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Shardpunk News

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.

Shardpunk: Verminfall is a mashup of Darkest Dungeon, XCOM and Skaven

Shardpunk: Verminfall smooshes together a bunch of different ideas you'll have seen before. It's got turn-based tactical combat against rats with magic rifles in a steampunk world already in ruins. It's got the need to keep on moving, lest an approaching rat horde overwhelm you. It's got bunkers in which your party rests, de-stresses, and tools up before moving on.


Kind of a Fallouty, XCOMy, FTLy, Vermintidey mix, then - which together seems very cool. It's out now, and there's a demo.


Read more

Version 1.0.20 is now live!

Wow, the reception is great! I am very grateful for all the feedback and reviews!

And we've just deployed an updated version of the game that addresses some of the most important issues I've managed to fix.

Shardpunk 1.0.20 release notes:

- Fixed an issue with the inability to close the lore screen with the bridge image before the very first shelter phase when using a controller.
- Fixed an issue with the inability to navigate using keyboard/arrow keys through all team skills.
- Made it possible to always see team skill details when on the mission summary screen.
- Added the possibility to choose 16:10 and ultrawide resolutions.


Expect more game updates in the upcoming days! I am happy that you're having fun with the game! Take care!

Devlog #140: Shardpunk is now live!

The moment has finally arrived - I'm thrilled to announce that Shardpunk: Verminfall is officially released! I'm eager to hear your thoughts and feedback. Whether you have suggestions for balancing or difficulty, requests for future updates, or just want to share your experiences playing the game, I'm all ears.

Also, please consider leaving a Steam review - it will help me tremendously.



I want to take a moment to express my gratitude to all the amazing people who have helped me reach this point. First and foremost, a big thank you to my family and friends for their unwavering support throughout this journey. I also owe a debt of gratitude to the talented individuals I've had the pleasure of working with, as well as the dedicated publisher team, playtesters, and the fantastic Discord community.

Without each and every one of you, I would not be where I am today. Your encouragement, feedback, and contributions have made a world of difference in shaping my game and getting it to this point.



Thank you again for your support and enthusiasm throughout this process. I hope you enjoy playing Shardpunk: Verminfall as much as I enjoyed creating it!