HTML Shards of Mirrors [v0.0.3] [WiseGothGames]

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Darkbreed

Member
Dec 17, 2020
445
489
I'm currently working on the combat system. It's planned for the September update, but there will be new content in both the July and August updates as well.
I suggest adding the ability to be drug dealers/ smugglers and assasins as well. Also in later updates keep the economy fluid like in MoR, where demand and supply keeps changing.

Also add throwable weapons like granades and molotovs which we can maybe buy/ craft.
 
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WiseGothGames

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Apr 23, 2025
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I suggest adding the ability to be drug dealers/ smugglers and assasins as well. Also in later updates keep the economy fluid like in MoR, where demand and supply keeps changing.

Also add throwable weapons like granades and molotovs which we can maybe buy/ craft.
Assassin recurring quests are planned for a future quest if you choose to side with them. Dealers and smugglers might be possible too, but I haven’t fully considered this option yet. Price and wage changes based on the economy are already coded, but the economic cycle isn’t functioning yet since it depends on the newspaper engine, which is not a current development priority. (You will receive newspapers each morning from different factions, showcasing their perspective on in-game events, including economic ones.)

Regarding weapon types, I plan to add three categories: short-range (both melee and ranged) and long-range (guns). Explosives are planned for the short-range category, and their respective resistances are already coded. However, these will be area-of-effect weapons and won't be readily available. Since we're hundreds of years after the apocalypse, most remaining functional "modern" weapons are in the hands of the military, and the limited new production is allocated to them. So, if you want rifles or grenades, you’ll have to climb the ladder to earn them.
 

Darkbreed

Member
Dec 17, 2020
445
489
Assassin recurring quests are planned for a future quest if you choose to side with them. Dealers and smugglers might be possible too, but I haven’t fully considered this option yet. Price and wage changes based on the economy are already coded, but the economic cycle isn’t functioning yet since it depends on the newspaper engine, which is not a current development priority. (You will receive newspapers each morning from different factions, showcasing their perspective on in-game events, including economic ones.)

Regarding weapon types, I plan to add three categories: short-range (both melee and ranged) and long-range (guns). Explosives are planned for the short-range category, and their respective resistances are already coded. However, these will be area-of-effect weapons and won't be readily available. Since we're hundreds of years after the apocalypse, most remaining functional "modern" weapons are in the hands of the military, and the limited new production is allocated to them. So, if you want rifles or grenades, you’ll have to climb the ladder to earn them.
Maybe we can buy alcohol from that grumpy tavern guy and put a cheap rug in it and make it a molotov lol. we may also be able to make pipe guns (handmade) which can shoot rocks and stuff.

Personally I would suggest not delaying combat too much, it is one of the most fun aspects of most sandbox games.

Also we can have our own weed farm if our fauna skill is high enough, or build our own meth lab if we have the science skill to do so, without needing any faction.
 
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enjo.kuro

New Member
Feb 18, 2019
4
4
I really liked the game. I wish the developer more inspiration! And I want to clarify: the game clearly has the "management" genre, but are there any other genres planned? I'm interested in the "pregnancy" genre...;)
 

WiseGothGames

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Apr 23, 2025
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Darkbreed These are excellent weapon ideas! I’ve added them to my notes. I’m not delaying the combat engine; I’m actively working on it. However, it's one of the most complex systems in the entire game in terms of coding, so I just need a bit more time. Being a criminal is definitely planned, but I have to be cautious about implementing it too early since it's tied to the political system. Your actions will affect how the city’s factions view you.


enjo.kuro Pregnancy isn't just planned—it's going to be a feature with lasting consequences. While having children with multiple women is an option, it will again tie into the political power dynamics. Choosing a wife and having children with her will influence your supporters and enemies. Of course, it’s entirely optional. You can always choose to marry a “simple girl” like Roxy, and live on a farmhouse and raise your children together. However, be prepared to face the consequences when one of your exes shows up with a kid, claiming it’s yours (the character interaction system is in the works as well—heroes will have personal likes and dislikes, and relationships will evolve).
 

