Shards of Mirrors
Download for Android No downloads available- Category:Casual
- Size:248MB
- Language:English
- Updated:2025-11-22
- Version:0.0.5
- Rating: 4.9
Introduction
In Shards of Mirrors, players embark on a survival journey in a post-apocalyptic world. Having lost most of their memories for mysterious reasons, players will encounter numerous characters and become embroiled in various mysterious events and conspiracies in their quest to regain them. Players will choose a faction, forging new bonds with their companions and unlocking a multitude of exciting adult-oriented scenes. Shards of Mirrors is continuously being updated and optimized, releasing more new characters and story chapters to bring players endless fun and excitement.

Features:
Vibrant Cityscapes: Explore diverse districts, from abandoned markets to faction-controlled zones, each with its own culture and dangers.
Mysterious Origins: Begin your journey in a serene yet eerie city park, with no recollection of your identity, driving you to uncover the truth.
Dynamic Ecosystems: Encounter shifting weather patterns, scavenger camps, and hidden lore that react to your choices, making the world feel alive.
Multiple Pathways: Pursue quests for factions, engage in trading, or focus on survival jobs like scavenging or crafting to earn resources.
Relationship Building: Forge alliances or rivalries with key characters, affecting access to exclusive quests and rewards.
Wealth and Progression: Accumulate wealth through combat, diplomacy, or economy-driven activities, unlocking upgrades and customizations.

Changelog:
The fight engine is finally ready! Thank you for your patience, and apologies for the two-week delay. You can continue where you left off: if you completed all steps of the tutorial quest in the previous version, you’ll find the battle sign in Winemaker's Haven:
Just a quick refresher before you head into battle: check if you have hired troops, and equip your character with clothes and weapons—unless you want him to fight with his fists. Also make sure you have at least 1000 arrows in your inventory, otherwise you will most likely run out:
The same goes for your heroes as well: you need to equip them with weapons and clothes from your own inventory. Go home, click on the hero’s picture to access the interaction menu, and give them proper equipment if you plan to use them in battle:
Hopefully, while the battle system takes a little time to get used to, it should become easy to understand after a few turns. Buck gives you useful advice on the left side of your screen once you enter the battlemap:
Let me know what you think, and as always, I’m more than happy to hear your improvement ideas. This fight system is huge, with lots of strategic options and customization opportunities. It has essentially become a game within the game—around 40% of the entire code currently belongs to the fight engine.
Future improvement plans:
Decrease passage refresh (flickering effect) when using your own units through code improvements
Special weapon effects: area damage, charge (double damage when used offensively), slow (enemy cannot move if hit next turn)
Battle traits for units: healer, general (friendly units around them gain a damage bonus), berserker (they keep fighting until either they or the enemy dies)
Improved enemy tactics: hunting low-HP units, long-range shooters focusing fire, withdrawing damaged units to shelters to heal, choosing optimal terrain, bypassing single units to target bosses, moving away from unfavorable terrain
Better balance: weapon stats are currently intuitive; I plan to set up a simulation model in Excel to better balance damage, strike chance, and unit HP
New battle modes: survival (defend a castle in the center of the map for X turns), diplomacy (bosses can switch sides mid-battle)
Battlemap events: in larger maps you will be able to find new heroes and items by exploring specific marked hexes
Sound effects: hits and misses will produce audio feedback
Option to skip enemy movement animations for faster battles
Autobattle (animated or not, based on your choice), possibly with advanced options like disabling hero recruitment (so you don’t risk losing them)
As for the game’s future, development continues, but in a different format than before:
New versions will have longer gaps between them and will focus on content updates (new quests, characters, battles using existing modules). This gives me time to develop new systems in the background and release them only once they are ready, instead of delaying updates by focusing solely on unfinished modules.
Serious bugs will receive dedicated bugfix updates, so you can keep playing without waiting for the next major release.
Focus will shift toward new content rather than constant refinements: I will not rework existing parts unless they malfunction. Instead, I will dedicate one update roughly every six months entirely to improving existing modules and functionalities.
Art and illustrations will mostly be created with DAZ3D and Campaign Cartographer for the final release. Any other images (stock backgrounds, AI images, free PNGs) are placeholders and will be replaced later during rework updates.
Weekly dev news will be discontinued. Since I develop this game after work and daily responsibilities, I cannot promise a steady stream of exciting weekly content, and I want to avoid dull devlogs. Instead, devlogs will become part of the release cycle, with fixed dates so you can follow development reliably.

Player Comments:
As of v0.0.2 this game is still bare bones, but i can see a future on it. I had many technical difficulties while playing. Some files are named foo.PNG instead of foo.png, which breaks the image in the game. To proceed in this game, you need to click in portions of the map and do some actions. But sometimes this portions aren't highlighted as it should, i spent way too long trying to find where to pick berries. I like this type of sandbox games, so i will definitely check in the future.
The plot and samples made me come. And it's difficult to assess for now.The worldbuilding is limited.The characters are few and different.The plot seems interesting.The artistic side is well done.The protagonist wakes up with no memory and has to adapt to build a future. The customization is nice but limited.The flow of events is correct and present the diverse mechanisms available.The characters are various and have good personalities.The artistic side is well made. The mix between 3dcg and 2dcg is well thought.Overall, what has been made is good but there's not enough to have a good idea of what to expect of this game (kinks and content).
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...
Conclusion:
Shards of Mirrors takes place in a fictional city in post-apocalyptic South America. You awaken in a city park with no memory of your past. Your history may be a mystery—but your future is entirely in your hands.Step into a world of thrilling adventures, powerful factions, and forgotten secrets. Choose your path: take on quests, build relationships, earn wealth, work various jobs, or align yourself with different groups. The choice is yours.
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