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Shardpunk News

Version 1.0.29 is now live!

Hi - here's another update, focused more on QoL and localization stuff.

[h3]1.0.29 PATCH NOTES[/h3]

Localisation/modding:
  • Added the possibility to create custom translations/translation extensions using mods. Here are the first versions of guides related to that:

    Guide: creating language mods Guide: loading language mods

    This is my very first approach to introducing language mods to the game (well, this is my first game in general), so if you find inconveniences/issues or you have questions, do let me know - I'm eager to help.

    (also I'm busy working on the Polish language version, more info soon).
Content:
  • Added a Very Hard difficulty (more enemies, healthier enemies, more stress gain). This is but a prelude to real difficulty customization which I will add in the future.
Balancing:
  • Rat shotgunner attacks now do not shred armor.
QoL
  • Free reload actions that come from skills/upgrades are now separate actions - meaning that the player can choose when to use them.
  • Added an alternate font type support.
Have a great day everyone!

Version 1.0.26 is now live!

Hi - Tacticon announcement/reveal for Shardpunk is just around the corner, and here's the latest game patch.

[h3]1.0.26 PATCH NOTES[/h3]

Bugfixes:
  • Probably fixed issues with the game not loading/not progressing to the shelter phase correctly. I'm not 100% sure about that as I did not manage to reproduce it, and I haven't received feedback on an experimental debug version that I sent to some of the players who reported the issue in the first place.
    Note to every player experiencing this: reach out to me on Twitter or Discord, I am eager to help.

  • Codex entries are now not cropped in 16:10 aspect ratios.
  • "The last one left" trait (applied when there is only one human character left) now does not prevent a character from losing stress.
  • Gunther's pistol overwatch action does not consume main weapon's heat.
Content:
  • Added new achievement: Katana Carnage: Kill five enemies with a katana in a single turn (not bound to a Steam/GOG achievement). I am aware that the total number of unlock points is bigger than the amount of stuff that is unlockable at the moment.
Balance changes:
  • Gunter's "loner" trait is even more effective (increased damage and defence bonus).
  • Hair trigger upgrade now refunds a single AP.
  • Julius: removed the weapon heat cost from his melee attack.
  • Silas: stress cost of Push the Limit now stays at 4 on its max level.
  • Silas: "Gallows Humour" skill now can be used multiple times in the shelter.
  • Silas: Pat your gun increases damage in general, not just the max damage. Reduced the allies’ stress gain from that skill.
  • Reduced the number of free shots for Mycroft's heavy weapon boost action (2/4/6 => 2/3/4).
  • Enemies should now spawn slightly less often in the 1st mission if you are not playing the tutorial level.



Thanks for the great feedback everyone! Take care!

Shardpunk Verminfall is coming to TactiCon 2023!



Hello Community!

We’re happy to announce that Shardpunk: Verminfall is coming to Tacticon 2023 here on Steam from May 11-15 and will be a part of the live showcase! The Showcase starts on May 11th, 7:30PM CET / 10:30AM PST, set a reminder!

[h4]About Tacticon 2023:[/h4]

The second edition of TactiCon gathers over 106 recent and unique strategy games by long-established studios to solo indie game developers. This hand-picked selection tries to embody the broad plurality of the genre, from revisited Grand Strategy to unique Deckbuilding, innovative Turn-Based Tactical and inventive Base Builder and Management games.

[h4]Join our Discord community ⬇[/h4]



[h4]Connect with us on our official channels:[/h4]

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Devlog #141: Tacticon, and a look into the (closest) future

Hi - first of all, many thanks to every one of you who posted a review (we're over 300 already! Great stuff!) or left feedback on the forums/Discord! I am doing my best to read through all of your stuff (though I did have to implement some more strict time management rules to still make sure I am productive as a developer) - so rest assured that even if I haven't posted an answer to your post, I have read it and processed it to an actionable work item on my end.

Let's talk about future plans for Shardpunk. Here's a list of things I want to focus on:

Note that the items in the list come in no particular order, except for the 1st element which has the highest priority.

[h5]1. Stability[/h5]

There are at least two game-breaking issues that some you are experiencing: one related to the game becoming unresponsive after the combat part (especially after finishing a cave mission), which forces a reload and may prevent the player from removing a vermin activity, and one with the inability to load a game if it has been saved during combat. I am working with some of the players who are able to reproduce these issues, and hopefully I will have a fix for both of these issues soon.

[h5]2. Game balance[/h5]

Don't worry, It's not about nerfing Tilly ;). What I want to address is the overall difficulty curve. For starters, I want to reduce the snowball effect that might happen in the late game, especially in Chapter 3. There should be more enemies appearing in the later missions.

What is more, I want to look at certain character skills (example: free shots from Mycroft, combined with a hair trigger) which feel way too OP. I will also look into buffing some of the skills that are reported as too weak for the moment (there are a few nice threads in the forums about the balance stuff). The balance changes will come in small batches and I will be listening to your feedback along the way.

[h5]3. Localisation support[/h5]

I want to add community-driven localisation support to the game, probably using Steam Workshop. I have to do some more research on how to do this, but I'm 100% positive it's doable. And I'm working on a Polish translation as well.

[h5]4. Customizable difficulty[/h5]

This will be an interesting one. I want you to be able to customize your runs in a way that makes the most sense to you. Maybe you want the enemies to have more base HPs? Or you want to have the ability to reload your latest mission instead of starting a new run? Maybe the enemies should not be dropping any stimpaks/grenades, or maybe your base Stress gain should be higher?

Of course the standard difficulty levels will remain, but I do want to add a custom one as well.

[h5]5. New content/QoL stuff[/h5]

Based on your feedback, there's lots of stuff I would like to implement. Few examples:

a) allowing the player to encounter rescuable characters even when they're at max squad size. The player would then have to choose which character they should let go,

b) adding a "blueprints" system that will narrow down the available weapon upgrade types in a run - meaning that you can only upgrade, say, the weapon's auto-cooling system if you happened to find a blueprint that allows that. It will make the runs less predictable, which some of you might like (still, this should be present as a customizable difficulty option),

c) more shelter actions, more ways to spend these Shards!

d) numerous QoL changes: more game speed options, alternate fonts, removing camera movement restrictions, movement waypoints system, colorblind mode, more key binding options, enemy tooltips,

e) more tangible content - new enemies, a new playable character, perhaps...?

[h5]6. Improved controller/Steam Deck support[/h5]

The game can be played with a controller, but there are moments where the UI focus is lost and you need to have a mouse to help you out - I want to address that as well. Also, I might reconsider the current "d-pad is used to navigate through some of the menus" approach and put all of the top buttons/categories (team skills, unlocks, codex) under L1/R1 navigation.

Note that the above list is not set in stone and it might change based on your feedback.


Also, last but not least, some good news: Shardpunk will be featured on Tacticon that starts May 11th! I hope that it will allow even more players to find out about the game!

Thanks for reading! And again, thanks for all the feedback! And if you haven't posted a review on Steam, consider doing so!

You all rock, take care!

1.0.24 hotfix is now live!

Hi - I've managed to identify and fix a potentially game-breaking bug. It should not happen often, but still.

[h3]1.0.24 PATCH NOTES[/h3]
  • Fixed an issue with the game behaving broken if somehow a character has entered the shelter while still being affected by the support bot's support aura. Prevented such a situation from happening from now on. The faulty game state will still have characters in combat showing the “affected by bot’s support mode” trait, but it will disappear after the next combat or after the next time they leave the bot’s aura.