There is a limit to how much skill one mortal can possess which forces you to specialize. Upon reaching your skill cap, you will need to deactivate certain skills in order to gain in others. Skill points in inactive skills are never lost, and players will be able to adjust their character’s specializations periodically.

Crafting is a huge focus in Shards. Resources will spawn in the world dynamically and the crafting skills you can learn depend on the shards you travel to. Imagine learning to craft ancient alien technology in our terminus shard and bringing those items with you to the fantasy world!
In Alpha we have fully functioning guild and group systems. Guilds can even join elemental factions to engage in wars without worrying about the guards getting in the way.
The controls in Shards Online will feel familiar to players of games like Diablo, but that’s about where the similarities end. Shards Online’s combat is much more tactical and skill-based. Character development and the world itself are much more open ended. And there is much much more to the game than just combat.
We’re targeting a standalone client running Shards on PC/Windows at launch. We are also currently investigating officially supporting the Mac and Linux platforms.
We really want to embrace the roleplaying community. In the final game, we are planning for both in-character and out of character channels of communication.

In-character examples: – Speaking to nearby people (overhead chat) – Whispering (smaller range) – Shouting (larger range) – Magical means of communication (skill based telepathy) Out of character examples: – Shard (zone) wide chat – Admin broadcasts – Direct player to player messages Emotes will work similar to other games, an in-game window will allow you to select from a list of emotes. Some skills may provide access to additional emotes. Yes of course in the final product we expect to allow you to interact with as many objects in the world as possible including chairs and beds.

Alpha officially launches on January 13th, 2017. Our next major release will be to the Steam platform in Spring 2017. Our Steam release will include highly requested features like a larger home world, mounts, and archery.
Nope! Buy it once and it’s free to play on free official servers and any community servers, AND you can run one of your own.
Take a look at the ‘Customization’ section of the game page for more details.
Currently, we are not charging our early admins any fee to run their own servers. After our Steam release we may have to start charging a small monthly fee to cover hosting costs for our ‘cluster’ technology.
Regions are hosted in the way other games like Minecraft host their servers. You get the region server when you purchase the game and can run the regions out of your house or rent space from a game server hosting company. If you are tech-savvy enough, you can run them up in the cloud yourself!
The Cluster rule-set (mod) is the sum of *all* agreed upon gameplay that is accessible in the connected regions. Mods can easily have rules that are specific to certain maps or regions in the cluster.
Server-side customization (spawners, loot, skills, abilities etc) will not require Unity to mod at release. Currently, our toolkit uses Unity (the free version works fine) to assist in placement of dynamic world objects.

You will also need to use Unity to create custom client assets (maps, monsters, equipment etc) when that level of customization becomes available.

All pledge levels get immediate access to the Alpha which runs official and community servers 24/7.