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Casual
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Shards of Mirrors
- Date: 2025-09-24
- Category: Casual
- Views: 2
- Version: 0.0.5
- Language: English
- Size: 248.0 MB
Shards of Mirrors Screenshots
Shards of Mirrors Introduction
Shards of Mirrors Shards of Mirrors is a post-apocalyptic survival RPG where you wake up with missing memories. Pick a faction, explore living districts, build alliances or rivals, and uncover conspiracies to regain the truth.
Shards of Mirrors
In Shards of Mirrors, you’re thrown into a survival story set in a post-apocalyptic world. For unknown reasons, you’ve lost most of your memories—so every step you take leads to new people, strange encounters, and tangled mysteries. As you search for what you’ve forgotten, you’ll also get pulled into conspiracies that shape the world around you.
Choose a faction, deepen relationships with your companions, and unlock a variety of adult-oriented scenes along the way. The game is continuously updated and improved, with new characters and story chapters added over time to keep the experience fresh.
Key Features
Vibrant Cityscapes
Explore multiple districts, ranging from ruined marketplaces to areas controlled by different factions—each one comes with its own culture and dangers.
Mysterious Origins
Your journey begins in a calm yet unsettling city park. You start with no real memories of who you are, and that blank space drives you to uncover the truth.
Dynamic Ecosystems
Expect weather to change, scavenger camps to appear, and hidden lore to surface. These elements respond to your choices, helping the world feel more alive and reactive.
Multiple Pathways
- Take on faction quests
- Trade and negotiate through economy-driven play
- Focus on survival work such as scavenging or crafting to gather resources

Relationship Building
Build alliances—or spark rivalries—with important characters. Your choices can influence access to special quests and exclusive rewards.
Wealth and Progression
Earn wealth through combat, diplomacy, or other economic activities. Use your progress to unlock upgrades and customizations.
Changelog & Battle System Notes
The fight engine is finally ready! Thanks for your patience—and apologies for the two-week delay. You can resume where you left off: if you finished every step of the tutorial quest in the previous version, you’ll find the battle sign in Winemaker's Haven.
Before you jump into battle:
- Check whether you hired troops.
- Equip your character with clothes and weapons (unless you want them to fight unarmed).
- Make sure you have at least 1000 arrows in your inventory—otherwise you’ll likely run out during fights.
Also for your heroes:
- Heroes must be equipped using items from your own inventory.
- Go back to your base, open the hero via their picture, and use the interaction menu to set their gear before bringing them into combat.
Once you spend a few turns getting used to it, the battle system should start to feel straightforward. After you enter the battle map, Buck will provide helpful tips on the left side of your screen.
This fight system is big, packed with strategic options and customization. In fact, it essentially functions like a game inside the game—at the moment, around 40% of the code is dedicated to the fight engine.
Planned Improvements
- Reduce the refresh flicker (passage refresh effect) when using your own units via code improvements
- Special weapon effects:
- Area damage
- Charge (deals double damage when used offensively)
- Slow (if an enemy is hit, they can’t move on the next turn)
- Unit battle traits:
- Healer
- General (nearby friendly units gain a damage bonus)
- Berserker (keeps fighting until either they or the enemy dies)


- Improved enemy tactics:
- Targeting low-HP units
- Long-range shooters using focused fire
- Pulling damaged units back to shelters to heal
- Choosing better terrain
- Bypassing isolated units to go after bosses
- Retreating from unfavorable terrain
- Better balance:
- Weapon stats are currently intuitive
- Planned: build an Excel simulation model to balance damage, hit chance, and unit HP
- New battle modes:
- Survival (defend a castle at the center of the map for X turns)
- Diplomacy (bosses may switch sides mid-battle)
- Battlemap events: on larger maps, you’ll be able to discover new heroes and items by exploring specific marked hexes
- Sound effects: audio feedback for hits and misses
- Option to skip enemy movement animations to speed up battles
- Autobattle (animated or not, based on your preference), with possible advanced options such as disabling hero recruitment to avoid losing them

Development Direction
Development continues, but in a different style than before. New releases will be spaced farther apart and will focus mainly on content additions—new quests, new characters, and battles built using existing modules.
This approach gives time to develop new systems “in the background” and ship them only when they’re ready, rather than delaying updates by working on incomplete modules. Serious bugs will also receive dedicated fixes, so you can keep playing without waiting for the next major release.
Moving forward, the focus will be on new content instead of constant rework. Existing systems won’t be rewritten unless something is malfunctioning. Instead, an update roughly every six months will be devoted entirely to improving existing modules and functionality.
For the final release, most art and illustrations are planned to be created with DAZ3D and Campaign Cartographer. Other images (stock backgrounds, AI images, free PNGs) are currently placeholders.
Copyright notice: Content on Qnsb is for reference only. Copyrights belong to their respective owners.
Page URL: http://www.qnsb.com/game/24882.html
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