Darkbreed

Member
Dec 17, 2020
445
489
Darkbreed These are excellent weapon ideas! I’ve added them to my notes. I’m not delaying the combat engine; I’m actively working on it. However, it's one of the most complex systems in the entire game in terms of coding, so I just need a bit more time. Being a criminal is definitely planned, but I have to be cautious about implementing it too early since it's tied to the political system. Your actions will affect how the city’s factions view you.


enjo.kuro Pregnancy isn't just planned—it's going to be a feature with lasting consequences. While having children with multiple women is an option, it will again tie into the political power dynamics. Choosing a wife and having children with her will influence your supporters and enemies. Of course, it’s entirely optional. You can always choose to marry a “simple girl” like Roxy, and live on a farmhouse and raise your children together. However, be prepared to face the consequences when one of your exes shows up with a kid, claiming it’s yours (the character interaction system is in the works as well—heroes will have personal likes and dislikes, and relationships will evolve).
Nice, Im personally a big gunthusiast IRL, and I also support the fact that killing guys should have some real effects. Also maybe a heat mechanic where if u kill like 20 thugs who may even be the aggressors may add unwanted attention.

Also having both lethal and non lethal weapon mechanics may be a good idea, or in case of group combat u can leave just one guy alive to "Send a message."

Lastly, while team based combat mechanic is a good Idea, I would also prefer to play as a lone wolf john wick, and beating a group all by urself will be acknowledged in the story/ by ur enemies, something lacking in all games, Including MoR.

U can also have a crafting table where u can mix whatever u want with gunpowder and make unique bombs, some of which may not be balance friendly, but will be fun asf, and cause war crimes. Imagine adding tomatoes/ nails or wheat to gunpowder and making unique bombs lol, Tho i can understand if it would be very hard to program. Sorry abt yapping so much, but I think they are good ideas.
 

Darkbreed

Member
Dec 17, 2020
445
489
Darkbreed These are excellent weapon ideas! I’ve added them to my notes. I’m not delaying the combat engine; I’m actively working on it. However, it's one of the most complex systems in the entire game in terms of coding, so I just need a bit more time. Being a criminal is definitely planned, but I have to be cautious about implementing it too early since it's tied to the political system. Your actions will affect how the city’s factions view you.


enjo.kuro Pregnancy isn't just planned—it's going to be a feature with lasting consequences. While having children with multiple women is an option, it will again tie into the political power dynamics. Choosing a wife and having children with her will influence your supporters and enemies. Of course, it’s entirely optional. You can always choose to marry a “simple girl” like Roxy, and live on a farmhouse and raise your children together. However, be prepared to face the consequences when one of your exes shows up with a kid, claiming it’s yours (the character interaction system is in the works as well—heroes will have personal likes and dislikes, and relationships will evolve).
Some more maybe cool mixing Ideas-

Mixing gunpowder and opium/weed will not kill them, but put them to sleep (unless it is extremely concentrated or something)

Gunpowder with liquid meth is EXTREMELY explosive, and can literally melt the skin of ppl.

If u add a pharmacy (for contraceptives with pregnancy) U can buy chemicals like HF (extremely acidic with a ph of -12) or other chemicals and create drugs/ bombs using it.

Higher science skill can make these items more potent.
 

Darkbreed

Member
Dec 17, 2020
445
489
My ideas while difficult to implement will REALLY make ur game unique, I seriously doubt any porn game has implemented such ideas. hell u may even achieve success on steam.
 
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fomeki6933

Newbie
Jun 29, 2020
94
61
Godspeed, this looks very promising.

Keep in mind that while Windows path and file names are case insensitive, Linux, MacOS, Android and iOS are case sensitive. First example I found: The game looks for map57.png, but it doesn't exist because the intended file is actually called map57.PNG. Not a lot of file names with capitals that I can see though, just a bunch in the Maps/ folder, Locations/loc1.PNG, Home/id110.PNG.

Just use entirely lowercase file path/names if you don't want to think about it, or make up your mind about what to capitalize and stick to it.

And not that it matters, but on the subject of capital letters, acronymizing the game's name to "soM" makes my eye twitch.
 
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WiseGothGames

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Game Developer
Apr 23, 2025
33
71
Godspeed, this looks very promising.

