
City Building Auto Battler! Build your kingdom with powerful weapons, walls, houses, and endless synergies, then battle other players in asynchronous multiplayer, or overcome various solo challenges.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 12 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Wizards are waging war among the skies to conquer a shattered world. Lay claim to your skyshard and build a city full of magical buildings and enchanted weapons!
SkyShard is a fantasy city-building auto-battler where you’ll need to outsmart your opponents by assembling the most powerful city you can. It will take a combination of careful resource management and planning to acquire the right buildings for your town, along with clever positioning of your buildings to unlock surprising and potent effects.
As your town grows, other players will attack with their own skyshards, and you’ll need to survive 16 rounds to win. Sometimes they’ll surprise you with a humbling defeat, but that’s the best way to learn! With asynchronous PVP, there’s absolutely no time pressure. You can take as long as you like to arrange your city perfectly.
Only the wisest wizards can achieve a perfect victory or climb the leaderboard and achieve the rank of Archmage!
In the world of SkyShard, you’ll encounter buildings from a variety of factions, each with their own special abilities, and embracing them all can give you a big advantage.
The Tinker faction uses gnomish technology to make buildings operate at peak efficiency, but it can definitely backfire.
Magic harnesses explosive powers that can deal lots of damage to entire neighborhoods.
Nature is all about gaining health and staying alive, even against the most aggressive enemies.
You’ll encounter even more factions with 170+ unique buildings that have diverse and formidable effects to discover.
We made SkyShard to be a game that puts players first. We’re two meager strategy-gaming YouTubers, ItsBen321 and RegisKillbin, who got tired of games always making decisions that were focused on monetization and forced engagement
So we decided to put our money and time where our mouths are, and make our own game!
We might make some mistakes along the way, this is our first game after all, but we’ll always be around on YouTube and Twitch, listening to players, and working to make the game better and keeping players updated on our thoughts, plans, challenges, and triumphs.
Now you get out there and build an amazing city, while we go and build an awesome game!
Engagement
Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've never played a combat-focused, city building, roguelike survival game before this. And I probably never will play another, because the industry is scared to make more! Very fun game!! Lots of different units and so many paths you can take. The way buildings interact and make combos is very extensive. I can't wait for more from this game!!
Very fun and engaging game, infinite builds and variations in PvP, challenging Solo encounters. Made my first purchase through Steam to support the developers. Do not regret it a single bit!
Ive played a handfull of hours now and ive got a few things to say. *Disclaimer* Im sort of an idiot(not self diagnosed, my doctor told me) 1. When you are selecting an item to purchase, Sometimes i accidentally drag the item early, locking it in as my purchase even tho i still wanted to look at the other items. It would be nice if i could place the item back down on the purchase island and only lock in once i place the item on my sky shard. 2. Some tooltips in game could be a little clearer. Maybe having a link show up depending on the item. I dont know what Solid Mana is unfortunatly and unless i missed it the production unit didnt tell me. Overall the game is fantastic. Its been super fun reading all the different units. Some of which are incredibly unique and interesting. When the only issues i find are as minor as the ones i listed, and lets be honest those might just have been a me problem(please see disclaimer section) you know youve got something special cooking. Love, Kal
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great Game! Lot's of strategies to explore and I still feel like I find new things to try almost every run. Would love to have a way to replay runs or at least battles :)
Enjoying this game, though I have a few critques, 1. I feel there needs to be more information on combat example is when your entire defence line gets deleted in a second, wish there was more information on what killed everything as it is hard to reogranize when you are not sure what went wrong or how the opponent created their setup. Possibly a battle log of all the interactions? 2. The rating system needs a change, scoring rating only on how may battles you won sounds good in practice but very punishing if you lose alot of rounds at the start, you could finish with a superb comp that lead into the late rounds but still lose rating. Once you know you are getting to that point you aren't incentive to keep playing it's just damage control which is no fun. I feel with changes to those things can make this from a good game into a great game!
Surprisingly addictive.
First off just wanna say I'm a big Regis fan and if I can support the cause, i will do my best. Its definitely a fun little game for sure and i have a few notes on how to possibly improve it in some way. 1. The Zapzap character. I don't really like the name, it sounds like it should be the name of a tinkerer faction hero instead if you were to make one in the future. The description is kind of cheeky ill admit but i feel like its kind of a let down, i mean surely their is some cool backstory that you could come up with connects him to the nature faction instead of ...well Frog. 2. The Heroes in General don't really feel that good. They don't have much that makes them unique or special in any real way. I know its somewhat difficult because you want to the player to try and use different faction items and not be stuck with one even though that can be valid strat. It could be possible to give them slight buffs towards their associated faction as well as the starting quests, nothing crazy but something meaningful that would make them feel like using their items feels better than a random faction items...but no too much as to have them only seek out their faction items. Perhaps have multiple quests through out the game that become increasingly difficult but have better rewards or both, maybe even each hero gets a unique building .its going to take careful balancing regardless. 3. Conceding at the hero select screen and losing the full 30 rating is pretty cold blooded. perhaps only have the penalties kick in when you actually start a game. 4. The screen that you can summon that tells you stats of your buildings after a fight needs some work. When you have the menu up, have it to where you can click on an item and the camera will zoom in on it automatically for easy locating. Sometimes its really hard to find a single tile building in a full map when it is barley highlighted green, especially when its already green. 5. Magnifying glass seems kind of useless when you can very easily zoom in with the mouse and move the camera around plus that other option basically does the same thing as well as show the grid. 6. The zoom on items in the shops. Depending on if you have 1, 3, or 6 items, make it to where the fewer items their are the more zoomed in the camera is. Some of those items are tiny and i don't want to have to manually zoom in when there is SO much unused space. I know you want to show the size difference of items but it seems a little too zoomed out sometimes. perhaps zoom in a bit and possibly put a translucent grid behind the item that doesn't take away from the picture but more easily shows the exact grid size it takes up without having to click on the item and read the little description telling you how big it is 7. After the fight concludes there needs to be an extra option that replays the fight that just happened, while still having the option to manipulate the game speed. 8. I dont really see the point of having their be a window to evaluate the opponents board before the fight. I cant move my board around so it is purely just to see what they have. I would just rather automatically start after the buildings summon withing a few seconds and then wait until After to see the How, When, Where, and WHY's instead of guessing and assuming beforehand Those are some of the bigger things that jumped out to me outside of obvious small bugs like pop up menus sticking to my mouse cursor. I am very proud of everything that you guys have accomplished so far and i will be eagerly awaiting more updates in the future.
Great cozy art style that has a lot of charm combined with a very satisfying gameplay loop that is fairly easy to get a basic understanding of but provides enough challenge to fully master. While this game often starts as a "Just one quick match between tasks" it often turns into a long session of trying just one more time for that perfect setup.
Love it, some QOL on building placement is necessary as there are many to manage (like why not include "square selection" to move multiple buildings at once ? ) this is a serious competitor to games like The Bazaar (which i play a lot a lot), but sadly low budget :D. gratz for this early access, and i'm not even a Regis fan.
Very fun game that is getting regular updates. A lot of depth which leads to a steep learning curve. Great art makes even weak runs fun.
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