
Learn by doing
Swing the hammer and smithing rises. Tradeskill quests in town buy the hundred daggers it took to get good.
Aldermere is the last world still lit. Cross over with nothing, wake at a tetherstone, and make a life there: smith, mage, sailor, tamer, thief or lord.
For anyone who still misses the first sandbox worlds.
An age ago the world was split into mirrored copies called shards. Each held its own people, its own kings, its own wars.
One by one, their lights went out. No one who stayed behind was heard from again.
Pieces of the dead shards still land in Aldermere: drowned castles, sunken halls, and things that should not be alive.
You are one of the souls who got out. You wake at a tetherstone outside Highmarch with the clothes on your back. What happens next is up to you.
No classes and no levels. You get better at what you do, and you can do anything. The storyline and quests are there when you want them, never required.

Swing the hammer and smithing rises. Tradeskill quests in town buy the hundred daggers it took to get good.

Every spell burns reagents you gathered or bought: root, pearl, ash and silk. A mage is only as good as their pouch.

Calm a bear, break a horse, raise a hound. The wild things of Aldermere can be won over, if you're patient.

Buy a boat, fish the deep water, follow a treasure map. Something large lives out past the shallows.

Raise a house, hire a vendor to sell your work while you sleep, and settle near your friends until it's a town.

The dungeons are pieces of shards that fell. Their treasure, and their monsters, came with them.
Outside the walls of Highmarch, Aldermere is free, and it is not safe.
And the wolves hunt the deer whether anyone is watching.
Lastshard is in pre-alpha. These are real screenshots from today's build, a long way from finished.



Make an account and we'll invite you as playtests open. One email per playtest, nothing else.
No. Lastshard is inspired by Ultima Online and the sandbox worlds of the late '90s, but it's its own game, with its own world, story and art, built from scratch.
Inside town walls the guards keep the peace. Outside them anyone can attack you, but murderers pay for it in reputation, bounties and guards.
Yes, and they're optional. There's a storyline about why the shards went dark, side quests for special loot, and tradeskill quests that buy what crafters make. You can ignore all of it and just live.
We'll announce pricing well before launch.
Playtests open in waves during development. Join the list and you'll get an invite.