Keep in mind that while Windows path and file names are case insensitive, Linux, MacOS, Android and iOS are case sensitive. First example I found: The game looks for map57.png, but it doesn't exist because the intended file is actually called map57.PNG. Not a lot of file names with capitals that I can see though, just a bunch in the Maps/ folder, Locations/loc1.PNG, Home/id110.PNG.

Just use entirely lowercase file path/names if you don't want to think about it, or make up your mind about what to capitalize and stick to it.

And not that it matters, but on the subject of capital letters, acronymizing the game's name to "soM" makes my eye twitch.
Thanks for the feedback! From now on, before every release, all .PNG files will be converted to .png. The issue came from Campaign Cartographer, which saves images as .PNG by default — that’s why those folders were affected.

About soM: The lowercase “shards” in shards of Mirrors isn’t a typo — it’s a deliberate stylistic and narrative choice. In the game’s universe, Mirrors are more than just objects; they’re the most stable and powerful connection between the shadow world and ours. While everything else changes — cities fall, people die, wars come and go — Mirrors remain, anchoring the immortal to the mortal world.

This reflects the central theme of the game: the transience of life versus the permanence of the shadow realm. If the game continues with expansions or sequels, it will follow the same “soM” pattern — swords of Mirrors, souls of Mirrors, storms of Mirrors — where the lowercase first word represents the temporary conflicts or shifting stories, but Mirrors always endure, echoing the immortality and memory of vengeful shadows who return again and again.
 
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WiseGothGames

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Game Developer
Apr 23, 2025
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soM v0.0.3 – Dev News #1
Planned release: 07/25/2025

This week I started implementing features that bring us one step closer to the fight engine. I still owe you a proper development roadmap, but trust me — priorities are set in a logical way, and all new features build on the existing systems. A brand-new interaction type has been added: you can now recruit soldiers for your future army. It's hard not to notice how deliberately this builds on the just-released crafting engine. As with everything else in the game, you start small — your first units will be simple village folk, and you’ll need to arm them yourself.

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If you’re the kind of person who enjoys some artistic flair with your military units, don’t worry — I’m not just giving you tiny icons. Click on a unit’s icon to view a full-sized, DAZ3D-crafted image. The fighting engine also introduces a new type of “currency”: volunteers. This represents your army pool — a limit on how many soldiers you can recruit. One of the key aspects of the upcoming political engine will be finding ways to gain followers and expand this pool.

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Arming the villagers won’t be cheap. Be ready to spend a small fortune at Romero’s workshop on primitive — but surprisingly effective — weapons that can give your makeshift army the edge it needs against bandits.

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Of course, not every item is worth buying. If you need ammo for your own slings or for the Donkey Riders, don’t be afraid to get your hands dirty — head to the ruined buildings of the Evita District and gather stones and rocks yourself.

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This is just the beginning. Many more unit types will come later. The battle against the bandits is the first real combat scenario in the game. That makes it not only a unique first experience for you, the players — but also for me, the developer. This is where I start implementing all the combat features I’ve had in mind, and for that, this humble peasant army is enough — for now.

Thanks for reading, and have a great weekend!
 

WiseGothGames

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Apr 23, 2025
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soM v0.0.3 – Dev News #2
Planned release: 07/25/2025

I was working on the fight system again. Apart from the boring code, this also led to some new additions to the game. First things first: you can now continue the tutorial quest and prepare for your first fight.
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This new chapter introduces Bucky, who can later be recruited as a hero depending on your choices. He’ll be a useful ally during your first battle as well.
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While testing the game, I realized there are a few stats that are better to have visible at all times. So I extended the top bar to include them. It looks asymmetric for now — that’s intentional. I’m reserving the left side for political engine stats.
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I also finalized the artwork for the bandits. Just like your own troops, they’ll have three unit types. I made them a bit tougher than your peasants, to balance the fact that the AI likely won’t be as clever as you folks.
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See you next week!
 

