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Watch trailer on Steam ↗碎镜 Shardmirror
咕咕呱呱 · Published by 咕咕呱呱
2 user reviews — 50% positive (2 reviews) · 39 achievements
Last updated 28 Sept 2026
Shardmirror is a Chinese supernatural roguelike deckbuilder with double-sided cards, dual-track maps, global Corruption, and strange fourth-wall-breaking mechanics. Initial Early Access supports Simplified Chinese only; English localization is planned.
£9.09
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Price history
Strategy, Early Access · 2026 · More £5 - £15 games
About this game
Shardmirror is a Chinese supernatural roguelike deckbuilder built around double-sided cards. Flip, copy, exhaust, block, strike, and chain status effects as you read enemy intents and manage each turn. Paper weddings, bronze mirrors, red threads, and nightmares shape its dark atmosphere.
Initial Early Access supports Simplified Chinese only. English localization is planned for a later update.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Dual-core processor
- Memory: 4 GB RAM
- Graphics: Graphics card with OpenGL 3.3 support
- Storage: 1 GB available space
- Sound Card: Windows-compatible sound card
- Additional Notes: Requires a 64-bit processor and operating system.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: Quad-core processor
- Memory: 8 GB RAM
- Graphics: Dedicated graphics card or newer integrated graphics card with OpenGL 3.3 support
- Storage: 2 GB available space
- Sound Card: Windows-compatible sound card
- Additional Notes: Recommended display resolution: 1920x1080.
Supported Languages
Latest news
Patch NotesOfficial
V11.45.14 Major Update: The Merchant and a Full Experience Overhaul
We are jumping straight from V0.1.3 to V11.45.14. No, the decimal point is not missing. This release brings together a large number of player-facing changes made since the previous public build: a new character and complete card pool, redesigned shop and card interfaces, faster startup and loading, and extensive stability work across combat, the map, events, rewards, saves and replays. Important: In-progress saves from older versions - Because the run state, save system and scene flow have been substantially rebuilt, in-progress saves created by V0.1.3 and other older builds cannot be continued. - We recommend finishing your current run before updating. If the new version detects an incompatible in-progress save, it will safely remove that run so you can start a new game normally. New fourth character: The Merchant - Added the Merchant, a fourth playable character whose run revolves around Residual Silver, trading and account management. - Added 70 Merchant-exclusive cards featuring new mechanics involving payments, debt, delayed draws, final health digits and treasures. - The Merchant starts with the Old Shop Deed relic. Every shop node becomes a Merchant-exclusive shop, and permanent upgrades purchased there are recorded in the deed for the rest of the run. - The exclusive shop offers 10 upgrade categories, including energy and draw each turn, post-combat healing and Residual Silver, maximum health, Silver from visiting nodes, card removal, and card, relic and boss relic bundles. - Repeatable upgrades become more expensive with every purchase, creating a choice between immediate power, long-term growth and keeping Silver in reserve. Shops, cards and interface updates - Rebuilt the standard shop presentation with a new perspective display and improved interactions. - Added a dedicated Merchant shop interface, item artwork and reward selection flow. - Unified card illustration borders and layouts, added rarity frames and expanded the usable space for card rules text...Read full article on Community Announcements (GuGuguagua)Patch NotesOfficial
V0.1.3 Update: Announcements, Quick SL, Display Polish, and Stability
V0.1.3 focuses on clearer update visibility, faster battle recovery, cleaner text, and smoother combat flow. What's New - Added an announcement entry on the main menu so recent update notes can be viewed in game. - Added “Quick SL” to the battle pause menu, allowing a battle checkpoint to be saved and reloaded when available. - Power cards now show a “Power” label in the upper-right corner, making them easier to distinguish from normal and curse cards. - Improved card cost display so battle-time cost changes are shown more accurately, with color feedback for discounts and surcharges. - Polished card names, localization, and card text for several cards, including Huang Pian, Tide Surge, Soul Mirror, World Devourer, and All or Nothing. - Revised multiple relic descriptions, short effects, and flavor texts so effect boundaries are clearer. Improvements & Fixes - Improved compatibility handling for in-progress runs after content updates. - Reduced stutter around battle end, reward generation, hand refresh, relic UI refresh, and run-summary prewarming. - Optimized battle log growth, enemy-frame masks, floating text, and screen-shake paths. - Removed the golden screen flash after battle victory. - Hardened several battle controller paths against async teardown edge cases. - Fixed duplicate Tide Vow reward candidates from the same source card. - Kept special intercept-only events out of ordinary event selection. - Added more English localization coverage and expanded smoke/performance validation.Read full article on Community Announcements (GuGuguagua)Patch NotesOfficial
