Mythforge Studios  ·  First Title

Shattered
Arcana

Eight Planes  ·  A Thousand Spells  ·  One Throne

4X Turn-Based StrategyFantasyPC — In Development

The Eight Planes

A Multiplanar Empire Awaits

Eight worlds. Eight histories. Eight wars already in progress when you arrive. Scroll down to see what awaits you on each plane.

aurelith denizen

Aurelith

The Golden Plane

The ancient seat of civilization — where the first spells were inscribed in gold and the first empires rose from dust. Scholar-kings rule from towering arcane academies, hoarding the oldest tomes in existence. Aurelith's endless plains yield the rarest spell components, but political intrigue runs as deep as its gold seams.

High MagicPolitical IntrigueScholar RacesGold Seams
noctharion denizen

Noctharion

The Shadow Plane

A world of eternal twilight pulsing with wild, untamed sorcery. Shadow-lords command undead legions from labyrinthine cities carved deep beneath a sky that never turns to day. Those who master Noctharion's darkness raise armies the living cannot oppose.

NecromancyStealth WarfareUndead ArmiesForbidden Magic
verdantis denizen

Verdantis

The Primal Plane

An endless primordial forest where nature itself wages war. Elven war-druids ride apex predators into battle while ancient nature spirits broker dominion with any faction bold enough to treat with them. The land is alive — and it has opinions.

Primal MagicBeast ArmiesElven DominionLiving Terrain
infernyx denizen

Infernyx

The Dual-Fire Plane

A plane split between volcanic chaos and iron order — fire elementals and demon princes rule the ashen wastelands, while Archdevils govern iron cities from lakeside fortresses of frozen flame. Infernyx commands two magic schools: Magma for raw destruction and Pact/Binding for those who trade in souls.

Magma MagicPact/BindingArchdevilsFire Elementals
aethermist denizen

Aethermist

The Storm Plane

Storms and floating islands where cloud-riders and storm-weavers dominate the skies. Its aerial highways connect all eight planes — making Aethermist the most strategically vital prize in the multiverse. Control the sky and you control the war.

Storm MagicAerial CombatSky FortressesPlanar Trade
abyssal denizen

Abyssal

The Screaming Wastes

A plane of biological horror — bone plains, uphill blood rivers, flesh-cities grown rather than built. The terror is the silence.

Bone PlainsFlesh CitiesBlood RiversBiological Horror
ethereal denizen

Ethereal

The Veil Between

The membrane between planes — matter half-existing, echo ruins that cast no shadows, mist that is the terrain itself. The most haunting place you have never quite been.

Half-MatterEcho RuinsPhase MistPlanar Boundary
feywild denizen

Feywild

The Eternal Wild

A plane of impossible beauty and lethal whimsy — where fey courts wage war through trickery and glamour, the Erlking rides eternal hunts, and every bargain carries a hidden price. Time moves differently here. Those who linger too long may never leave.

Fey CourtsWild HuntGlamour MagicBargain Binding

Key Features

Built for Legends

54+Races

From noble humans to deep sea serpent-kin — choose your people and shape their destiny.

55Dragons

Ancient wyverns, elemental wyrms, and planar leviathans — some serve, some conquer.

600+Spells

Eight schools of magic across ten tiers — from cantrips to reality-shattering incantations.

Ritual &Rune Magic

Inscribe permanent runes on your cities and cast world-altering rituals that reshape the planes.

NavalWarfare

Command fleets across inter-planar seas — blockade ports, ferry armies, unleash sea monsters.

SiegeCombat

Raise siege towers, rain catapult fire, and breach the walls of legendary fortresses.

Development  ·  In Progress

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Races of the Planes

Forty-two races across eight planes of existence — each with unique units, abilities, and ways of war. Choose your people. Shape your destiny.

Aurelith — The Golden Plane

High Men — aurelith

High Men

Noble warriors and scholar-kings who built the first empires on Aurelith's golden plains. Masters of heavy cavalry and arcane academies, the High Men field disciplined legions backed by powerful transmutation magic.

Heavy InfantryCavalryArcane Academies
High Elves — aurelith

High Elves

Immortal keepers of the oldest magic. High Elves wield centuries of arcane mastery, fielding mages that can reshape battlefields. Their archers never miss, and their enchantments outlast any siege.

Master MagesArchersEnchantment
Halflings — aurelith

Halflings

Small in stature, vast in cunning. Halfling scouts slip through enemy lines unseen while their slingers rain stones from behind hedgerows. They grow the finest food in any plane — their cities never starve.

ScoutsSlingersFood Surplus
Nomads — aurelith

Nomads

Horse-lords of the open plains. Nomad cavalry strikes fast and withdraws before the enemy can respond. Their shamans commune with desert spirits for divination and sandstorm magic.

Fast CavalryDesert ShamansMobility
Gnomes — aurelith

Gnomes

Brilliant artificers who merge magic with mechanism. Gnome clockwork constructs patrol their cities while illusionists confound attackers. Their inventions command premium trade prices across all planes.

