Shards of Self
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About the Story
A data‑driven world where memories become currency. Mira enters a virtual economy to find her missing brother and discovers that progress is purchased with pieces of identity. She risks herself to rupture the system, pulling fragments into a fragile sanctuary while tech and corporations fight back.
Chapters
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Frequently Asked Questions about Shards of Self
What is the central premise of Shards of Self and its virtual economy of memories ?
Shards of Self imagines a LitRPG world where Axiom's Mnemonic Exchange trades players' memory fragments for in‑game power. Mira enters this economy to find her missing brother, discovering identity cost and corporate exploitation.
How does the Mnemonic Exchange mechanic work in Shards of Self and affect characters' identities ?
Mnemonic Exchange lets players sacrifice memory shards for skills or access. Each trade lowers a measurable Identity Integrity score, reshaping personality and creating ethical stakes as memories become productized by Axiom.
Who are the main characters in Shards of Self and what motivates Mira to enter Axiom Gate ?
Mira Kest, a Data‑Knife class engineer, enters Axiom Gate to locate her brother Theo. Allies include Dax, NORA, Hald, Hesh and Lumia. Her drive is personal rescue, complicated by discoveries about memory commodification.
Is Shards of Self a standalone LitRPG or does it leave plotlines for sequels and expansion ?
The six‑chapter arc resolves the core rescue and exposes Axiom, but it leaves worldbuilding, ethical fallout and unresolved threads around digital personhood ripe for sequels or serialized expansion.
What major themes and ethical questions about memory and technology does Shards of Self explore ?
The story explores identity, consent, corporate power, and the ethics of using memories as currency. It asks who owns experience, whether lost fragments can be reclaimed, and what makes someone 'whole.'
Are there content warnings for Shards of Self and what age group is it best suited for ?
Expect mature themes: memory loss, corporate exploitation, betrayal, and scenes of psychological tension. Recommended for adult readers and older teens comfortable with ethical and emotional complexity.
Ratings
This reads like a slick tech demo that forgot it needed real people in it. The setup—Mira cinching the band, the plaza obelisk, the Data‑Knife class—looks great on a concept board, but the excerpt leans so hard on LitRPG scaffolding that the emotional stakes don’t land. The HUD bullets (INT 14 / AGI 10 / RES 8) and the tutorial ribbon make scenes feel like you're reading patch notes instead of feeling Mira's terror when she sees MNEMONIC EXCHANGE (beta) with its blunt WARNING. That warning is telling, not showing; we need to watch her lose something meaningful early on to understand why she’d risk herself later. Pacing is another problem. The training corridor and holographic dummies move the plot along mechanically, yet important questions—how memories work as currency, who polices the Exchange, and how pulling shards into a “fragile sanctuary” actually bypasses permanence—are handwaved in description or left ambiguous in ways that feel accidental rather than intentionally mysterious. The missing‑brother motive is predictably serviceable: missing sibling → sacrifice memory → rupture system. It's a familiar arc and the corporate antagonists feel like stock villains. Concrete fixes: slow down the opening, give us one intimate memory of Theo that makes a trade painful, and tighten how the Mnemonic mechanics affect identity (show physical or behavioral fallout). The premise is gold; it just needs less exposition and more human mess. 🤨
Short and loud: I loved it. The opening scene (city to grid, Mira cinching the band) is cinematic, and the Data‑Knife choice made me grin — classic player energy. The Mnemonic Exchange is a nasty little twist: sacrifice memory for power? Yikes. The obelisk plaza, the tutorial ribbon, and that cold WARNING line all do heavy lifting to build dread fast. This hits cyberpunk vibes perfectly and leaves me wanting to see Mira punch the system and get Theo back. Bring on the rupture. 🔪🧠
This is the kind of cyberpunk that creeps beneath your skin. The prose is precise where it needs to be — Mira’s hands moving “before her breath did” is a tiny detail that says so much about habit, trauma, and preparation. I especially admired the author’s handling of identity: the HUD’s inventory and the Mnemonic Exchange make the cost of every upgrade literal and intimate. The teaser of sacrifice ("All trades are permanent") is terrifying because it forces the reader to calculate loss the same way Mira does. When she pulls fragments into a sanctuary later (the bits in the story description), I expect the moral calculus will get messier: what counts as self when pieces can be traded away? The litRPG elements are used smartly — not just gamification for its own sake but as a framework to interrogate memory and capitalism. If there’s a complaint, it’s that I wanted more of Theo in the excerpt; his absence is the engine, but I’m eager to see flashbacks or recordings that justify Mira’s obsession. Overall, thoughtful and emotionally resonant — a fantastic blend of gameplay mechanics and ethical inquiry.
I wanted to like this more than I did. The premise — memories as currency — is intriguing, but the excerpt leans a bit on familiar beats: lonely protagonist, missing sibling, sinister corp system. The Mnemonic Exchange warning feels heavy‑handed rather than subtly ominous; we’re told the stakes instead of sometimes shown more dramatically. The LitRPG overlay (stats, starter kit, tutorial ribbon) is fun, but it occasionally makes scenes read like a mechanics patchnote rather than lived experience. Mira is competent and determined, but I didn’t yet feel the depth of her relationship with Theo; without that anchor the sacrifice choices risk feeling abstract. I’ll read on because the concept has promise, and the obelisk imagery is great — but hope the middle chapters slow down to let characters breathe and avoid a predictable “sacrifice‑to‑save” arc.
Technically superb and ethically sharp. The excerpt balances LitRPG mechanics with plain human fear — HUD details like BASE: INT 14 / AGI 10 make decisions feel mechanical, while the Mnemonic Exchange’s permanence raises the stakes immediately. I appreciated the worldbuilding economy: memories as currency is not a fresh idea, but here it’s presented with convincing infrastructure (Axiom Gate, tutorial ribbons, obelisk) that makes the system feel lived‑in. Pacing is tight in the excerpt; the training corridor sequence smartly eases you into gameplay while keeping emotional tension aimed at the Theo plot. Looking forward to how the sanctuary and corporate pushback play out.
Shards of Self hooked me from the first line — Mira cinching the interface band, that small, human moment before she dives into a world that treats memory like cash. I loved how the Axiom Gate plaza unfurls (the obelisk of translucent chips is a gorgeous image) and how the HUD felt both familiar and chilling: Data‑Knife, INT 14, the Mnemonic Exchange beta with its blunt WARNING. That choice scene — staring at the sacrifice prompt — is heartbreaking and so well done. Mira’s search for Theo gives the plot real stakes, but it’s the moral fog around “progress purchased with pieces of identity” that lingered for days. The LitRPG scaffolding (quests, stat ticks) never overwhelmed the ethical core; instead it sharpened it. Gorgeous, tense, and emotionally devastating in the best possible way.