V0.1.2 Fixes, Improvements, and Balance Changes
Hello everyone, V0.1.2 focuses on stability, interaction polish, and card balance. This update fixes battle crash-related issues, improves selection and targeting behavior, and adds Penguin and Tide Seer adjustments. BUG - Fixed a split-card animation hang during battle resolution. In `CardAnimationService`, some `Tween` targets could be freed before `await tween.finished` resumed, leaving the split-resolution chain suspended. The animation path now uses `_await_tween_completion()` polling and clears `SplitUpperSliceGhost` plus card exchange state on abort. - Fixed stale potion reward state on the reward screen. `RewardScene` now listens to `EventBus.run_potion_inventory_changed`, and `RewardEntryBuilder.refresh_potion_entry()` re-derives the potion button disabled state, tooltip, and presentation after potion-slot changes. - Fixed upgraded card text overlay errors. When `CardUpgradeResolution.apply_overlay()` writes upgraded `text`, it now removes the inherited `text_key`, preventing old localization keys from overriding the upgraded description. Improvements - Added Tide Seer card illustration references and local resource links. - Improved battle card-selection hit resolution. `BattleHandSelectionController` now prefers the visible hovered target instead of resolving clicks only by hand index, reducing cases where overlapping or moving cards selected a different card from the one being previewed. - Improved battle selection UI state handling. `CardUI` battle-selection mode now keeps normal hover previews on unselected candidates, while selected cards alone take over the centered selection pose. - Removed older temporary split-card overlay layers and shifted the presentation to split animation plus card state, reducing stale `SplitUpperFrameClip` / `SplitSeamLine` overlay artifacts. Balance Changes - Penguin: added Treasure Shovel to the starting relics, enabling a digging option at rest sites. - Tide Seer: added upgrade targets for 15 Wave/Tide cards; White Banne...Read full article on Community Announcements (GuGuguagua)Patch NotesOfficial
v0.1.1 Update: BUG, Improvements, and Balance Changes
I spent the whole day fixing bugs and I'm exhausted. Hopefully I didn't create new ones. BUG - Fixed heavy battle-end stutter. In one measured case, relic observation flushing could block for about 5.4 seconds by writing events one by one and recomputing the run state hash repeatedly. The same 34-event flush is now batched and runs at roughly 7ms. - Optimized the underlying hash / snapshot path. On a real save, `compute_run_state_hash` went from about 169.7ms to 7.6ms; `serialize_relic_state` went from about 155ms to 0.28ms; checkpoint capture went from about 166ms to 22.7ms. - Fixed Penguin dance animation loading hitches by prewarming the 90-frame dance sequence before it is needed. - Fixed several Penguin-adjacent battle stability issues, including async continuation after battle scene teardown and post-tween access to freed ghost nodes. - Fixed a race that could happen when Penguin relic damage killed the final enemy during animation cleanup. - Fixed potion UI refresh paths after gaining or using potions, including stale shop purchase gating and delayed battle HUD refresh. - Fixed a battle buff bar issue where buffs could apply correctly but not appear in the UI. - Fixed replay/bootstrap restoration for card fields including `base_cost_delta`, `penguin_fishing_use_count`, and `penguin_caught_use_count`. - Fixed latent relic runtime-state cleanup gaps for Penguin Pecking Badge, Penguin Rhythm Badge, Insight, and related counters. - Fixed `future_prophecy` tooltip output when reward text is missing. - Removed unused `cold_wedding_candle_relic_behavior` dead code. Improvements - Battle end should now feel much smoother: settlement, replay command, checkpoint capture, and relic observation flushing are reduced from roughly 160ms-class stalls to around one frame or less in measured paths. - Scene-entry checkpoint writes are deferred to the first idle frame after transition, reducing blocking during battle, event, shop, treasure, and reward entry. - The relic bar now ...Read full article on Community Announcements (GuGuguagua)AnnouncementsOfficial
The Game Is Out
The Game Is Out I spent a long time thinking about how to write this announcement. Then I realized there was probably no way to make it fun. So I'll keep it short. The game is out. Oh, right. This game has gone through 0 balance tests. Take care.Read full article on Community Announcements (GuGuguagua)






