
Your shards · max three per wallet
Archive
Shard
Scarcity is key. Speed is rewarded.
5,000 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.
Opening soonTier 01 Archivist$100125 of 125 left
5,000
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 5,000 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.

02Holders 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.
03Five tiers
One line. No skipping.
Tier 01 mints first. When its 125 shards are gone, Tier 02 opens. Then 03, 04, 05. Tiers 01 to 04 cost the same. Only speed decides which one you hold.
- 01
Archivist
125 SHARDS · $100
4 OF 4 ACTIVATIONS
0 / 125 MINTED
Opening soon
- 02
Vanguard
250 SHARDS · $100
4 OF 4 ACTIVATIONS
0 / 250 MINTED
Unlocks when 01 sells out
- 03
Defender
625 SHARDS · $100
4 OF 4 ACTIVATIONS
0 / 625 MINTED
Unlocks when 02 sells out
- 04
Citizen
1,250 SHARDS · $100
4 OF 4 ACTIVATIONS
0 / 1,250 MINTED
Unlocks when 03 sells out
- 05
Survivor
2,750 SHARDS · $50
2 OF 4 ACTIVATIONS
0 / 2,750 MINTED
Unlocks when 04 sells out

04Four 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.
Scape
Rolled at mint. An escalator instead of a staircase.
Duo
Both shards must carry it. Everything here doubles.
Trio
Dormant in every shard. Three in one wallet wake it.
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
2×
Holding two shards doubles certain capabilities.
Squad size, inventory, build queue, vehicle bays, expedition window. All of them doubled.
Trio
Hold 3
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.
05Exactly what each tier gets
The readout
| What you get | 01Archivist | 02Vanguard | 03Defender | 04Citizen | 05Survivor |
|---|---|---|---|---|---|
| PowerHold 1Five bonuses exist. Each shard rolls some of them at mint. Which ones is random. The value is fixed by tier. | |||||
| Bonuses per shard | 3of 5 | 2of 5 | 2of 5 | 1of 5 | 1of 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 shard | 3of 8 | 2of 8 | 1of 8 | 1of 8 | 0of 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. | 2× | 2× | 2× | 2× | |
| InventorySlots for weapons, armor, salvage and artifacts. | 2× | 2× | 2× | 2× | |
| Build queueStructures a settlement you hold can build at the same time. | 2× | 2× | 2× | 2× | |
| Vehicle baysVehicles you can keep fueled and ready. | 2× | 2× | 2× | 2× | |
| Expedition windowTime you can stay in machine ruins before extraction. | 2× | 2× | 2× | 2× | |
| 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. | 3× | 3× | 3× | 3× | 3× |
| Augment PathBegin the augmentation branch. Blur the line between human and machine. Irreversible. | 3× | 3× | 3× | 3× | 3× |
| Canon AuthorWrite one entry into the canonical history on Vitruveo: name a first discovery, a founding, a fall. | 3× | 3× | 3× | 3× | 3× |
| Machine ParleyOpen negotiations with a machine intelligence on behalf of a faction. | 3× | 3× | 3× | 3× | 3× |
| Activations carried | 4of 4 | 4of 4 | 4of 4 | 4of 4 | 2of 4 |
06On 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.
