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Devlog #145: (almost) six months in: a recap

Wow, I can't believe it's been almost half a year since I released Shardpunk! And it seems to be doing pretty well - we're on a great way to reach 500 reviews!



As this was the first game I've ever released commercially, I am very happy with the results.

Since the release, I've been able to introduce a number of new features and changes to the game, based on your feedback. Let's do a quick recap.

[h2]New character type: electromancer[/h2]



Leah came with a free Rat Pack DLC. Her ability to teleport, plant traps, and deal massive AOE electrical damage opened up a few new ways to handle the rat extermination business.



This electric girl did make it to rank A in the famous Stryk3r's Guide to Characters, Very Hard Guide!

[h2]New enemy type: Stun lancers[/h2]

Knife-wielding rat grunts causing you headaches? Brace yourself for their older cousins armed with stun rods! These new enemy types, including a few others, have been introduced in the Rat Pack DLC.



[h2]The Dread system[/h2]

To make the in-combat stress management more interesting, I've introduced the Dread system. This revamped the way the quirks are acquired. I've also added a few new quirks!

[h2]Explosive barrels[/h2]

I mean, everyone loves these.



[h2]Renaming Characters[/h2]

Allowing you to add your own names or nicknames to the characters was a small change, but it made the experience more personal.



[h2]Shelter types[/h2]


Three new specialized bunker types have been added, bringing the total number of different shelters you can explore to four, each with its own unique actions and props.

[h2]New mini-quests, new map layouts[/h2]



More replayability equals more fun.

[h2]Difficulty/balance changes[/h2]

This is an ongoing process. I've added the Very Hard difficulty and recently allowed the starting/max squad customization as some of you like a tougher challenge.

[h2]Character bonds[/h2]



Have you managed to keep your heroes alive for a number of missions? If so, they're going to benefit from it!

[h2]QoL Changes[/h2]

I've added several quality-of-life improvements, including gamepad support, an alternate font, widescreen resolution support, and displaying HP as numbers. And I'm not finished yet.



So, there you have it! Again, I am extremely happy and thankful for all your support. While I'll continue to support Shardpunk, I'm also contemplating my next steps. Stay tuned for more details in the coming weeks!

Also, here's a cool video about Shardpunk and its updates - enjoy!

Thanks again, and have a great day!

Shardpunk: Verminfall Updates Recap From Realms Deep 2023!

Hey everyone!

Firstly, we’d like to, once again, thank you all for providing such valuable feedback for Shardpunk: Verminfall. Since the release, your thoughts and opinions have helped us shape the game into what it is today.

We’d like to take this opportunity to summarize all the major features that got added to the game over the course of the last 6 months!

[previewyoutube][/previewyoutube]

Two free DLCs, a handful of new features, tons of tweaks and improvements!

In short: now’s a perfect time to play through Shardpunk once again, if you haven’t in a while.

And if you haven’t played yet, we strongly recommend embarking on an adventure in Capitol right now, there hasn’t been a better time!



[h3]Connect with us on our official channels:[/h3]
Follow Shardpunk Developer on Twitter Follow Retrovibe on Twitter Visit Retrovibe Publisher Page

Shardpunk: Verminfall is coming to Realms Deep 2023

Hey everyone!

We're excited to let you know that Shardpunk: Verminfall is coming to Realms Deep 2023!

Join us this Saturday, 30 September at 8 PM CEST / 2 PM ET / 11 AM PT on twitch.tv/3drealms!

Make sure to grab snacks and drinks, and get ready for one of a kind show!

We hope to see you there,

Clockwork Pile and Retrovibe

1.1.6 release is live!

[h3]1.1.6 PATCH NOTES[/h3]

New stuff:
  • Added new map layouts and special encounters.
  • Added the possibility to customize the starting/max party size.


Skill/balance changes:
  • Gideon: changed Entrenchment skill into Serial Shots. When activated it prevents the character from moving this turn and refunds up to 2 AP on enemy kill, with a limit depending on the skill's level.
  • Michael: Tactical Order now has an AOE.
  • More enemies now appear in mid/late game.


Bugfixes:
  • When a character leaves a party, they now give back all the items they had during combat.
  • Finishing a game on Hard difficulty retroactively completes the achievement of finishing the game on Normal/Easy difficulty.
  • Fixed an issue with the inability to close a hint in a shelter in a specific case.


Take care!

1.1.5 release: shelter types

[h3]1.1.5 PATCH NOTES[/h3]

New features:
  • Introduced shelter types. There are four shelter types available, each with different actions:

    Military bunker: allows claiming extra upgrade parts, searching yields more grenades,

    Medical bunker: allows full healing with no medical supplies cost, searching yields more medical supplies/stimpaks,

    Greenhouse bunker: allows party-wide Dread reduction and extra bonuses,

    Warehouse/storage bunker: similar to the pre-update bunkers.

  • Introduced dynamic shelter props that can appear in any shelter type:

    Chess set: grants defense bonus and dread reduction,

    Distillery: grants poison immunity and dread reduction,

    Oil can: increases bot’s movement range,

    Stove: increases bonuses from eating food supplies.

  • Introduced two new shelter actions (boosting the energy cell, power stimulant injection)

  • Introduced new map layouts.



Bugfixes:
  • Characters who were rescued during a mission now can bleed out during such a mission.
  • Gunter’s Penetrating Shot action now is unavailable if his weapon is overheated.


As usual, I am waiting for your feedback!