The war arrives over Meridian

Public mint · Opening soon

Archive
Shard

Scarcity is key. Speed is rewarded.

4,000 shards. Never more. Five tiers, minted strictly in order. The earlier you arrive, the stronger the shard. Three per wallet, so no one buys the war. Holders play first: every shard is a seat in the closed beta.

Minting nowTier 01 Archivist$100100 of 100 left

AWARS

Archive ShardNo. 001
Tier 011 of 100
MINTING NOWTIER 01 ARCHIVISTPRICE$100LEFT IN TIER100 / 100TOTAL SUPPLY4,000 · FIXEDPER WALLETMAX 3HOLDERSEXCLUSIVE BETA ACCESSNEXTTIER 02 UNLOCKS WHEN 01 SELLS OUTMINTING NOWTIER 01 ARCHIVISTPRICE$100LEFT IN TIER100 / 100TOTAL SUPPLY4,000 · FIXEDPER WALLETMAX 3HOLDERSEXCLUSIVE BETA ACCESSNEXTTIER 02 UNLOCKS WHEN 01 SELLS OUT

4,000

shards. fixed forever

5

tiers. minted in order

3

per wallet. maximum

4

activations. hold more, unlock more

01What a shard is

The Archive broke. You hold a piece.

The night Meridian held, the Archive activated. It did not open. It fractured, and 4,000 fragments of its memory went out across the city. Whoever was standing closest caught the brightest ones.

An Archive Shard is one of those fragments. It is older than the city. It remembers the ground before Meridian was built on it, which is why it makes terrain easier. It remembers what people are capable of, which is why it makes you stronger. And fragments of one thing want to be whole again: bring two together and they amplify, bring three together and something dormant wakes.

“Your orders assume the Archive belongs to you.” — NEMESIS-7

TIER 01

Archivists

were inside the Archive when it broke. Their shards came from the core.

TIER 02

Vanguard

held the Archive Approach. Their shards fell at their feet.

TIER 03

Defenders

stood on the platforms above the city. Their shards were carried on the wind.

TIER 04

Citizens

were in the streets and towers of Meridian. Their shards landed among them.

TIER 05

Survivors

were at the edges, getting out. Their shards were the last to fall, and the faintest.

02Mint

Claim your shard

Tier 01 is open. When its 100 shards are gone, it never comes back.

Minting now

01

Archivist

$100

per shard

100

left

4

activations

Holders are the closed beta. Play before anyone else.

Mint

Opening soon

1Power + Scape

+2 MORE TO DOUBLE

TIER01 ARCHIVIST
LEFT100 / 100
TOTAL$100

Holders enter the closed beta first

The Archive awakens

03Holders play first

Your shard is a seat in the closed beta

AI Wars opens to shard holders before anyone else. Not a waitlist. Not a lottery. Hold a shard, stand on Defense Platform 7 the night the Archive activates, and shape the game before the world sees it.

First in

Closed beta access from day one. Every tier, every holder.

Canon

What happens in the beta is recorded. The first discoveries, the first foundings, the first falls.

Voice

Holders test, break and shape the systems. Feedback goes straight to the studio.

04Five tiers

One line. No skipping.

Tier 01 mints first. When its 100 shards are gone, Tier 02 opens. Then 03, 04, 05. Tiers 01 to 04 cost the same. Only speed decides which one you hold.

  1. 01

    Archivist

    100 SHARDS · $100

    4 OF 4 ACTIVATIONS

    0 / 100 MINTED

    Minting now

  2. 02

    Vanguard

    200 SHARDS · $100

    4 OF 4 ACTIVATIONS

    0 / 200 MINTED

    Unlocks when 01 sells out

  3. 03

    Defender

    500 SHARDS · $100

    4 OF 4 ACTIVATIONS

    0 / 500 MINTED

    Unlocks when 02 sells out

  4. 04

    Citizen

    1,000 SHARDS · $100

    4 OF 4 ACTIVATIONS

    0 / 1,000 MINTED

    Unlocks when 03 sells out

  5. 05

    Survivor

    2,200 SHARDS · $50

    2 OF 4 ACTIVATIONS

    0 / 2,200 MINTED

    Unlocks when 04 sells out

0 / 4,000 MINTED01 → 05
01
02
03
04
05

05Four activations

Hold more. Unlock more.

One shard makes you stronger and opens the way. Two doubles you. Three wakes what is dormant.

Your wallet

ONE SHARD

Power + Scape

TWO SHARDS

Duo · 2×

THREE SHARDS

Trio wakes

Power

Rolled at mint. Fixed by tier.

ARMORRECOVERYSALVAGESTANDINGPRODUCTION

Scape

Rolled at mint. An escalator instead of a staircase.