WiseGothGames

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Apr 23, 2025
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soM v0.0.3 – Dev News #3
Planned release: 07/25/2025

After delivering all the weapons to Bucky, a new icon unlocks on the bottom right corner: the Army Management Menu.
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On the left side, you’ll see all your available unit types and their quantities. Unlike the inventory system, there’s no fixed table here—because it’s impossible to collect every unit type in a single playthrough. I didn’t want to give the impression that this is another completionist feature like the inventory, where question marks tease you into finding every secret item.
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Clicking on a unit opens its dedicated management page. There, you’ll see the unit’s current stats, a Discharge button, and plenty of upgrade options. The base stats will eventually be documented in the Encyclopedia, but this table dynamically calculates everything based on the upgrades you’ve purchased.
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Each upgrade category has five levels. The first two are relatively cheap, but the others can be painfully expensive. For reference, when you see 11,250k on the screenshot, that’s 11,250,000 pesos. Good luck collecting that by picking potatoes. Of course, the real purpose of the upgrade system isn’t just to give you an edge in individual fights —though I’m actively working on that system— but to prepare you for the large-scale war campaigns planned for later. Spending a fortune to make your units just 10% stronger might seem wasteful early on, but it will matter when you have to choose between upgrading your army for cash, or securing a 10% boost through better food sources, which might be even costlier to conquer or buy.
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I also added scripts that reduce your resources based on your soldiers' consumption. A proper warning system will come later when your supplies get too low, but for now, I’ve simply included a larger amount of starting food rations to keep things stable.
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That’s all for this week. See you next Friday with the release of v0.0.3!
 

WiseGothGames

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Apr 23, 2025
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soM v0.0.3 – Released!
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In July, I split my development time between working on the fight system's core logic and expanding the game's visible content. This pattern will likely continue through August and September, until the full release of the fight feature. Now, let’s dive into what’s new on the content side:

Tutorial Continues
The questline advances. Head over to Harry’s tavern and speak with Loletha. She’ll send you to meet Bucky — a new character who will eventually be recruitable as a hero. He’ll begin preparing for the upcoming fight with you.
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New Job, New Shop
Before anything else, you’ll need to gather some resources, just like in earlier chapters. Thankfully, unlike Harry, Bucky doesn’t confiscate your stuff — he just wants to make sure you're well equipped for battle. Visit Romero’s shop in Rustfield to buy weapons, and collect stones at the ruins of the Evita district.
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Recruitment System Now Functional
You can now recruit your first soldiers! Head to the church in Condor’s Nest to begin. But beware: your army now consumes food. If you fail to feed them, they’ll desert you.
Donkey riders aren't recruitable yet, since there’s currently no place to buy donkeys. They’ll play a bigger role in the next chapter, where you’ll be able to acquire a rural house with stables — after all, it’s not exactly practical to keep dozens of donkeys in the bathroom of your sixth-floor rundown apartment.
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Army Management Interface Added
Once you reach this stage, a new Army Management menu icon will appear in the bottom-right corner of the interface. Use it to view your unit stats and upgrade them to become stronger.
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What’s Next?
As mentioned, development time will continue to be split between the battle engine and new visible content. One such addition planned for v0.0.4 is the Market District in Condor City.
Based on your feedback, some players dislike hunting for specific jobs and shops on the ever-growing map. Fair enough — it’s hard to remember which district had the guy offering the potato-picking job.
The Market District will solve this by centralizing all in-game items in one place, with multiple vendors potentially selling the same products. This will make shopping easier and more intuitive. The district will feature a massive, century-old market hall — a fully enterable and explorable building like Harry’s tavern — offering plenty of space for shops, future quests, and unique encounters.
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I hope you enjoy this update! If you run into any bugs, let me know — I tested the save patcher, so your old saves should work. But if not, just reach out.

Have a great weekend!
 

ArKain

Newbie
Jul 12, 2017
23
38
Well the game looks interesting, just not much there currently. Just a chain of fetch quests and no combat.
I like the skill matrix, would be better if I could allocate points during character creation too, most games have some fixed based on background and a pool of points the player can allocate freely.
The cursor is frankly kind of annoying, especially if it changes when hovering over buttons. Regular mouse cursors are smaller and you know exactly what you're pointing at because you're use to it.
Inventory should have some icons of what body part an unequipped slot is rather than a big red X.
Tiny navigation arrows at the edge of the screen are hard to easily hit when you want to change directions (ex. wanting to go right and up), I recommend clustering them altogether and to the side. Hotkeys would also alleviate this issue.
Don't do find the pixel type games, clearly mark every interactable area on the map. I'm relying on the tab key to cycle through areas and see what I can click. I still don't know where the thief is, I just tab to her.
I'll probably come back in like a year or something and hopefully there's a few interesting quest lines by then.
 
