Overview
When the sky tore, it split the land into three shards, and split anyone caught in resonance with an echo stone at that moment along with it. Not copied, not killed: one life became three, each carrying on in a different shard. Everyone else went wherever their ground went, which is why the same family names turn up in all three places, unaware they're related.
You play as someone piecing that history back together: a scholar's notes in one town, a harbour ledger missing the same forty years in another, and a single word written in a third. Along the way you'll raise and battle Kins, farm, craft weapons and armour, run a shop economy, and take on quests from ninety-one named people who all remember the Break differently.
What you'll actually do
Turn-based Kin battles
Bond with a fixed starter Kin per save and grow your team through turn-based combat, combos and Bond Level progression.
Three shards to explore
Verdania, Cindralis and Nimbara each have their own towns, terrain, creatures and unresolved history to dig through.
Crafting & smithing
Upgrade weapons and armour at the smithy, brew potions with the herbalist, and work through tiered bows and arrows.
Farming & gathering
Plant, replant and harvest across herb patches and tree arsenals, and build up storage with craftable bags.
A living economy
Trade through a shop system with its own currency, and manage relationships with a full cast of shopkeepers and traders.
Quests with real weight
Ninety-one named characters across three shards, each with their own place in a story that stays consistent everywhere you go.