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Shardfall

A single-file 3D sandbox survival adventure — voxel world, crafting, combat, magic, towns, and bosses — in one self-contained HTML file (Three.js, no build step).

Terraria-inspired vertical exploration and crafting, with a sci-fantasy twist: Seeker Drones, RF jammers, hollow moons, and shard-touched ruins.

Shardfall V12 runtime


Play now

  1. Download or clone this repo.
  2. Open the latest build in a desktop browser (Chrome / Edge / Firefox recommended):
shardfall-v12.html
  1. Click New Game, complete character setup if prompted, then click the game canvas to capture the mouse.

No install, no server required for normal play — just open the .html file.

Optional: serve over http://localhost if your browser restricts file:// WebGL or localStorage in some setups.

Quick controls

Input Action
WASD Move
Mouse Look
LMB Mine / attack
RMB Place / interact
Space Jump (buffered) / glide with wings
Shift Sprint
1–8 Hotbar
E Satchel
Q Echo Pulse (V11+)
C Character & skills
K Codex
V Camera (1st / 3rd person)
M Map
R / F / G / X Tonic / torch / grapple / recall
Esc Pause & saves
H Field guide

What’s in this repo

Each release is a standalone single-file game. Older versions are kept on purpose so saves and experiments never overwrite each other.

File Version Save key Notes
shardfall-v12.html Latest shardfall_v12_save_v1 Arsenal, rare loot, summons, tiered tool models
shardfall-v11.html V11 shardfall_v11_save_v1 Reactive water, fair encounters, animation polish
shardfall-v10.html V10 shardfall_v10_save_v1 Addictive first 60s core loop
shardfall-v9.htmlv1.html Archive per-version keys Earlier milestones
V10_WORKLOG.md / V11_WORKLOG.md / V12_WORKLOG.md Docs Implementation notes & verification
V11_*.png / V12_RUNTIME.png Screenshots Runtime / shoreline captures

Always play the highest version number unless you need an older save namespace.


Featured releases (last three)

V12 — Arsenal & long-horizon loot (current)

File: shardfall-v12.html

  • Distinct first- and third-person models for picks, axes, shovels, swords, machetes, maces, daggers, scythes, spears, bows, crossbows, staffs, and tomes
  • Material tiers that look right — wood, stone, copper, iron, crystal, void (colors and silhouettes differ)
  • Full axe & shovel craft ladders matching pick progression
  • Weapon classes with melee procs: bleed, stun, smite, cleave, chain lightning, lifesteal, soul harvest
  • ~62 rare/legendary items and a 5% rare drop on kills (higher on elites; fortune helps)
  • 20 collectible summon grimoires (level-gated), from Gloop Familiar to Legion Ledger
  • New early/mid craft recipes for tools, tomes, and summon books

V11 — Physics, fairness, feel

File: shardfall-v11.html

V11 shoreline

  • Reactive fluid system — water never sits inside solids; placement displaces fluid; water + lava → stone
  • Shoreline mesh fix (no bright full-height water “curtains”)
  • Falling sand when support is removed
  • Level-scaled encounter director — lower levels aren’t swarmed; grace window, attacker limits, event gating
  • Blended first/third-person animation, jump buffer, coyote time, camera inertia
  • Echo Pulse (Q) — reveal ore/ruins/treasure (stronger underwater)
  • Performance: fewer point lights, throttled Cave Dread light scan

V10 — The first 60 seconds

File: shardfall-v10.html

  • Snappier mining feedback (chips, crack reticle, streaks, audio, magnet pickups)
  • Cave Dread — darkness pressure, vignette, ambushes; light and Glowcap Stew calm it
  • Stone Pick progression path + Deep Copper freckles and cave-mouth curiosity rewards
  • Early guided toasts: trees → workbench → stone pick → copper → night/dread
  • Art/perf polish for the core dig–craft–explore loop

Core gameplay (all recent versions)

  • Voxel world with biomes, caves, lakes, ruins, sky isles, and the Molten Deep
  • Mine → craft → gear up via Workbench, Forge, and Arcane Altar
  • Melee, bows/crossbows, staves/tomes, bombs, grappling hook, mounts, pets
  • Towns & reputation, merchants, jobs, and RF jammers that suppress Seeker Drones
  • World events (slime rain, aurora, meteor shower, merchants, and more)
  • Boss relics and endgame-oriented crafts
  • Local saves in the browser (localStorage), isolated per version

Screenshots

V12 gameplay V11 shoreline physics
V12 V11 shore

Versioning & saves

Shardfall uses branch-by-copy releases:

  • Each shardfall-vN.html is complete and playable alone.
  • Each version uses its own save key (e.g. shardfall_v12_save_v1) so progress never corrupts an older build.
  • Worklogs (V*_WORKLOG.md) record what changed and how it was verified.

Tip: If you “Continue” and see an empty or wrong world, confirm you opened the same version file that created the save.


Development notes

  • Stack: HTML + CSS + JavaScript + Three.js (CDN), single file
  • No bundler — edit the HTML, refresh the browser
  • Smoke test: open with ?test=1 (e.g. shardfall-v12.html?test=1). A successful run sets the document title to SHARDFALL V12 TEST PASS (version-specific) and writes a small payload to localStorage
  • Prefer preserving prior systems when adding features; remove only with intent

Suggested local smoke (optional)

# Serve the folder (Python 3 example)
cd path/to/Shardfall
python3 -m http.server 8765
# Then open http://127.0.0.1:8765/shardfall-v12.html?test=1

Roadmap ideas

These are not promises — just natural next directions from recent worklogs:

  • Unique meshes for summoned allies (beyond shared ally rigs)
  • Deeper mid-game goals after the copper/forge path
  • More long-horizon quest / biome reward graphs on top of the V12 loot ladder
  • Further animation and weapon VFX polish

Credits

  • Shardfall — Chris Carty
  • Built as an iterative series of single-file WebGL experiments
  • Engine: Three.js

License

Specify your license here (e.g. MIT). Until then, all rights reserved by the author unless otherwise noted.


Which file should I open?

Want the full experience?     →  shardfall-v12.html
Want fluid + fair combat?     →  shardfall-v11.html  (or just play V12)
Want the original V10 loop?   →  shardfall-v10.html

Latest recommended build: shardfall-v12.html

About

A fun Voxel game where the player is teleported into a strange, mystical land.

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