Build the base. Raise the army. Break the enemy.
A full real-time strategy game living inside Decentraland.

3Factions
4Battlegrounds
12Unit roles
24Campaign missions

01 THE LORE

The Shattering of Antrom

For three hundred years the Kingdom of Antrom ran on aether crystal. Miners pulled it from the veins beneath the Crown Mountains, refineries burned it into plasma, and the kingdom grew rich enough to stop asking where the crystal came from. The deeper the drills went, the stranger the veins became — warmer, brighter, arranged in patterns no mineral should hold.

Then a deep bore broke through the last stretch of rock, and Antrom learned the truth: the veins were never ore. They were the Aethyr — an elder race entombed in crystal beneath the mountains, dreaming for ten thousand years. Their waking split the Crown Mountains apart and broke the kingdom with them. What is left are battlegrounds: a scarred grey plateau where the Crown fell, green islands where the lowlands drowned, an ashen causeway that still joins two halves of a city, and a pair of reliquaries staring at each other across open ground.

Three Banners Over the Ruins

The Vanguard are what remains of Antrom's army — the engineers and soldiers who dug the kingdom's mines and now fight to win its ruins back. They know they caused the Shattering. They intend to out-build it. Warmaster Kael leads from the front, and his crews can weld a firebase together faster than anyone can burn one down.

The Aethyr are the ones the drills woke. To them, every crystal vein is a tomb still holding their sleeping kin, and every harvester on it is grave robbery. Their gilded war-machines assemble themselves from light, and Riftlord Auren has one demand: the veins returned, or the diggers erased.

The Myriad are the Shattering's accident. Raw crystal energy bled into the cracks of the broken world and fused everything living down there into a single will with endless bodies. Broodmother Szel does not negotiate, build, or stop. The swarm spawns, the swarm feeds, and every battlefield it touches becomes a nest.

The War for the Veins

Three armies, one prize: the fragments of Antrom, every one of them rich with the crystal and plasma that started this. No treaty survives contact with a fresh vein. Commanders drop onto the ruins, raise a base from nothing, and fight until every enemy banner is ash — the only victory the veins recognize is a battlefield with a single flag on it. Harvest the crystal, tap the plasma vents, climb the tech tree, and choose your moment: the war for Antrom is won by the commander who turns resources into an army one push faster than everyone else.

02 THE FACTIONS

03 THE WIKI

Every unit and structure in the game, with live stats pulled straight from the battlefield. Pick a faction, pick a category, click anything to inspect it. For DPS, cost-efficiency, economy and combat math see the balance sheet.

04 THE BATTLEGROUNDS

Shattered Crown map layout

SHATTERED CROWN

6 commanders. One landmass, nowhere to hide.

The scarred plateau where the Crown Mountains fell. Solid ground from edge to edge means every army walks to war — expansions are contested on foot and the rich crystal veins in the center belong to whoever dares hold the middle.

Islands map layout

ISLANDS

6 commanders. No land routes. The ocean decides who lives.

Square isles scattered across open water. Ground armies are stranded without transports, flyers rule the skies, and the empty isles between the starts are free real estate for anyone bold enough to ferry a colony crew across the straits.

Ashen Procession map layout

ASHEN PROCESSION

4 commanders. Two land halves, one road, water on both flanks.

The last causeway through a burned city. Corner starts each have a natural toward the road; shared thirds sit between allies, and the rich mid sits on the stone itself. Control the procession or get cut in half.

Twin Reliquaries map layout

TWIN RELIQUARIES

1v1. Solid ground. Opposite corners, nowhere to hide for long.

Two shrines facing each other across open land. Each commander has a natural toward mid, flank contests in the empty corners, and a rich cluster in the center. Built for ranked duels — no water, no ferry, just the first army that takes the middle.

05 HOW TO PLAY

1. Jump in

Open the plot in Decentraland — no install, it runs in your browser as a Decentraland scene.

2. Pick your war

A campaign of eight missions per faction, a skirmish against up to five AI commanders, or multiplayer battle rooms against real people.

3. Boom

Train workers, harvest crystal, tap plasma vents, and climb the tech tree toward titans and capital ships.

4. Bust

Raze every enemy structure on the map. Last banner standing wins Antrom.

▶ ENTER THE BATTLEFIELD — GENESIS CITY (-12, 127)

06 LEADERBOARDS

Three boards sync from the game server: campaign missions completed, ranked multiplayer Elo, and single-player skirmish wins.

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07 THE TEAM

Matt

Creator & Game Director

Commander-in-chief. Design, direction and relentless playtesting — every unit, map and mechanic goes through his war room first.

The Forge

AI Engineering Partner

Code, art pipelines and procedural models forged side by side with AI tooling — the entire game is built from primitives, no downloaded assets.

The Playtesters

Community

The commanders who queue up, break the balance, find the bugs and demand more units. This game is shaped by every match you play.