Category: Articles: Deep Dive

Deep dive articles into the parts of the Shattered Bounds world.

  • Inspiration – Deep Dive

    Date: January 12, 2026

    Article: DD-03

    TLDR

    • Shattered Bounds is an AR MMORPG parallel to the real world, inspired by works like Trapped Mind Project, Frieren, and Sword Art Online – built for player independence and the joy of exploration.
    • Player Rooms take cues from FFXIV housing: cozy, personal AR spaces layered over your real environment where you display trophies, companions, and interact with crafting and the player portal.
    • The living world draws from Guild Wars, Log Horizon, and Solo Leveling: breaches, rift zones, and events localized to safe real-world spaces like parks and fields, giving the world an evolving, reactive feel.
    • The tone and systems mix Frieren’s quiet wonder, Kate Daniels’ grounded world logic, myth-inspired monsters, Monster Hunter–style crafting, and SAO-like skill growth through use, with voice- and motion-driven AR abilities.
    • AI personalization inspired by Trapped Mind Project aims to keep core gameplay shared while customizing details like skill descriptions and NPC dialogue so each player’s experience feels uniquely their own.
    • What’s Next: First story article

    The Inspirations Behind Shattered Bounds

    When people ask me, “So what is Shattered Bounds?” I usually boil it down to something like this:

    Shattered Bounds is an Augmented Reality MMORPG running parallel to the real world, where players embody their characters and live the experience in their own cities.

    That’s the short version. But a world this big doesn’t appear out of nowhere. This post is a look behind the curtain: the stories, games, and experiences that shaped the Shattered Bounds concept and the world it lives in. It’s not a list of things I’m copying, rather a map of the ideas that lodged in my brain and refused to leave until they were given a new home.

    If I had to describe Shattered Bounds “just by vibes,” I’d call it:

    A mix of Trapped Mind Project (freedom within reality), Frieren (the joy and quiet wonder of adventure), and Sword Art Online (taking control of your own experience).

    From there, everything else branches out.

    Parallel Markets and Portals – Valerian and The Man Who Planted Trees

    A huge part of Shattered Bounds is the idea of overlaid worlds – walking through one reality while seeing another.

    The first time that really clicked for me visually was while watching Valerian and the City of a Thousand Planets, specifically the market scene:

    • People wearing mixed reality gear,
    • Interacting with a world that ordinary bystanders can’t see,
    • Two realities occupying the same physical space.

    Image from: The movie Valerian and the City of a Thousand Planets

    That’s exactly the feeling I want players to experience:

    • The inhabitants of Shattered Bounds exist all around,
    • But you can only interact with them through adventurer glasses – Magi-Tech created by The Guild.
    • Take the glasses off, and the world “disappears”; put them on, and the city suddenly has another layer.

    On the immersive, scenic side, The Man Who Planted Trees installation at the Museum of Nature in Ottawa, Ontario was a direct inspiration for Shattered Bounds: Tower:

    • Floor and wall projections transform a room into something else,
    • You get the feeling of stepping into a different place without ever leaving the building.

    For SB: Tower, I want projection mapping to:

    • Make you feel like you’re walking through portals into new realities,
    • Let us re-skin spaces easily – different dungeons, forests, ruins – without rebuilding the physical room every time,
    • Combine with AR overlays so everyone shares the same base world, and then their glasses add personal layers on top.

    AI and Personalization – Trapped Mind Project

    The Trapped Mind Project by Michael Chatfield heavily influenced how I think about personalization in Shattered Bounds.

    What grabbed me most was:

    • How skills are described differently for each player,
    • How the same magic can look and feel different depending on how it’s expressed.

    For Shattered Bounds, that means aiming for a world that feels as personal as possible, without breaking the shared gameplay.

    Some of the things I would love AI to customize for each player:

    • Skill descriptions – two players might “feel” their magic in different metaphors or visual language.
    • NPC dialogue nuances – small differences in how characters speak to you based on your history, choices, or interests.

    The core experience still needs to be shared – players need to see the same battlefield, enemies, and events so the game is coherent and fair. But within that, there’s room for:

    • Small gimmicks,
    • Personal triggers,
    • Moments where someone says, “Wait, you didn’t see that?” because a detail was uniquely tuned to them.

    That contrast between shared world and personal perception is one of the things that excites me most.

    The Feel of the Journey – Frieren, Kate Daniels, and Myth

    If Shattered Bounds had a heartbeat, a lot of its rhythm comes from Frieren (anime) and the Kate Daniels series by Ilona Andrews, mixed with a love for real-world myths.

    Screenshot from Frieren Season 1, Episode 23

    From Frieren, I take:

    • The quiet moments between big events,
    • The gentle joy of exploring dungeons,
    • The excitement of finding treasure in places that might not want you there.

