Eclipse Sign in
A knight on a hill looks over a valley with a white abbey and a silver river; above the mountains the shattered Moon drifts apart in pieces.

The Moon broke.
The world never quite settled.

ECLIPSE is a dark-fantasy MMORPG where every swing costs you something and every road leads somewhere stranger than the last.

Free while in development. Windows 10 and 11.

What the Eclipse did

Two hundred years ago, for a few minutes, every shadow in the world turned toward the sky. The stars went out. When they came back, the Moon hung in pieces: a ring of motionless shards, bright enough to see by day.

Some shards fell. Where they landed, the rules that hold the world together grew thin. Time branches in the deserts. The dead linger in the marshes. Mountains forgot which way is down. Every few weeks a small eclipse covers the sun, and the borders of the strange places move.

People learned to live beside the impossible. Nobody learned to control it.

Old maps show cities that existed before the Eclipse. No one can prove anyone ever built them.

From the archive of the Abbey of Cartographers

The road from the abbey

Regions open in the order you can survive them. There are no loading screens between them: you walk over the pass.

  1. Monks in grey robes carry rolled maps through the courtyard of a white abbey at golden hour; a guard captain in plate armour stands by a great map table.

    Levels 1–5

    Liorn March

    The last ordinary land. Green hills, a white abbey where monks redraw the world after every eclipse, and a river that has moved twice in ten years. Mornings bring wet footprints of people nobody has met.

    Hold the abbey for Marshal Redmond, break the band of Ataman Korvin to the south, and climb the hill to see whether the eastern pass is still where it was.

  2. A desert of melted glass waves and pillars at sunset; a lightning bolt hangs frozen in the air as a lantern-lit caravan crosses below.

    Levels 6–9

    The Glass Waste

    A great shard fell here and the valley stopped living in one time. Sand melted into frozen waves, figures move inside the glass, and a caravan that leaves for a week can come back a month later.

    Carry certificates of date for the caravan master Zeina, hunt the men who dig up tomorrow's relics, and stop the Keeper of the Seventh Hour, who has guarded one evening for a year.

  3. A candle-lit chapel above silver marshes and black cypresses at night; translucent figures walk the paths carrying lanterns.

    Levels 10–14

    Noctis

    Here death is not immediate. The dead stay as echoes that keep part of their memory: a blacksmith who still forges eleven years after his funeral, a grandmother who still gives advice. When the last memory goes, an echo becomes Hollow, and the Hollow take memories from the living.

    Bring candles to the forge of the echo Baren, return the names of the lost, and walk into the oldest necropolis, where the same man is buried every night.

  4. Colossal mountains with rocks hanging upside down in the sky, waterfalls falling upward and rope bridges between floating islands.

    Levels 15–19

    The Inverted Ridges

    Gravity in these mountains follows veins of stone rather than the ground. Shepherds drive flocks across sheer walls and monasteries hang from the undersides of floating islands.

    The ridges around the three valleys are already open to climb, all the way to the Shard Peak, 330 metres up. Their clans and sky ports come next.

A warrior braces behind a round shield as a towering hollow knight brings a greatsword down; sparks fly between the tombstones.

Every swing is a promise you have to keep

Combat is slow to start and quick to punish. Read the wind-up, commit, live with it.

Stamina decides
Attacks, rolls, blocks and sprinting all draw from one bar. Empty it and you are winded: no running until a third of it comes back.
Rolls that save you
A roll is invulnerable for most of its length. Late is the same as never.
Two ways to hold a sword
Sword and shield to block and chain three strikes, or both hands on the hilt for light and heavy blows.
Lock on, circle, strike
Fix your target and move around it. Enemies wander, notice you, give chase, and give up when you drag them too far from home.
Fair hits, even online
The server decides every hit thirty times a second, while your own character answers your hands instantly.

A world that keeps its own time

What comes next

The world is mapped further than anyone has travelled. These lands are planned, in the order you will reach them.

  1. The Inverted Ridges

    Mountain clans, sky ports and mines of the stone that holds weight in the air.

  2. The Crimson Thicket

    A forest that remembers blood. Gardeners grow houses there, and the trees speak in the voices of people who once stood beneath them.

  3. The Salt Mirrors

    A dried inland sea whose crystals reflect somewhere else, sometimes a thousand miles away.

  4. The Crown Rift

    The crater where the Moon struck, and the Last Threshold fortress at its edge. What lies at the bottom may not be a moon at all.

Be there when the next shard falls

Download the launcher once. It installs the game, keeps it up to date and opens it when you press Play on your character.