
A grim RPG with card-based combat where nothing stays dead. Lead a party of survivors through a world undone by shattered Laws. Restore them and reshape the rules of the game, but be ready to face the consequences.
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About

Shards of Order is a dark fantasy RPG that throws out the rulebook for deckbuilding & card-based combat. There are no turns and no mana points. Every enemy acts on a visible countdown, and every card you play winds those counters down, shifting the whole flow of the fight. Time is your most valuable resource. Misjudge, and your team is sure to crumble.
Master the art of shared deckbuilding; there are three heroes, but only one set of cards. Every card you add affects the drawing odds. Will you build around one main hero and stack the deck in their favor, or spread the strength across the whole party and keep everyone in the fight?
Reality is coming apart. The ancient Laws that once held life, death, and time in place have been stolen or shattered. What’s left is a world where identity fractures and the dead refuse to stay buried. A handful of survivors set out to put it back together, one broken Law at a time. You’re their leader, and restoring Order is up to you – If you find it worth saving.
Play as three distinct characters, each with multiple playstyles, their own skill trees, and a personal arc. This is a full RPG underneath the cards: level up, customize equipment, make dialogue choices, and pass skill checks. Weapons and armor aren't just stat sticks. They define each hero's playstyle and can even inject unique cards straight into your shared deck, so every gear decision is also a deckbuilding decision. Layer the right gear across all three and your party starts working like one organism.
The time counter system is the heart of combat in Shards of Order. Each enemy shows exactly when it will act next, and each card you play pushes those moments closer or further away. You're not reacting turn by turn, but rather managing a clock for your entire party at once. One mistimed card can unravel the whole fight, so every move is a calculation. Three unique regions and a roster of handcrafted boss fights will push your time mastery to the limit.
As you scavenge a dying world, you recover the lost Laws that once governed it. But restoration comes at a cost. Each Law you bring back draws the eye of the all-seeing God a little closer. In your darkest moments, they will offer a helping hand, and you're free to take it. But be warned: they are known for their mischief…
Now, embark on this journey through ruin, where every decision leaves a scar, and every scar becomes part of your story.
There is no more Order. Only what you are strong enough to bring back.
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Engagement
Reviews
Themes across 501 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game. Got it for about $10 setting was good, and the challenge was decent! Worth every penny.
缝了很多要素但样样都只能说一般。缺点是多方面的,第一,大量的堆怪和数值碾压,这点在demo有的部分还略显克制,但是在demo以外的部分就开始发力了,动不动就是几十上百血的小怪成群出没,boss除了有些机制以外还不如小怪好打,导致战斗往往拖得又臭又长,导致游戏时长被拖长了很多;第二,卡牌平衡做得很差,大量一眼亏模的卡牌和大量必须升级才勉强能用的卡牌充斥天赋树,类似于每回合多给一根箭要两点时间,必须击杀才能成长一点还要三点法力两点时间的答辩卡比比皆是,你如果不会做模型可以看看祖师爷杀戮尖塔,人家做成长性卡牌有没有做得亏成这样,大量高等级解锁卡还没有初级卡牌有用。更别提某些解锁卡和成长性卡牌的联动在不知道高级卡牌的情况下很容易错过成长期,看到解出来的东西都想重开了;第三,装备系统抽象。强化盔甲只加护盾上限不影响特效,这是怎么想出来的?我寻思你是利好0强化通关?我强不强化影响真的很大吗?不如直接开局满甲那玩意儿穿到死,别提盾防流一堆又臭又长的前置准备。各种装备拿到的时候因为属性太差或者联动差,也没有拿出来试一试的冲动。第四,出了demo之后的部分一个比一个糙,大陆地图过于敷衍,ppt过场都少得可怜,大部分选项都没什么本质影响,又臭又长的战斗,非常消磨耐心,到了后面就是各种换皮怪,加个数值就端上来了。还有大量文本翻译错误、文本翻译丢失,打到鲸鱼我是真破防了,你要我根据他歌唱的节奏来打,结果歌唱的词居然是口口,真服气
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Languages: English*, French, German, Simplified Chinese, Polish*languages with full audio support
Hours played at review time, across 503 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly this game was such a pleasant surprise! It first caught my eye from the art direction's dark fantasy style, but it held my attention with it promising to be a narrative-driven game with rogue-lite style mechanics. I often have a love/hate relationship with rogue-likes/lites, as I find the mechanis solid but often find that the games allow mechanics to dominate over narrative. This game strikes such a solid balance! Each character feels like it has its own set of individual possibilities with builds, but as you open up the skill trees there are some great possibilities for synergies. I never felt like I was reaching heights of breaking the game (though it surely must be possible!), but I consistently felt like I was finding new ways to either enhance my character builds or finding new styles to switch things up with. After playing through twice to get both endings, I appreciated the mechanical choice that either allows you to choose or denies you the choice. While I'm not sure if I will come back to play this again or not, but at its list price this game was SO worth picking up!
This game is really well done, adds several innovations on top of what you may be expecting, and feels high quality in terms of the way the menus, sounds, graphical layout are. Normally when I see a screenshot and there's a hand of cards at the bottom, I assume yet another Slay the Spire clone, or if I see 3-4 characters on the left vs right layout with Intent and who it's targeting, another Darkest Dungeon combat type game, stuff I've seen way too many already. Although this game includes both of those systems, it has quite a lot more in the way of mechanics and plays very differently. The way time works, makes turns continuous, rather than X actions then end your turn, and if you build for it, you can mess with enemies' turns quite well, especially fun if also using damage over time effects. The way death, and rezzing characters works, and the penalty for redrawing, is also new. You are drawing through your deck in a random order, and you have cards in there which control 3 different characters. And then they affect each other, especially the sorcerer, who gains different color mana from you playing the character cards of all 3 party members. And then, enemies don't stay dead, which adds another level of planning. There's a talent tree to unlock more cards (respec is free!), gear, and gear upgrades as well. There are quite a lot of systems in this game, but all of them are extremely streamlined and don't feel needlessly complicated. There's a nice short summary and glossary of all the game terms and mechanics in the menus, which explains things concisely.
Its pretty solid. There's enough deckbuilding options that as long as you are changing your deck every now and then it stays fun enough. I was thinking about playing it again to mess with cards i didnt get the first time around but im not sure its deep enough for a second playthrough. Overall its pretty easy as long as you have cards that vaguely work well together. Decent time, worth the price
感觉是个半成品bug很多没修复,我看这几个哥们也一个月没更了,在我心中只值10块
Was a great experience !
卡牌强度有待斟酌,拿到死亡法则、机关连弩、复刻后,打怪都成了垃圾时间。
GOAT
the real challenge here is how to not make every conversation uncomfortable
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