    Exploration in Shattered Bounds should feel like:

    • Wonder – you’re seeing something you weren’t meant to see in an ordinary park.
    • Dangerous but hopeful – risk exists, but so does the sense that you can overcome it.
    • Exciting – small-scale, personal, but still heroic.

    From Kate Daniels, I borrow more from the world logic than the surface details. That series uses tech/magic swings to explain:

    • Why the world is the way it is,
    • Why certain things work sometimes and fail at others.

    In Shattered Bounds, instead of literal tech/magic waves, I’m building around:

    • A reality split,
    • Where Magi-Tech from our world allows adventurers to interact with a magic world that’s trying to bleed back in.

    The gear you use and the tools you carry are rooted in our reality – but designed specifically to withstand the other one.

    As for monsters and myths, I like working with real-world mythologies because they give everything a grounded feel:

    • Greek, Russian, Babylonian, and other mythologies provide a familiar anchor.
    • You recognize a creature’s general idea even if you’ve never read a bestiary.

    The plan is to:

    • Respect the base explanations and origin stories of those creatures,
    • While reimagining how and where they appear in Shattered Bounds,
    • Especially in relation to why they’re showing up near certain rifts or locations will evolve, but this gives us a clear start to design around.

    Living Events and Breached Worlds – Guild Wars, Log Horizon, Solo Leveling

    Shattered Bounds is built on the idea that the world is not static. That comes from a mix of Guild Wars (pc game mmorpg), Log Horizon (anime), and Solo Leveling (anime).

    From Guild Wars, I love:

    • Sudden world events,
    • Areas under invasion,
    • And the moment when players spontaneously gather to push something back.

    I’m fascinated by how those events briefly reframe the map: a familiar location becomes a temporary hotspot that demands attention.

    From Log Horizon, what stuck with me is how events can permanently change the world if you don’t address them in time. That sense that:

    • If you ignore something too long,
    • The game world itself evolves – sometimes in ways that aren’t convenient for you.

    Screenshot from Log Horizon Season 1, Episode 16

    It makes the world feel less like a backdrop and more like a living system.

    Screenshot from Solo Leveling Season 1, Episode 11

    From Solo Leveling, I was drawn to:

    • Dungeon gates appearing at random across cities,
    • The idea of tears in reality that let monsters spill through.

    You can already see echoes of this in SB: Battlegrounds: breached zones where enemies cross over and need to be dealt with.

    In Shattered Bounds, I imagine world events as:

    • Occurrences in town zones and parks,
    • Often timed or location-based,
    • Always grounded in what’s safe and practical in the real world.

    We’re not literally opening dungeon gates on main streets. Instead, think more along the lines of Monster Hunter Now:

    • The map highlights rift zones,
    • Specific monsters spawn in those areas,
    • Players choose when and where to engage.

    Screenshot taken from Monster Hunder Now website:
    How to Play – Monster Hunter Now

    The danger is thematic and in-world, but the actual activity is designed around real safety and real locations.

    Systems and Progression – Another Eden, Monster Hunter, Sword Art Online

    Underneath the fantasy, Shattered Bounds still needs systems that feel good to play with.

    From Another Eden (mobile game) and Monster Hunter (video game), I love:

    • Hunting specific monsters for materials,
    • Monster-based crafting, where gear is built from what you’ve actually fought.

    I’m drawn to the idea that:

    • Gear is not something you just buy from a store,
    • But something that comes from your experiences and choices.

    The exact grind/accessibility balance is still to be decided – that will likely be shaped during development of SB: Tower and beyond – but the principles are:

    • Certain enemies and drops only appear in specific zones,
    • There can be limited-time events or special occasions with unique materials,
    • World bosses and special encounters provide distinctive rewards.

    From Sword Art Online (anime), I’m drawn to:

    • The idea of no fixed classes,
    • Skills that grow through use,
    • Player skill being a major factor in performance.

    For Shattered Bounds, that starts to look like:

    • A skill system with branches for:
      • Combat,
      • Magic,
      • Crafting,
      • Utility.
    • Skills that interact with AR in specific ways:
      • Magic is vocal: certain spells use spoken incantations or voice commands.
      • Combat is action-based: skills trigger from specific movements or combos with your weapon controller.
      • Crafting is also action-based: swinging a hammer or performing certain motions can improve your results over time.
      • Utility is interaction-based: asking NPCs the right questions builds up skills like Identify, which might eventually let you see incoming attacks or hidden information.

    The goal is a progression system where what you do and how you do it matters as much as numbers on a sheet.

    Your Own Space in the World – Player Rooms and FFXIV

    One of the clearest influences comes from Final Fantasy XIV and its player housing. What I love most about those spaces is simple:

    • The coziness.
    • The feeling of, “this is my corner of the world.”
    • The ability to customize it until it feels like home.

