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.
- Download or clone this repo.
- Open the latest build in a desktop browser (Chrome / Edge / Firefox recommended):
shardfall-v12.html
- 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://localhostif your browser restrictsfile://WebGL or localStorage in some setups.
| 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 |
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.html … v1.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.
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
File: shardfall-v11.html
- 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
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
- 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
| V12 gameplay | V11 shoreline physics |
|---|---|
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Shardfall uses branch-by-copy releases:
- Each
shardfall-vN.htmlis 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.
- 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 toSHARDFALL V12 TEST PASS(version-specific) and writes a small payload tolocalStorage - Prefer preserving prior systems when adding features; remove only with intent
# 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=1These 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
- Shardfall — Chris Carty
- Built as an iterative series of single-file WebGL experiments
- Engine: Three.js
Specify your license here (e.g. MIT). Until then, all rights reserved by the author unless otherwise noted.
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

