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Shardpunk News

Version 1.0.30 is now live!

Hi! A new language has arrived and the gamepad controls have been tweaked.

[h3]1.0.30 PATCH NOTES[/h3]

Localisation:
  • Added Polish language version.

QoL
  • Improved controller support - the game should be now playable without the occasional mouse support.


I'm starting to work on new features and balancing updates now. Take care!

Devlog #142: game design talk: more rescuable characters

Hi! I have recently started working on adding the "more rescuable characters" thing to the game, and I would like to share some of my game design thoughts on this topic.

(before I continue, I wanted to mention that the next game update will include improved gamepad support, localization fixes, and hopefully, Polish language support. It should be released in a few days!)

Anyways, back to the game design talk: one of the things I wanted to change, based on your feedback was making sure that you can encounter more rescuable characters along your way.



Currently, if your party is not at full strength (meaning less than four characters plus an automaton), there is a chance of finding a survivor. If you manage to reach and revive them, they will join your party. However, once your party is at full strength, you will no longer encounter any more survivors.

To make the runs even more enjoyable and diverse, I wanted to modify this system. The change seemed simple: survivors would appear during combat even if your squad is at full strength, and players would be able to choose who stays in the squad. However, this raised several design questions:

When should the players be allowed to change the squad composition?

Should it be right after reviving the fifth member? At the end of a mission? After the shelter phase?

The game's UI was not able to display six character portraits in the top-left. While it seemed like it could handle it:



the game also needs to work with 16:10 aspect ratios:



and it needs to look good in gamepad mode:



Requiring the player to reorganize their party immediately after reviving an additional member would solve the UI issue (as there'd never be more than five characters in total), but it didn't feel right. The player might be in the heat of battle after rushing to revive the survivor. Introducing a "reorganize your party NOW" dialog window in such a moment would be off-putting.

So, I ended up cleaning up the UI:



And the player will be able to reorganize the squad at the end of the mission, just before the shelter phase.

I could allow the dispatched character to still be present during the shelter phase, but the player wouldn't care about that character as they would be dispatching them anyway.

Should the difficulty change when you have five characters plus an automaton?

After you revive the extra survivor, you might be slightly overpowered - after all, you're running around with one extra character. Should the game try to be tougher during that time? I think that it shouldn't - after all, if you've decided to take a chance and dash to revive that survivor, here's your short OP moment for the remainder of this encounter.



What should happen to the upgrades?

Ah, yes. After finishing a mission with one extra squad member, you need to dispatch someone. The thing is, characters can have their weapons upgraded. A player wouldn't want to let go of a squad member if it meant losing all of their weapon upgrades, especially since it's possible to remove upgrades during the shelter phase.

I've decided that a character being let go will have their weapon upgrades automatically removed. It may seem unfair for that character, but I couldn't see any other way to handle it. The player really doesn't want to lose their weapon upgrade points.



What should happen to the dispatched character?

So the player has reorganized their squad, and let one of the characters go. Should that character somehow reappear again? If that's the case, should they have the same skills the player picked previously? If that's the case (and I think it is the correct approach), the save system needs to be expanded to take care of this.

As you can see, even a relatively minor change in gameplay rules can trigger a multitude of smaller decisions that need to be made. And I suppose that's one of the reasons why I love game design so much!

Thanks for reading and for playing my game! You all rock, take care!


Hotfix 1.0.29.7 is now live!

[h3]1.0.29.7 PATCH NOTES[/h3]

Bugfixes:
  • Fixed an issue that could cause a Fusion Core not to appear in the player's inventory after a pickup.

Hotfix 1.0.29.6 is now live!

Hi! This week I'm releasing a smaller hotfix, addressing some modding-related issues and few in-game bugs.

[h3]1.0.29.6 PATCH NOTES[/h3]

Bugfixes:
  • “All in” skill from Silas now correctly counts enemy kills (it was counting attacks before).
  • Rose’s “weak spot” skill does not deal 3 extra damage if it’s at level zero.
Modding:
  • Game now supports Japanese glyphs that can be used by the modders.
  • Made sure that character names get correctly refreshed after game's language is changed.
  • Added missing translation keys and support for some existing translation keys. Details:

    - "characterDetails_teamSkillRemainingPoints" key is now used in Team Skills button tooltip
    - added "combat_retaliation" key for the "Retaliation!" text
    - added "general_shelterAPCost" key for the AP cost text in the shelter phase
    - added "achievement_progress" key for the achievement progress box header



Higher difficulty, Language Mods and Award Nominations!



Hello Shardpunk fans!

We’ve just released a brand new update adding Very Hard difficulty (we’ve noticed some of you felt like the game was not hard enough), the support for the language mods as well as some balance and QoL changes.

That’s not all! This weekend Shardpunk: Verminfall is participating in the retro gaming event with 3 award nominations!

[h3]New Difficulty Settings: Very Hard[/h3]

  • everyone starts the game with 1 grenade and 1 stimpack (same as on Hard difficulty)
  • enemy pods are bigger
  • enemy HP is increased by 1 compared to Hard
  • increased stress gain for characters




[h3]Language Mods Support[/h3]

We are currently working hard on other improvements for the game so new localisations must wait for a while. Still, as we are noticing a lot of questions about more language versions, we decided to share special tools and give you the opportunity to start preparing your own translations.

Check out the guides below to be sure how to prepare your mods:

Creating Shardpunk language mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2977728078

Loading Shardpunk language mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2977742925

[h3]3 nominations at Pixel Heaven 2023[/h3]

This weekend Shardpunk: Verminfall is participating in the Pixel Heaven 2023 - the largest retro gaming event in Europe!



It is also a part of Intel Pixel Awards Europe 2023 ceremony at the event with 3 nominations:

  • Best Gameplay
  • Retro Roots
  • Indie Grand Prix


Keep your fingers crossed!

Join our Discord or visit Shardpunk’s Steam forums to tell how do you like the latest update!



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