ArtificersIllusionistsTrade Bonus
Dwarves — aurelith

Dwarves

Mountain-born warriors whose axes have carved kingdoms from solid rock. Dwarven cities never fall — their walls are the mountain itself. Unmatched miners, they extract riches others cannot reach.

Heavy InfantryMining BonusFortress Builders

Noctharion — The Shadow Plane

Dark Elves — noctharion

Dark Elves

Shadow-born assassins and sorcerers who thrive where sunlight fears to tread. Dark Elf cities are labyrinths of obsidian, and their armies move through shadow as easily as air.

StealthShadow MagicAssassins
Draconians — noctharion

Draconians

Dragon-blooded warriors with scales hard as steel and the breath of their ancestors in their lungs. Each Draconian is worth three common soldiers, and their warlords ride into battle on wings of twilight.

Dragon BreathFlying UnitsElite Warriors
Trolls — noctharion

Trolls

Hulking regenerators that shrug off wounds that would kill lesser beings. Troll berserkers crash through shield walls, and their shamans weave curses from swamp-born corruption.

RegenerationBerserkersCurse Magic
Vampires — noctharion

Vampires

Undying lords of the eternal night. Vampire armies grow with every battle — the fallen rise to serve. Their courts are webs of blood pacts and ancient power, and their lords command death magic without equal.

Life DrainUndead ArmiesDeath Magic
Nightwalkers — noctharion

Nightwalkers

Entities of pure shadow, barely corporeal. Nightwalkers phase through walls and weapons, strike from darkness, and dissolve back into nothing. No fortress can keep them out.

IncorporealPhase StrikeFear Aura

Verdantis — The Primal Plane

Lizardmen — verdantis

Lizardmen

Cold-blooded warriors of the mega-jungle. Lizardman armies ambush from canopy and swamp, wielding obsidian weapons that shatter steel. Their priests channel the primal fury of Verdantis itself.

AmbushSwamp MovementPrimal Magic
Treants — verdantis

Treants

Living fortresses of ancient wood. Treants are nearly indestructible in forests, regenerating from root systems that span miles. Where they stand, the forest fights alongside them.

Forest RegenerationSiege UnitsLiving Terrain
Chithari — verdantis

Chithari

Insectoid hive-minds connected by mycelium networks. Chithari swarms overwhelm through numbers and coordination — every drone sees what the queen sees. Their bio-architecture grows rather than builds.

Swarm TacticsHive MindBio-Architecture
Myconids — verdantis

Myconids

Sentient fungi who wage war through spore clouds and symbiotic infection. Myconid elders remember millennia of evolution. Their settlements are living ecosystems that digest invaders.

Spore AttacksSymbiosisTerrain Control
Gnolls — verdantis

Gnolls

Hyena-headed raiders driven by an insatiable hunger. Gnoll warbands strike without warning, devour the fallen, and vanish into the grasslands. Their shamans channel feral spirits for devastating pack magic.

RaidersPack TacticsFeral Magic

Infernyx — The Chaos Plane

Demons — infernyx

Demons

Chaos incarnate. Demon hordes pour through rifts in reality, each one unique in its horror. They cannot be negotiated with, only survived. Their Princes command armies that reshape the battlefield with raw chaos.

Chaos MagicSummoningFear
Demonkin — infernyx

Demonkin

Half-blooded descendants of demonic pacts. Demonkin wield hellfire with mortal cunning — more controlled than their full-blooded kin but no less dangerous. Their sorcerers specialize in binding and pact magic.

HellfirePact MagicVersatile Casters
Efreeti — infernyx

Efreeti

Towering fire elementals of living brass and flame. Each Efreeti is a furnace of destruction, immune to fire and capable of melting fortress walls. They serve no master willingly — only pacts bind them.

Fire ImmunitySiege BreakersPact-Bound
Ashen — infernyx

Ashen

The Ashen are what remains after Infernyx has consumed everything else — undead husks powered by smoldering ember-cores. They feel no pain, need no food, and march through volcanic terrain without slowing.

UndeadFire ResistantAttrition Warfare
Salamanders — infernyx

Salamanders

Serpentine fire warriors who swim through lava as easily as water. Salamander phalanxes wield spears of crystallized magma, and their forgemasters craft weapons that burn forever.

Lava MovementFire WeaponsForgemasters

Aethermist — The Storm Plane

Crystal Elves — aethermist

Crystal Elves

Beings of living crystal and pure thought. Crystal Elf sorcerers bend reality through resonance — their spells ripple across planes. Their cities float on crystallized memory, unreachable by ground armies.

Reality BendingFloating CitiesSorcery
Dream Weavers — aethermist

Dream Weavers

Incorporeal entities that exist between waking and dreaming. Dream Weavers attack the mind directly — their victims fall asleep on the battlefield and never wake. Entire armies can be undone without a blade drawn.

Mind AttacksSleep MagicIncorporeal
Phantoms — aethermist

Phantoms

Spectral warriors bound to half-existence. Phantoms strike from the echo-realm — a parallel layer where matter is suggestion. Their blades pass through armor to wound the soul directly.

Soul StrikeEcho-RealmArmor Piercing
Echomancers — aethermist

Echomancers

Mages who have learned to weaponize Aethermist's resonance frequency. Echomancer spells duplicate and amplify — a single fireball becomes twelve. Their towers broadcast disruption across enemy supply lines.