    In Shattered Bounds, that same feeling shows up in the concept of the Player Room. I want this space to evoke:

    • Comfort – a place you return to between adventures.
    • Pride – a room that visibly reflects what you’ve done and who you are.

    Because Shattered Bounds is augmented reality, the Player Room isn’t just a floating digital box. It overlaps with your real environment. That means thinking about:

    • How virtual objects can exchange places or sit alongside real furniture.
    • How we can add perceived depth and layers even in small or awkward physical spaces.

    It’s not only for trophies on the wall (though there will absolutely be trophies). It’s also where you:

    • Display companions,
    • Arrange lore items,
    • Interact with crafting and the economy,
    • And connect to your player portal.

    The Player Room is where the adventure breathes out – and where your story settles into something tangible.

    Bringing It All Together

    Looking across all of these inspirations, a few themes stand out:

    • Player independence – shaping your own path, build, and experiences.
    • Layered realities – two worlds occupying one space, and you choosing to step between them.
    • Adventure with stakes – dangerous but hopeful, wondrous but grounded.

    I’m not trying to copy any single work. Each influence contributes a small, specific piece:

    • Valerian’s market scene for AR overlay,
    • FFXIV’s housing for Player Rooms,
    • Guild Wars and Log Horizon for living events,
    • Solo Leveling for breaches and rifts,
    • Frieren for quiet wonder,
    • Kate Daniels for history and logic of the split,
    • Monster Hunter and Another Eden for crafting,
    • Sword Art Online for skills and freedom,
    • Trapped Mind Project for AI-driven personalization.

    Together, they outline a set of parameters – a box of constraints and possibilities – that Shattered Bounds can grow inside.

    If there’s only one thing you remember from this post, let it be this:

    I’m building Shattered Bounds for player independence and the joy of exploration – to give people a way to walk through their own world and see it, just for a little while, as something larger, stranger, and more alive than it looked the day before.

    That’s the vision all these inspirations are pointing at. The rest is just the work of bringing it to life.

  • Moving Forward into 2026

    Moving Forward into 2026

    Date: December 29, 2025

    Article: Final 2025

    TLDR

    • 2026 is focused on turning Shattered Bounds: Battlegrounds into a fully playable v1 experience: core systems (M1) complete, M3 gameplay underway, M2 (spatial mapping) planned once hardware arrives, plus enemy AI data collection, a prototype weapon controller, at least two missions, core World Bible sections, and a player portal MVP.
    • The year is paced by quarters: Q1 cleans up M1 and pushes into M3 gameplay and HUD/UX polish; Q2 brings in spatial mapping (M2) once a headset and cameras are secured and deepens telemetry and tools; Q3 focuses on content, operations, and first closed playtests; Q4 runs structured alpha tests to be ready for a small public pilot in Summer 2027.
    • Key focus areas are tech (low-latency performance, controller MVP, robust telemetry, AI-ready data), experience/content (first game mode + variant, GM scripts, onboarding, basic narrative), business/logistics (company structure, venue conversations, realistic pricing models), and audience-building (steady blog cadence, interested local players, and regular concept/world art).
    • A solid year-end outcome for 2026 is: at least 50 successful alpha playtest sessions, stable technical performance (crash and latency targets met), and substantial progress through Milestone 5—even if some polishing stretches into early 2027.
    • As a bonus goal, 2026 is also about starting to find a small core team—ideally adding at least one long-term partner (artist, musician, writer, or programmer)—with the clear note that there’s no cash budget yet and discussions are about future collaboration once funding is secured.
    Six players face off against an army of kobolds and the kobold lord.

    Where SB: Battlegrounds Stands at the End of 2025

    2025 was about getting from “idea on paper” to “a working foundation you can build a real experience on.”

    By the end of the year:

    • M0 (Foundations) is complete.
      Core telemetry, basic enemy template, safety boundaries, sound system, and the first GM console skeleton are all in place.
    • M1 (Networking & Core Systems) is effectively complete.
      A local host is set up, the networking layer is running, the GM console is wired into the host, and test sessions with a host, GM console, and two test players are working end-to-end.
    • The first version of the Player HUD is complete.
      Players now have a real HUD connected to the live game state, instead of just debug visuals.
    • M2 (Spatial Mapping) is postponed.
      Spatial mapping depends on hardware (a mixed reality headset and spatial cameras) that isn’t in hand yet. The current roadmap shifts to M3 first, with M2 slotted in once equipment is available.

    That means 2026 starts with a working networked prototype, a functioning Player HUD, and a clear, hardware-gated path toward spatial mapping and on-site testing.

    2026 Targets: What “Done” Looks Like

    2026 is the planned completion of SB: Battlegrounds, allowing for alpha testing in the winter. 

