100-Player Open World · Medieval Raid · Starshard Echo

The world remembers what it cannot name. Step into the weathered remains of an age that broke — one seamless map, a hundred souls, every blade you carry the next finder can lift.

Descend

The Three Pillars

Three loops, one consequence.

  1. Souls-Like Combat

    Phase-locked actions and a seven-layer hit-impact stack. Every commitment costs. Every recovery window is a question the world asks back.

    Phase-Locked · 7 Impact Layers
  2. Open-World Raid

    One seamless map. One hundred souls. No instance breaks, no safe stash — what comes off your kill is what the next finder lifts off you. Risk is not the cost of progress; risk is the loop.

    100 Souls · One Seamless Map
  3. Build Until the Wipe

    Claim a corner of the world. Tier your walls from wood to weathered stone to bound iron. Lose it all on a single bad raid — and again on wipe night, when the world resets clean. Then begin once more, sharper.

    Tier I → III · 30-Day Cycle

Anatomy of a Raid

Six systems, one harsh world.

100

Souls per Server

One seamless map. No instance breaks.

No Safe Stash

What dies on you leaves with the next finder.

30

Day Wipe Cycle

The world resets clean each season — equal start.

7

Hit-Impact Layers

Phase-locked Souls-like combat, hardcoded.

3

Wall Tiers

Wood → weathered stone → bound iron.

Starshard Echo

The undertone older than the world.

Where the Sky Once Shattered

A medieval earth, laced with starshard.

Long after the sky tore open and closed again, fragments stayed. They hum in iron, they bleed faint light into stone, they make the old crafts behave like memory. The world is medieval. The undertone is older than the world.

Echo when it stirs.

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