In Brief:
- Aug. 5 marks the start of Clan Wars Season 1 in Shard Legends, coinciding with the SLCW token generation event that brings the token to market at 12:00 UTC.
- Originally scheduled to wrap July 20, the Imperial Tickets mining season has been stretched to Aug. 4, handing players an extra day to turn quest points into claims on the TGE distribution.
- The season represents the first complete battle for the game’s 18 Cities of Power, where whichever clan holds a city dictates its taxes and half of all in-game token spending flows into the Clan Prize Pool.
The studio announced in a post on X that Clan Wars Season 1 in Shard Legends will open Aug. 5 — the same date SLCW begins trading.
Markets open at 12:00 UTC. Because the token generation event and the season kickoff share a clock, the first competitive clan season begins with a live market price attached to it.
The Era of Great Wars Begins — Season 1 of Clan Wars Starts August 5!
@solanagaming
The world of Shard Legends is about to change forever.
On August 5, the gates to the first-ever Clan Wars Season will open. Forge alliances, build your power, and lead your clan into a newShard Legends: Clan Wars (official site) | $SLCWView on X ↗
“The Era of Great Wars Begins,” according to the studio. “The world of Shard Legends is about to change forever.”
Mining window pushed to Aug. 4
Launched June 8 at 12:00 UTC, the Imperial Tickets mining season had a July 20 close date on the books. The studio has since carried it through Aug. 4 — one day ahead of the TGE.
A quest board is where tickets originate. Finishing quests generates points, and each 100 points converts into a single Imperial Ticket. Rather than resetting, points roll over, letting players build up totals across the full season.
Quests are graded from T1 Common through T7 Mythic, and the highest tier can be worth as much as 100 points. Leaderboards, meanwhile, update every hour and display the top 10 players in each ticket category.
Two ticket types, uneven split
Of the distribution pool, 15% goes to Silver Tickets, while Gold Tickets claim the other 85%. Holding any ticket guarantees a cut of the SLCW distributed at the TGE.
What the season is fought over
The 18 Cities of Power form the backbone of Clan Wars. Capturing one calls for a Sword of Power, and the clan that holds it earns tax revenue along with access to a unique regional resource.
City treasuries are managed by Lords, who also set the tax rates. Of the funds collected, they retain 15% and distribute 85% to citizens. Registering in a city earns a player a daily salary that scales with Reputation.
Because trade routes can be blockaded entirely, clans are nudged toward treaties and diplomatic leverage rather than pure warfare. The capital, Greyholm, generates the Imperial Seal and ranks first in the conquest order.
Any city that came out of the Genesis Era in a more developed state enters Clan Wars with a stronger economy and better defenses.
Burn and prize pool
The team describes SLCW as running on a Sovereign Token Economy, where player activity determines total supply. A Dynamic Hard Cap sends 50% of every in-game token spend to a permanent burn, with the remaining 50% topping up the Clan Prize Pool awarded to seasonal champions.
Of the allocation, 83% sits with players. Elsewhere, the design features dynamic anti-dump vesting, 80% real-yield LP-backed liquidity and daily soft-staking boosts for holders.
Background
The founding season, Genesis Era, closed Feb. 15 with a $30,000 prize pool and Founder NFT status at stake. Spots on the Founder’s Council are capped at 1,000.
OnGame Studio — operating as OnGame Limited out of Hong Kong — listed the game on the Solana Mobile dApp Store on June 26 for Solana Mobile and Seeker devices. Clearing quests in the Borderlands earns Seeker holders free Welcome Chests of equipment.
NPC merchants don’t exist here. Instead, raw resources trade through a Black Market order book, and standardized T1 to T4 armor and weapons move on an Equipment Market supplied by 13 professions.
Once Arena PvP launched, the studio said average revenue per paying user climbed 667.5% to $43.12.












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