    By the end of 2026 we should have the following:

    Product/Tech:

    • A fully playable SB: Battlegrounds v1 experience ready for beta testing (beyond closed internal tests).
    • Enemy AI collecting data and beginning to train, even if early behavior is still simple.
    • A completed prototype weapon controller for sword-based play, integrated into the game loop.

    Business:

    • Legal structure and basic company setup sorted (registration, bank accounts, accounting basics).
    • Initial partnerships and funding goals identified, with at least some early conversations underway (venues, sponsors, grants, etc.).

    Content:

    • At least two missions ready and tested (King of the Hill and Party Raid).
    • Core sections of the World Bible drafted (history, factions, core locations, monster logic).
    • A player portal MVP that can surface basic stats and session history.

    Our Goals for each Quarter:

    These are directional, not rigid. They’ll flex as hardware, budget, and time allow—but this is the shape of the year.

    Q1 2026 – Consolidate M1 and Push into M3

    • Clean up and harden the Host / Client / GM scene split.
    • Continue polishing the Player HUD and core UI.
    • Begin practical gameplay development under M3:
      • Strengthening the basic King of the Hill loop,
      • Hooking more systems into telemetry,
      • Ensuring networking behaves under more edge cases.
    • Work toward securing the MR headset and spatial cameras needed for M2.

    Q2 2026 – Spatial Mapping & Deeper Telemetry

    • Start M2 (Spatial Mapping) once hardware is available:
      • Map a test arena,
      • Validate tracking and boundaries in real space.
    • Expand telemetry and tools so every test session produces useful data.
    • Continue refining core gameplay and performance as spatial mapping comes online.

    Q3 2026 – Content, Ops, and Closed Playtests

    • Build and polish at least two missions / variants for SB: Battlegrounds.
    • Develop GM scripts, safety briefings, and onboarding flows.
    • Run first closed playtests with a small circle of players:
      • Use feedback and data to refine encounters, pacing, and HUD.
    • Flesh out the player portal MVP for stats and basic progression.

    Q4 2026 – Alpha Testing and Pilot Prep

    • Enter a sustained Alpha testing phase:
      • Aim for multiple structured sessions with repeat players,
      • Track technical stability and gameplay feel.
    • Prepare for a small pilot run in Summer 2027:
      • Tighten operations, booking flow, and on-site procedures,
      • Validate costs and potential pricing ranges in spreadsheets and small experiments.

    Milestone 5 (M5) is the stretch target here; the focus is to have most of it in place, even if some polishing flows into early 2027.

    Key focus areas

    Technology

    • Stabilizing performance with minimal lag, so hits and enemy movement feel smooth.
    • Finalizing a minimum viable spec for the first weapon controller and testing it in real sessions.
    • Making telemetry and tools robust enough that every session teaches us something.
    • Planning AI data sets so battles provide clean inputs for training enemy behavior and future AI “directors.”

    Experience & content

    • Locking in the first core game mode (King of the Hill) and at least one variant.
    • Writing and iterating GM scripts, safety briefings, and player onboarding flows.
    • Establishing basic narrative context so players know why they’re fighting here, not just how.

    Business + logistics

    • Completing company structure, bank accounts, and accounting basics.
    • Starting early conversations with venues or partner spaces for SB: Battlegrounds.
    • Building realistic cost and pricing models (even if it’s mostly spreadsheets at this stage).

    Audience-building

    • Maintaining a consistent blog cadence (deep dives + dev logs).
    • Growing a small but real list of interested local players.
    • Sharing concept art and short video snippets regularly to give people a sense of The World as it evolves.

    Measuring Success for 2026

    By the end of 2026, a strong outcome would be:

    • At least 50 successful alpha playtest sessions run (internal + small external group), with notes and telemetry for each.
    • Clear technical stability metrics:
      • Crash rates within acceptable bounds,
      • Latency and performance targets consistently met on the chosen hardware.
    • Major progress through Milestone 5, with SB: Battlegrounds v1 ready to support a small public-facing pilot in 2027.

    Even if a few details slide into early 2027, the direction is clear: SB: Battlegrounds should feel like a real, playable experience, not just a prototype on a laptop.

    Bonus

    Long term, I want Shattered Bounds to be built by a small, focused team. 2026 is about proving the concept, but it’s also the year I start looking for that team.

    I’ll consider 2026 an extra win if I’m able to bring on at least one long-term creative or technical partner:

    • An artist,
    • Musician,
    • Writer,
    • Or programmer,

    to help build Shattered Bounds alongside me.

    At this stage, there is no cash budget for paid work. Any conversations in 2026 are about:

    • Exploring fit,
    • Aligning on vision,
    • And sketching out what future collaboration could look like once the project is funded.

    If that still sounds exciting, you can reach out at: contact@shatteredbounds.com

    Here is a Bonus for you. My daughter wanted something funny so she asked for the poster to be designed with Chicken Nuggies monsters. Enjoy 🙂