The Idle Shard Enter the Shard
The Idle Shard crest

Ultima-inspired · Plays in your browser · Free

A world that keeps turning without you.

Forty-seven skills and no classes. Fourteen towns, thirteen dungeons, an open sea, and a map you cross in real time. Close the laptop and your character goes on swinging, mining and fishing without you — then tells you everything you missed when you get back.

The shard launches 1st November 2026

Midnight GMT

12 Days
23 Hours
57 Minutes
08 Seconds

Make your account and your character today. Closed beta testers step in early from 29th October 2026, 9pm GMT.

47
Skills, no classes
14
Towns
13
Dungeons
107
Creatures
8h
Offline progress

The short version

Three things worth knowing

It is an idle game that refuses to be a spreadsheet, and an MMO that refuses to eat your evening. Here is the whole pitch in three parts.

It plays without you

Log out mid-dungeon and the fight carries on. You come back to a full account of it: what you killed, what dropped, which skills moved and whether anything nearly finished you — 8 hours of it, banked while you were gone.

No classes, only practice

Nobody asks you to pick a class. You get better at what you actually do — swing a sword and Swordsmanship climbs, bandage a wound and Healing does. All 47 of them are open to every character, and the only real decision is where your total skill cap goes.

You write the tactics

Not a single "prestige" button in sight. Instead you arm your character: cast Heal below 40% health, Cure the moment something poisons you, keep Bless up, drink from this potion slot, and fight on until the bandages run out. Then you go and do something else.

I Who you become

47 skills. Nobody picks a class.

A tailor who fights. A mage who mines. A fisherman who happens to be the best cartographer on the shard. Your character is the sum of what you have actually spent time doing.

Anatomy Archery Arms Lore Discordance Fencing Healing Macing Musicianship Parrying Peacemaking Poisoning Swordsmanship Tactics Throwing Wrestling

Raise one. Let another fall.

Skills climb by use and by nothing else — there is no experience bar to pour into whatever you like. What there is is a ceiling on your total: 1,000 points across everything you know.

So every skill carries an arrow. Point it up and it grows. Point it down and it is what you are willing to forget: once you are at the ceiling, each point you gain somewhere else is paid for out of it. Lock it and it stays exactly where it is. Changing your mind about who your character is costs you nothing but the time it takes to relearn it.

Cap Stones, earned from quests and contracts, lift the ceiling itself — slowly, and for good.

II Work the land

Rock, timber and deep water

Five mines, five woods and the fishing grounds, each a place you walk into and work. Every swing is a chance at the next material up — and an occasional chance at something that bursts out of the rock and objects.

Ten grades of everything

Ore, wood and fish all climb the same ladder. The plain stuff comes up from the first swing; the grades above it wait on your skill, your tool and your luck, and the top of the ladder never turns up in a shop at all.

A full pack holds you where you stand until you deal with it — so somewhere between the first swing and the tenth grade you start caring about pack animals, a house with a stockpile, and a quicker road to the bank.

IronDull CopperShadow IronCopperBronzeGoldenAgapiteVeriteValoriteBlackrock

III Make your own kit

The good kit is made by somebody

Smelt it, forge it, sew it, brew it, scribe it. Nine crafting skills, and the deeper material grades never turn up in a shop — the good kit on this shard is made by somebody, and it may as well be you.

  • Queue it and leave — a batch of five hundred ingots smelts while you are at work, and is waiting when you are not.
  • A ledger of everything you have made — each recipe keeps its own tally, and the tally earns its own rewards.
  • Maps, scrolls, potions, poisons — a cartographer reads treasure maps, a scribe fills spellbooks, an alchemist keeps the whole party standing.
  • Sell it yourself — on your own table in the Market Place, at your own price.
A crafting window mid-batch
CraftingIn game — a batch in progress

IV Go down into the dark

Thirteen dungeons, each deeper than the last

From a sewer under Britain to the Ice Dungeon and Hythloth. Bring bandages. Poison does not stop when the fight does.

A fight in a dungeon, seen from above
The deep endIn game — a dungeon, mid-fight
Giant Spider Giant Spider
Orc Lord Orc Lord
Lich Lich
Troll Troll
Dragon Dragon
Daemon Daemon
White Wyrm White Wyrm
Balron Balron
Reaper Reaper
Kraken Kraken
Ancient Wyrm Ancient Wyrm
Succubus Succubus
The Wyrmguard The Wyrmguard
Lich Sovereign Lich Sovereign
Malgorath Malgorath

Set the rules. Walk away.

The interesting part of an idle game is not the waiting, it is what you told your character to do while you wait. Auto Cast is a priority list you write yourself, read top to bottom on every beat of a fight.

