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Steam Next Fest Livestream

Hey everyone!

Make sure to tune in for our livestream and check out Bryqu, the one man army behind Shardpunk, play and guide you through the demo!

Make sure to let us know what you think about the new demo here, on the Steam forums, or our official Discord server!!

Have a great Next Fest, and remember if you like any of the featured games, then:

New demo for Steam Next Fest is here!

The Steam Next Fest is starting soon! This will be a great opportunity to test out some interesting games - including Shardpunk, as I've just released a brand new demo!

This demo allows you to pick a new character for your party: Julius, an Imperial shock trooper, who is skilled in dealing heavy damage with his heavy rifle - and with a chainsaw attached to it!





I've also included a tutorial section, which will guide you through your first turns of the game.



I hope that the demo will get you hooked! If it will, do make sure that you've wishlisted the game - nothing gives me more clear feedback than your interest.



Also, the demo holds a survey link - if you have any thoughts on Shardpunk that you'd like to share, please do. You can also join the Discord channel and chat with me there.

Thanks for reading! Enjoy the demo! And do leave me some feedback!

Devlog #135: hand-holding tutorial

Different games have different entry levels. Some of them do not require much knowledge from a player, meaning that even a less-experienced person might play them with little to no introduction to game rules (think platformers, mobile stuff). These games are perfect for public showcases at, say, gaming expos, as you can basically get anyone to sit and insta-play it.

Shardpunk, on the other hand, needs some more introduction. I mean it's not a genre-defining title, but it does deviate from XCOM-like games. So it does need a tutorial - and one that guides the player through their initial actions, explaining the rules.

Long story short, I've added such a tutorial to Shardpunk.



It guides the player through the first few turns, teaching them the basics of combat, looting, and other useful stuff.

This rat shotgunner from tutorial should always relocate itself to the same place and reload its weapon.

After a few turns, the game opens up. And then there's another tutorial part when the player enters the shelter



Furthermore, I made sure that this tutorial (in a slightly changed form) is present in the new demo that I am working on - so you will be able to give it a spin in the nearest future!

Take care!

Devlog #134: shelter phase changes

Ah, feedback loops. Everyone in the IT industry knows that one of the crucial things when creating software is to keep these loops short. You really want to know what the end users think about your product.

This is even more important when creating a game. After all, there are no user requirements that came from the customer. I mean the players will have some expectations (if it's an XCOM-like title, they won't expect dynamic, real-time battles... or at least I hope so), but the main requirement is that the game should be simply fun to play.

(Shooting rats is fun! Though they sometimes fight back) (I mean it was really the rats who started the fight, so it's the player who is fighting back)

And because it's not really easy (maybe even impossible) to define what "fun" is, iterating becomes the most important part of the game creation process. And I'm happy that I have a great community of playtesters that give me lots of awesome feedback!

Recently I've decided to take a closer look at feedback regarding the shelter phase, and I found some very interesting observations there. Here's what a shelter phase looked like in one of the older builds:



As you can see, there were shelter actions available at the bottom. The player was also able to hover their cursor above different things, and for some of them, a text near the mouse cursor was displayed.

When the player clicked something on the screen, two different things could happen:

if it was a lore-only prop, a short character message was displayed:





If it was something related to an action, a proper action button would become highlighted at the bottom. This also included characters - when you clicked on them, the "heal" action would become highlighted:



It turned out that players were getting confused when they first entered the shelter. The most common issues were that:

a) they didn't know that it was possible/necessary to change the active character to see different actions,

and

b) they thought that the whole phase has a point'n'click interface, and action buttons at the bottom are redundant, as all stuff could be reached by just clicking on different parts of the shelter.

Clicking on a character with LMB (so a legit way of switching characters during combat) was not working here (RMB was working, but it was counterintuitive). Also, seeing all the healing actions for every character all the time was implying that the actions menu indeed holds all the possible actions and that they don't depend on the currently selected character.

As a solution, I changed the approach to the shelter healing actions. Previously, every character had the possibility to heal every other character. Now I've made sure that only one "heal" action is visible at a time, and that it belongs to the currently selected character.



The other thing I changed (and it was slightly heartbreaking) was removing the mouse-clicking-on-screen thing completely. There are no more mouse hover texts over shelter objects. The only way to interact with the actions is by using the buttons. Yes, I had to sacrifice some of the coolness of clicking through shelter elements; on the other hand, that feature would not be available on a console port (assuming it will become a thing), as there'd be no mouse cursor there.

These changes helped make the shelter UI more readable, and that was confirmed during recent playtests.

Feedback loops are awesome. Still, the biggest piece of feedback that I'll receive will come from all the people who will try out the full game after it releases. And that's gonna happen in the nearest future. I am extremely thrilled (and scared) because of that!

OK, this post is long enough, so I'm gonna wrap it up already. Take care, have a great day, and do join me on the Discord channel!

Devlog #133: 2022 wrap-up

This year I learned what it means to finish creating a game. The last months have been insanely rich in lots of playtesting and iterating on some of the game rules/design.

Just as you believe that the game is done-done, there are some new suggestions/issues that should be addressed before the release. And I'm not even talking about the good old scope creep, as it's often not a case of "I need to add more playable characters" thing, but more of a "this character needs rebalancing, and this mechanic could be made more meaningful".

This is how games are made. Their core goal is to entertain, and I am lucky enough to have people around the game that are constantly giving me feedback on how to improve the product. This is great, and I'm extremely joyful because of it. The game is in its best form since, well, ever!



Currently, Shardpunk is undergoing the process of transitioning from "done" to "shippable". I cannot wait to join the ranks of indie developers who actually managed to ship their first game as a commercial product!



With the release date scheduled for Q1 2023, it won't be long before Shardpunk will be publicly available. I mean we're still talking about a few months - but as I am working on the game for a few years already, that's literally nothing.

2023 will be a good year, and I wish all of you the best! May all your wishes come true! Take care!