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xemo66

Member
Sep 19, 2020
133
199
Looks interesting. I hope in the end product, you can actually make use of all those skill, that would be very immersive and cool. Also, will there be sharing and swinging?
 
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WiseGothGames

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Game Developer
Apr 23, 2025
33
71
Looks interesting. I hope in the end product, you can actually make use of all those skill, that would be very immersive and cool. Also, will there be sharing and swinging?
Yes, all the skills will be useful. Sharing and group scenes will be in the game, as well as fetishes (foot, BDSM, pregnancy, roleplay, cuckold etc.), but all of this will be optional, you are not forced to do (or see) anything you don't like.
 

WiseGothGames

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Apr 23, 2025
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soM Dev News – Special Edition

I always publish the actual month's version update on the last Friday of the given month. Due to calendar effects, we had a situation this week where, despite July's update already being released last week, most of the week still belonged to July and actually August only started today. So I decided that instead of starting to work on v0.0.4 content, I would spend this "orphaned" week entirely on developing the fight engine. While there’s still a huge amount of work to do, I can finally deliver you a first look at the system. First things first: I’ve added (hopefully) all the missing items needed for the first fight, including several new weapons.
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After you click on the enemy encounter icon on the map in Winemaker's Haven, the fight engine opens with an information panel that is still under development. The left side is done — it shows the story and a choice button (currently just “Fight!”, but depending on the situation you’ll have more options later — for example, choosing who to side with). The right side will eventually contain either an illustration or additional fight-related info (or maybe both?).
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The fight interface might look a bit overwhelming at first glance, but you’ve probably already realized this game — with all its skills, items, and map interactions — was never meant to be simple. On the left, you’ll find a message panel where participants in the battle can speak. These messages might include choice buttons later (react? switch sides? bribe the enemy leader?). In the middle is the map where the fight takes place. Basically, it's an overly complicated board game where you move your units and fight enemy ones. On the right is the information and action panel.
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The info panel always displays the currently selected unit — friend or enemy. You’ll see what weapons they’re using, their damage range, strike count, and resistances. Your skills really matter: while my Rustic Bow normally only deals 2–7 damage with 2 strikes, my cheat profession — the “demigod-debugger” — gives me countless skill points, allowing me to deal a magnificent 22–78 damage. The tooltip also tells you the weapon type, which matters because each unit has different resistances depending on the incoming damage type.
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Terrain defense will be added later to the middle empty section (just above the buttons). While moving and fighting should hopefully feel relatively simple — click on a unit on the map, move it next to an enemy, and click on the enemy to attack — there are also special actions you can use through command buttons. You can collect loot if there’s any on the hex you’re standing on (either preset treasures or dropped items from defeated enemies). You can recruit units from your army if your character is standing in the center of a castle (any castle — yes, feel free to conquer the wolf spawn). “Shoot Gun” becomes available for units equipped with gun-type weapons. Melee and ranged weapons can only be used if you’re standing in a hex next to your target, but guns can shoot from a distance. If the enemy doesn’t have a gun, or has one with a shorter range, they won’t be able to retaliate — unlike in close combat.
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Coding is tiring. There are days when I can’t bring myself to even open Twine. On those days, I either work on the story or create DAZ art. If the bandit girl in the last screenshot looked familiar, you’re not wrong — her high-definition unit art already appeared in v0.0.2 dew news. Now her story continues with after-battle scenes where you might catch her as she tries to flee.
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I hope you found this preview interesting. I must stress, however, that as visually promising as it looks, there’s still a huge amount of work ahead — from coding all the command button scripts to developing a combat AI that isn’t completely stupid. I’ll try to keep the September deadline, but the fight engine will only be released once it’s ready and functional enough to test and play with.

See you next week with the v0.0.4 content update!
 
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3.00 star(s) 1 Vote