The Idle Shard Enter the Shard
The Idle Shard crest

Ultima-inspired · Plays in your browser · Free

A world that keeps turning without you.

Thirty-eight skills and no classes. Fourteen towns, thirteen dungeons 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.

38
Skills, no classes
14
Towns
13
Dungeons
105
Creatures
8h
Offline progress
Scroll

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 38 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.


From a straw dummy to a castle

There is no level number anywhere in this game. Progress is the reach of what you can survive, afford and build — and it goes a very long way.

FIRST HOUR

Hit the post

Every town square has a training yard. The straw post never hits back and never dies, and the trainer beside it hands you bandages, food and a weapon for every fighting skill you take to 30.

FIRST EVENING

Work the land

Mine the rock face, fell the treeline, fish the town pond. Every swing is a chance at the next material tier — and an occasional chance at something that bursts out of the rock and objects.

FIRST WEEK

Make your own kit

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

THE DEEP END

Go down into the dark

13 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.

THE NAMED THINGS

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.

THE LONG GAME

Put down roots

Buy a deed, pick a plot, and stop being a person who lives in a backpack. It starts as a one-room cottage and it ends, if you are stubborn enough, as a four-storey castle with a moongate in the garden.


Down in the rock

This is the mine under Minoc, mid-shift. Ore veins on the walls, another player working the far side of the cavern, a backpack open on the floor with the morning's haul in it — and a Sea Serpent's worth of nothing bothering you, because the only thing down here that objects is what bursts out of the rock face.

Every square you can reach is worked by clicking it, or left to the tick if you would rather it happened without you.

Mining in the caverns beneath Minoc
In game — the Minoc mines

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.

Four loadouts, swappable, so your dungeon rules and your training-yard rules do not have to be the same rules.

Journal — Combat

38 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 Discordance Fencing Healing Macing Musicianship Parrying Peacemaking Swordsmanship Tactics Wrestling

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, so a character who wants to be a Grandmaster smith is giving something else up to do it. That trade is the whole character-building game.


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 or a moongate in your own garden is worth what it costs.

The world map of The Idle Shard
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

A player's own grounds — house, pond and lumber field
In game — a stone house and its grounds

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, a garden with a fishing pond, and a place to hang the trophies from every boss you have put down.

  • Nine tiers, each a real building rather than a bigger number — and most of them come in several facades, so two Manor Houses need not look alike.
  • Craft stations of your own — a forge, a saw pit, a stove — so you stop queuing in town.
  • A stockpile, a cool box for the fish, and storage that grows with the house.
  • A moongate in the garden, once you have raised all seven stones of the circle.
Small HouseStone TowerTown HouseManor HouseLarge Patio HomeVillaLarge WorkshopKeepCastle

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 market — rent a table, name it, lay your goods out and price them yourself. Rent is charged daily against what you are asking for the lot and comes straight out of the till, online or not; let it run dry and the steward returns your goods to your bank box.
  • Guilds and parties — take a boss together, and share what falls out of it.
  • Eight virtues — 8 long-term paths to bind yourself to, each with its own tiers to earn.
  • Leaderboards — for the people who need to know where they stand.
A player-run market table in the town square, priced and open for business
In game — a table on the market square

Last update — Green Hands, And A Ladder Up · 2026-08-20

The shard is already turning.

It is in open development and it is played every day. Bring a character into it, or come and watch over our shoulder while we build the thing.

New registration is invite-only while TIS is in development — leave your name and we will email you when places open.

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