1. Shardpunk
  2. News

Shardpunk News

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]

Follow us on Twitter See developer Tweets

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.

Version 1.0.23 is now live!

Hi! First of all, thanks again for the great reception. Shardpunk has now more than 200 reviews, and it happened in less than a week from its release! This is awesome.

I am doing my best to keep up with all the feedback I am receiving. Be assured that I have plans to keep fixing, tweaking and expanding the game. I will be handling it, one update at a time.

[h3]Shardpunk 1.0.23 PATCH NOTES[/h3]
  • Bugfix/QOL: Added a separate toggle to hide the mouse cursor in the game's options. This should allow the players who prefer using the controller to work around some of the game-is-losing-ui-elements-focus issues, until I get to the root of the problem.
  • Fixed broken Steam achievements. Made sure that the game auto-updates the ones that have already been reached by the player (it should happen automatically during combat/shelter phase).
  • Probably fixed an issue with rescuable characters not always appearing. Not an easy one to track/reproduce, so just let me know if it's still an issue.
  • Rose now has the Close and Personal trait (+50% crit for adjacent tiles), and Tilly has the Fragile trait (-1 to max HP). This does not affect the current run in progress.
  • Tilly: reduced the number of times the AP gets refunded when using the Katana Combo skill. Also, she gets a movement range penalty after the first combo kill.
  • Tilly's sharpen the katana skill has its damage gain reduced, but it adds critical chance to melee attacks.
  • More melee enemies now appear after the bunker breaching process starts.
  • It is now possible to use the "open bunker door" action that consumes a Fusion Core even when the bunker is already in the breaching mode, to speed up the breaching process.
  • Increased cooldown on support's bot intimidate action.


Also, I will be taking family time off for a few days on the last days of April / first days of May. Expect huge productivity boost from my side after that :)

Thanks again for your support and feedback!

1.0.21 hotfix is now live!

Hi! While I'm prepping an update with more changes, here's a 1.0.21 version with a hotfix that should make the game playable for the unlucky few who reported missing graphical assets.

Again, thanks everyone for the great reception and for fantastic feedback! I believe I will be able to make the game even more enjoyable with every next update!

Take care!

[h3]Shardpunk 1.0.21 PATCH NOTES[/h3]
  • Bugfix: fixed an issue with missing graphical assets on machines that had Turkish set as their main language in the operating system.