ARCHIVE PASSAGEORBITAL DROPRUIN PATHINGZONE LINKGRAPPLE LINETRANSIT KEYDROP RIGHAZE SIGHT

Duo

Both shards must carry it. Everything here doubles.

SQUAD SIZE 2×INVENTORY 2×BUILD QUEUE 2×VEHICLE BAYS 2×EXPEDITION WINDOW 2×

Trio

Dormant in every shard. Three in one wallet wake it.

FACTION COMMANDAUGMENT PATHCANON AUTHORMACHINE PARLEY

Power

Hold 1

1

Holding a shard with the right parameters makes you more powerful in the game.

Five bonuses exist. Each shard rolls some of them at mint. Tier 01 rolls three, Tier 05 rolls one.

Scape

Hold 1

1

Holding a shard with the right parameters unlocks unique features in the game.

Assists in terrain. Instead of a staircase, you get an escalator. Eight exist; each shard rolls some of them.

Duo

Hold 2

Holding two shards doubles certain capabilities.

Squad size, inventory, build queue, vehicle bays, expedition window. All of them doubled.

Trio

Hold 3

Holding three shards is the only way to enable certain features.

Faction Command, the Augment Path, Canon Author, Machine Parley. In every shard, dormant, until three sit in one wallet.

06Exactly what each tier gets

The readout

What you get01Archivist02Vanguard03Defender04Citizen05Survivor
PowerHold 1Five bonuses exist. Each shard rolls some of them at mint. Which ones is random. The value is fixed by tier.
Bonuses per shard3of 52of 52of 51of 51of 5
ArmorDamage resistance from machine weapons+20%+16%+12%+8%+4%
RecoveryRevive and heal speed for you and anyone you revive+50%+40%+30%+20%+10%
SalvageResource and artifact yield from ruins, wrecks and drops+30%+24%+18%+12%+6%
StandingRate at which faction and machine-intelligence reputation accrues+25%+20%+15%+10%+5%
ProductionOutput of every settlement you hold a stake in+20%+16%+12%+8%+4%
ScapeHold 1Assistive features in terrain. Not new ground: a better way through the ground everyone has. Instead of a staircase, you get an escalator. Eight exist. Each shard rolls some of them from its tier's pool at mint. A lit dot means the feature is in that tier's pool.
Scapes per shard3of 82of 81of 81of 80of 8
Archive PassageSealed corridors inside the Archive open as you approach. Everyone else goes the long way.
Orbital DropDeploy from orbit straight onto any point you have marked on the surface. No transit, no approach.
Ruin PathingMachine-built geometry becomes walkable: doors part, floors hold, gaps bridge.
Zone LinkComms, map and HUD keep working inside dead zones where machines jam everything.
Grapple LineAscend tower faces and platform edges directly. Instead of a staircase, an escalator.
Transit KeyRide Meridian's suspended transport lines even where the network is dead.
Drop RigStep off any height and land unharmed. Descend a kilometer tower in seconds.
Haze SightSee clearly through atmospheric haze, smoke and dust. No visibility penalty, ever.
DuoHold 2Hold two shards and each of these doubles. Both shards must carry Duo.
Squad sizeAutonomous Actors you can lead at once. Three becomes six.
InventorySlots for weapons, armor, salvage and artifacts.
Build queueStructures a settlement you hold can build at the same time.
Vehicle baysVehicles you can keep fueled and ready.
Expedition windowTime you can stay in machine ruins before extraction.
TrioHold 3Dormant in every shard, every tier. Three shards in one wallet wake them. There is no other way in.
Faction CommandPlan and lead faction-scale operations: multiple squads, multiple objectives, territory on the line.
Augment PathBegin the augmentation branch. Blur the line between human and machine. Irreversible.
Canon AuthorWrite one entry into the canonical history on Vitruveo: name a first discovery, a founding, a fall.
Machine ParleyOpen negotiations with a machine intelligence on behalf of a faction.
Activations carried4of 44of 44of 44of 42of 4

07On chain

Written on every shard

Written to Vitruveo at mint and never changed. No two shards need be alike: the powers and scapes are rolled, the tier sets how many and how strong.

Tier01–05Fixed at mint. Sets values, slots and which activations you carry.
Powers1–3 of 5Which bonuses this shard rolled: Armor, Recovery, Salvage, Standing, Production.
Scapes0–3 of 8Which terrain assists this shard rolled, from Haze Sight to Orbital Drop.
Affinity4 kindsContinuity · Integrationist · Sovereign · Machine. Who trusts you first.
Sector1–12Meridian district the shard was recovered from.

4,000 shards. 100 at the top.

Scarcity is key. Speed is rewarded.

Mint now