  • Heal when my health is below 40% — and it keeps working after the fight ends, walking home on a sliver.
  • Cure the moment I am poisoned — answered on the poison's own clock, not whenever a sweep next happens to run.
  • Keep Bless up — recast the instant it lapses, and never while a bandage is already going to beat it.
  • Stop when the bandages run out — a dozen stop conditions, so an unattended fight ends the way you chose.
Journal — Combat

Summon something worse

13 bosses, one per dungeon, each called up with gold you farmed in its own halls. They hit like the end of a story and they drop things nothing else does.

Eight Facets

A Facet is a second edge on what you already do: Ember, Volt, Echo and the rest change how a fight plays, and there is one each for the gatherer and the crafter. Your first is a quest away; each one levels as you use it.

Bring the whole shard

World Bosses rise for everybody at once. Party up or bring your guild, stand in the right place when the breath comes, and take your share by what you did.

Britain's town square: the fountain, the shops and the people in it
BritainIn game — the square

V Live in a town

Fourteen towns that grow with their people

A town is not scenery. It has a square you walk across, shopkeepers at their doors, a training yard, a pub, a healer — and a standing, raised by what its citizens give to it. A town nobody tends is a camp of tents round a fire. A town its people love is walled in dressed stone with lanterns down every street.

QuietWatchedPatrolledFortifiedResplendent
  • Guards, and what they are for — a watched town arrests a thief on sight. A quiet one does not.
  • Light fingers — with Snooping you can look into another player's backpack, and with Stealing take from it. Fumble either and they will know your name.
  • Crime has an address — murderers wear it in red, and the jail takes visitors. Bring tomatoes.

A map you actually cross

Travel is spent, not skipped — the far side of the map is a ten-minute walk and the shard keeps running while you make it. Which is exactly why a Recall rune, a faster mount, a seat on a caravan or a moongate in your own garden is worth what it costs.

The world map of The Idle Shard

BritainMinocCoveVesperYewTrinsicMoonglowSkara BraeJhelomNew HavenNujel'mBuccaneer's DenOccloSerpent's Hold

VI Put to sea

The High Seas

Build a hull at the carpenter's bench, sign a crew, mount your guns and take the helm yourself. This part is not idle: it is one shared ocean, sailed in real time, with the wind in it.

A ship under sail on the open sea
Under wayIn game — the open sea

Seven hulls

From a Small Boat to a Britannian Man-o'-War. Every hull is built with its own rolls, so no two ships of a kind handle quite alike.

Crew and cannon

Hands with trades of their own, who earn their rank at sea. Mount your guns port by port, and lay a broadside across a stern for the hit that counts.

Wind and weather

The wind comes round and your sails fill or flap with it. Storms cross the chart; sail through one and it costs you way, aim and sight.

Something out there

Monster ships, a treasure galleon the whole fleet hunts together, and a rock shaped like a skull that rises where nobody expects it.

Choose your colours before you sail: fly Peace and nobody can fire on you; fly Black and anybody can. Eight coastal towns keep a dock, for a citizen in good standing.

VII Put down roots

Somewhere to put it all

A house is the one thing in this game you build rather than find. Buy the deed, pick the plot, and the walls go up on ground nobody else can claim. Then it is storage, a workshop, grounds of your own, and a place to hang the trophies from every boss you have put down.

  • From a tent to a castle — ten tiers, each a real building rather than a bigger number, most in several facades.
  • Craft stations of your own — a forge, a saw pit, a stove — so you stop queuing in town.
  • Grounds that work — a mine, a lumber yard and a pond out the back; an allotment; a stable where mounts are bred.
  • A moongate in the garden — once you have raised all seven stones of the circle.
TentSmall HouseStone TowerTown HouseManor HouseLarge Patio HomeVillaLarge WorkshopKeepCastle
A player's own house and its grounds
HomeIn game — a house and its grounds

VIII Everyone else

A shard, not a save file

Everyone plays in the same world, on the same clock. The ore you did not mine is ore somebody else did, and the market is whatever the people on it decided things are worth this week.

A player-run market table, priced and open for business
The Market PlaceIn game — a player's table

A player market

Rent a table, name it, lay your goods out and price them yourself. Or post what you want to buy and let the sellers come to you.

Guilds and parties

Take a boss together and share what falls out of it. A guild has its own arms, its own ranks, and a boss only it can summon.

Eight Virtues

Long roads to bind yourself to, each with its own tiers to earn and its own shrine to make an offering at.

Companions and mounts

Tame what you find, ride what you tame, and breed the next one better. A good pack animal is worth more than a good sword.

Last update — Fold and Centre · 2026-10-18

The shard opens on 1st November 2026.

Read up on the world in the wiki, and come and wait for the gates with us on Discord.

Anyone can join. Make your account and your character now, and be at the gates when they open.

Join us on Discord Chat with the devs, report bugs, and hear about updates first.