Shattered Crown

Shattered Crown

One crown, broken into pieces. Three powers that will not share them.

A turn-based tactics game you play inside Telegram. Build a castle, recruit units, equip them, and send six of them into a dungeon. Where a unit stands decides the fight, and the roster you raise stays yours.

Free to play · no install · opens in Telegram

The old order has fallen. Where a single crown once held dominion, three powers now claw for what remains.

At the heart of the conflict lies a fractured relic — a vessel said to grant dominion over life, death, and the space between. Empire, Choir, and Grail each stake a rightful claim to its power, and none will yield.

You are a Disciple, bound to serve one banner in the dungeons and battlefields ahead. Choose wisely — your faction shapes not only your allies, but the fate of the realm.

Your faction is picked once and never again. It decides which units you can recruit, which items you can forge, what your castle looks like, and which Colossus you spend your week killing.

Empire of Aurex

The Empire of Aurex keeps to Mithrail, the Golden Lion, who rewards those who hold the line. Its knights, priests and engineers fight as one wall — armored, sanctified, and certain that every shard belongs to Aurex.

Choir of the Cursed

The court of Cinderhold was losing the war for the crown. Rites, oaths, older and darker magic — none of it worked. Then a troupe nobody had invited played in the great hall, in a language nobody knew, and the court learned the First Song. Aggrail answered. Its lords are demons now, and the court has been singing ever since.

Grail of Sorrow

In the war for Ilmenar its scholars cast a spell to carry their people into the future. The spell came out wrong: their bodies never moved, but a century passed through them in an instant. Two answers divide them now: accept the rot, or hold it back with the blood and living essence of others.

A session takes a few minutes. The castle grows over weeks, and nothing you build is ever taken away.

Build the castle

Twenty-four plots across two pages. Each barracks recruits one line of units; each hall unlocks something — the forge, the infirmary, spell research. You cannot afford all of them at once, so you choose.

Recruit and upgrade

You recruit a unit from the building that unlocks it, then upgrade it step by step. Every upgrade is a choice between two or three units, and the one you pick is the one you keep.

Forge and equip

Eighty-four items in five rarities, crafted from what you bring back out of the dungeons. An item changes a unit’s stats, gives it a passive, and can add or remove its tags.

Go on a run

Three regions, ten levels each. You take six units in a two-by-three formation, and the cell a unit stands in decides who can reach it.

Fight for position

Initiative sets the turn order. Damage comes in six elements and is reduced by armor. Most abilities depend on where units are standing, on both sides.

Daily and weekly

A faction boss with ten thousand health, daily errands, a nightly tournament, PvP, and engravings you pay for with what you win.

And that is not all

Plenty already in the game did not fit on this page: unit size, loyalty, callings, combat barks, litanies, the Chronicle, mercenaries, errands, the Crown Tourney. Come and see for yourself.

In active development

The game is in active development: mechanics, content and events arrive and are updated all the time.

The castle — page one has 12 slots for your army: the hero, 8 for the faction’s units and 3 for mercenaries. You are free to build several identical tier-1 units and set each on a different development path. Build two Acolytes — upgrade one to Templar and the second to Ardent Priest — and the same with any unit.

Page two — the halls: forge, infirmary, mage guild, temple and others. The buildings have varied, extensive functionality, from passive HP regeneration for your units to unlocking new development branches and mechanics!

The factions really differ on page one: they share no units — each side leans towards its own mechanics. Page two is the same for all three factions, only the look of the buildings changes to match the faction’s theme.

  • Over 300 units in the game — over 80 for each faction
  • Units have their own progression and development branches
  • Buildings with different mechanics that directly affect gameplay

Each faction has three heroes — you choose one of them. A hero is stronger than a rank-and-file soldier, and has the ability to cast spells.

During a battle the hero accumulates spell power, and can cast any researched spell instead of a regular action.

  • Heroes — unique, powerful warriors with their own development branches
  • Build the Mage Guild — research new spells.
  • The hero — and certain special warriors and items — accumulate spell power in battle
  • Seven spells for each faction!

Every unit has development branches. A conscript can become infantry, cavalry or a standard bearer, and from there each of them has branches of its own.

The branch is chosen per unit — two players in the same faction can end up with squads that share no units at all. There is a way to switch a branch for in-game currency, and a unit you are not happy with can be demolished along with its building and replaced with another.

  • Pick a line along the bottom to see its tree.
  • Tap a branch — a card opens. Stats are shown as the difference from the previous unit.
  • Tap a stat or an ability on the card to see its description.

Three regions, ten levels each. A level always has the same enemies, in the same cells, with the same equipment — so a level you lose is a level you can prepare for.

Every region is guaranteed to drop two kinds of crystal. That is how you decide where to go when you are short of one for a recipe.

  • Tap a level to see who is waiting on it, and where they stand.
  • Six cells, two per row. Melee only reaches the front row; ranged reaches anyone.
  • Levels 3, 6, 9 and 10 end in a boss fight.

Over a hundred items in five rarities. Some are available only to certain factions; some are unique, and you can never own more than one.

Items are not only stats. Many grant passive abilities, and many interact with a unit’s tags — requiring certain tags before the item can be worn, or even taking them away.

  • Every item is crafted at the forge for in-game currency.
  • Each unit can wear 1 item.
  • Items can completely change your formation and the strategies you play.

There are six kinds of crystal in the game. They are the core resources — used to develop your units, craft items, raise buildings and so on. Crystals drop as rewards from everything: runs, errands, the Colossus. You end up with a surplus of some and short of the ones you need, and transmutation is what solves that. You pick the kind you want, and the two kinds you are willing to trade away.

  • Build the laboratory to unlock transmutation.
  • Pick the crystals, then tap or hold − or + to change the amount.
  • After a set time the transmutation finishes — you get a notification.

Engraving is an expensive way to modify your units. It permanently changes one unit’s stats or abilities. You pick a set of stats or abilities, and choose what you are willing to sacrifice in exchange for the bonus — lowering armor, say, to raise power in return.

The higher the tier, the more you can change through engraving, and the more it costs. You pay in Valor from the Colossus, in gold, and in tokens that only drop in the Crown Tourney.

  • Pick a unit and an engraving, then spend the points with − and +.
  • Every number shown is that unit’s real stat.
  • The eighth set trades passive ranks instead of stats.

One boss per faction per week, ten thousand health, and the whole faction attacking it together. The damage you deal counts towards your own rewards, and all three factions can see how far the others have got.

It is not just a large health bar. It has four phases and casts a different set of spells in each: stone and grasping hands at full health, rot and roots below three quarters, bells and a death sentence below half, and fire at the end. Units that fight it come back exhausted, and you pay to bring them back.

  • Attack a few times and watch the phase change.
  • Tap another faction to see how far along it is.
  • In the game, Attack starts a real battle.

No install, no account to create, no store page. Open the bot, pick a faction, and you have your first castle a couple of minutes later.

Open @shattered_crown_bot