Spell EchoAmplificationDisruption
Void Walkers — aethermist

Void Walkers

Travelers of the spaces between planes. Void Walkers step through reality itself, appearing behind enemy lines or vanishing mid-combat. Their mastery of portals makes them the ultimate scouts and assassins.

TeleportationPortal MasteryPhase Shift
Djinn — aethermist

Djinn

Ancient air genies of immense magical power. Djinn command storms and wind with a thought, soar above battlefields on cloud-thrones, and grant boons — always with a price. Their wisdom spans millennia, and their wrath reshapes landscapes.

Wind MagicFlightWish GrantingStorm Command

Abyssal — The Screaming Wastes

Void Spawn — abyssal

Void Spawn

Creatures from beyond the edge of reality. Void Spawn are not born — they erupt. Each one is a unique horror of tentacles, eyes, and hunger. They consume magic as readily as flesh.

Magic ConsumptionEldritch HorrorMutation
Chaos Fiends — abyssal

Chaos Fiends

Warriors whose bodies are in constant flux — growing new limbs, shedding old ones, evolving mid-battle. No two Chaos Fiend attacks are the same, and their berserker rages reshape the terrain around them.

MutationBerserkerTerrain Destruction
Abyssal Terrors — abyssal

Abyssal Terrors

The apex predators of the Screaming Wastes. Each Abyssal Terror is a living siege engine — armored in bone plate, armed with bio-weapons that dissolve stone. Cities that see one approaching have already lost.

Siege MonsterBio-WeaponsFear Aura
Flesh Shapers — abyssal

Flesh Shapers

Bio-mages who sculpt living tissue into weapons, armor, and war-beasts. Flesh Shaper armies are grown, not recruited — and they can absorb the fallen to heal and strengthen their creations.

Bio-MagicAbsorb FallenLiving Weapons
Rift Walkers — abyssal

Rift Walkers

Shadow entities that move through tears in reality. Where a Rift Walker passes, the fabric of the world weakens — portals open, terrain shifts, and the laws of physics become suggestions.

Reality TearsPortal CreationDimensional Instability

Ethereal — The Spirit Realm

Spirit Folk — ethereal

Spirit Folk

Luminous beings who exist as much in memory as in matter. Spirit Folk do not die — they fade, and the Memory Shores remember them. Their elders channel the accumulated wisdom of extinct civilizations.

Memory MagicFade (No Corpse)Ancient Wisdom
Shade Walkers — ethereal

Shade Walkers

Half-present warriors who exist on the boundary between the material and echo realms. Shade Walkers can choose which realm to occupy — making them nearly impossible to pin down in combat.

Realm ShiftEvasionBoundary Magic
Ether Weavers — ethereal

Ether Weavers

Mages who manipulate the fundamental patterns of reality. Ether Weavers don't cast spells — they remind reality of what it agreed to be. Their magic is subtle, persistent, and impossible to dispel conventionally.

Pattern MagicUndispellableReality Manipulation
Memory Keepers — ethereal

Memory Keepers

Archivists of the dead. Memory Keepers carry the knowledge of every fallen civilization in crystal libraries. They can summon echoes of dead armies to fight again — not undead, but memories made temporarily real.

Echo SummoningKnowledge ArchiveMemory Constructs
Pale Ones — ethereal

Pale Ones

Silent warriors of alabaster perfection. Pale Ones move without sound, strike without warning, and vanish without trace. Their ghost blades cut through enchantments as easily as flesh.

Silent StrikeEnchantment PiercingGhost Blades

Feywild — The Dream Between Worlds

Fey Elves — feywild

Fey Elves

Enchantresses of the Seelie Court whose beauty is a weapon. Fey Elf glamour magic makes enemies see allies and allies see paradise. Their butterfly-winged scouts are the fastest airborne units in any plane.

Glamour MagicFlying ScoutsCharm
Redcaps — feywild

Redcaps

Vicious Unseelie goblins who dip their caps in the blood of the fallen. Redcaps are small, fast, and murderously efficient. They fight with iron boots and pikes, driven by a supernatural bloodlust that terrifies even demons.

BloodlustIron WeaponsFear Immunity
Dryads — feywild

Dryads

Tree-spirits who are the Feywild's immune system. Where Dryads stand, the forest comes alive — roots grasp, branches strike, and the canopy closes overhead. Destroying a Dryad grove requires burning an entire forest.

Living ForestTerrain DefenseNature Healing
Pixie Swarm — feywild

Pixie Swarm

Clouds of tiny winged fey that overwhelm through sheer numbers and chaos. Pixie swarms blind, confuse, and misdirect — they cannot be targeted by conventional weapons but can slowly dismantle an army's morale and equipment.

SwarmUntargetableMorale Damage
Erlking Guard — feywild

Erlking Guard

The Erlking's personal guard — antler-helmed warriors who ride with the Wild Hunt. When the Hunt rides, nothing escapes. Erlking Guard track across planes, ignore terrain, and fight with the fury of nature's judgment.

Wild HuntCross-Plane PursuitUnstoppable Charge