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Shards of Order News

The Reaver

[p][/p][p][/p][h2]Hello Everyone ( ˶ˆ꒳ˆ˵ )[/h2][p]December is coming in hot (literally - im driving to work with a bike and a rain coat), and we wanted to wish you all merry christmas. Take this opportunity to rest, meet up with your friends and family if you can, but most importantly, enjoy yourselves. To hopefully make this time a little more jolly, we prepared a little gift for you in the form of… [/p][p][/p][h3]A new Class![/h3][p][/p][h2]The Reaver[/h2][p]The Reaver is an arrogant prince of a fallen empire, with a tricky moveset that forces the player to take full advantage of the game's movement system. He weaves between different attack modes by utilizing his weapons switch mechanics. Behold![/p][p] TRAILER[/p][previewyoutube][/previewyoutube][p][/p][p]He rocks an insane switching scythe which he uses to thrust, cut and confuse his enemies. To adjust to the different modes his scythe provides, the reaver adapts by switching his stance to one of the following:[/p][p][/p][p][/p][p]Note: The names of the stances will probably change, we’re still figuring out the lore around the character so we’ll see what fits. For now the running idea is snake stance for the offense and lion stance for the defense (but feel free to share ideas if you have any).[/p][p][/p][p]Each found weapon compatible with the Reaver class will react differently to certain stances, for example his starting weapon gives 4 shields when entering short stance and applies 4 strength when entering long stance. [/p][p][/p][p]There are a few ways for the Reaver to manipulate his stance but the main ones are swapping positions with a different hero:[/p][p][/p][p][/p][p]And using cards with special effects:[/p][p][/p][p][/p][p]By utilizing the switching mechanics, and the passive effects of his weapons we get a really satisfying and unique way of playing. Movement used to be a way to simply negate damage when it was necessary, but with the reaver in the equation, players have to adapt and to use the system to engage with his combos. [/p][p][/p][p]Other than that, he has the ability to taunt his enemies by laughing, and making fun of them in many different languages. This causes all attacks, even the ones targeting multiple heroes, to be directed solely on the Reaver. [/p][p][/p][p][/p][p]If you have an idea for a line in your local language we should give him, share it in the comments![/p][p][/p][h2]Wrap up[/h2][p]Hope you enjoyed this little treat, we’re certainly happy with how the new class looks and feels when playing. I especially like the snappy sound his scythe makes when switching modes, that being said, we have one more playable character planned for the final version, so stay tuned for that. Once again, we wish you wonderful holidays, tasty snacks, amazing gifts, but most importantly…[/p][p]
[/p][p]Stay safe!
Fardust team[/p][p]
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Cast Your Vote

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[h2]Hello Everyone (˶ˆᗜˆ˵)/[/h2][p]Good evening, as you may remember, last week we posted our little character redesign update, that was a little bit of a hit & miss. We still think that the characters need some cool features, but we’ve decided to give you the final say when it comes to some of the details, in the form of a survey. There’s not many of us here, so your vote carries real weight that can shape how the game looks.[/p][p][/p][h2]Scholars New Clothes[/h2][p]This post will be more scholar focused. He specifically was the most controversial change that a lot of you seemed to dislike, so we’d like your detailed opinions on this. We’ve prepared 4 versions of him that we think are suitable for the final product, they may not yet final, but they will help guide us to a better final design.[/p][p][/p][p][/p][p]The survey has some additional fields if you want to share your thoughts on the designs of the other characters as well.[/p][p][/p][p]Share your opinion here: [/p][p]https://forms.gle/EDbwNr6VQPLQsXip7[/p][p] [/p][h2]New VFX System[/h2][p]Another thing we’re working on to further improve the look of the game is a new VFX system.The visual effects it creates will be used to decorate the arenas, maps, certain attacks as well as enemies. Lemme tell you. It looks insane. [/p][p][/p][p]One of the first things we’ve upgraded with it is the warriors' new redesigned arm. It gets more intense the more rage he has. We’re really happy with how this turned out, you can really feel the rage building up in the arm, and makes the warrior feel more badass than ever. Take a look:[/p][p]
[/p][p]We’ve also used the system to bring atmosphere into one of our arenas by adding a really cool looking fog:[/p][p][/p][previewyoutube][/previewyoutube][p]Here's how it helped us bring out the ominous aura around Morgain's giant sword:[/p][p][/p][p]We’re really excited about the possibilities the new VFX system provides for us, it has the potential to make it a whole lot better of a game than it was in the demo. Stay tuned for more updates on that matter, and make sure to tell us what you think![/p][p][/p][h2]Wrap up[/h2][p]Thank you to everybody who participated in our little survey, as well as the criticism that led to its creation. We hope to hear more of your feedback as we move forward, your opinions matter to us, and we’re closely listening.

Have a great rest of the week and as always…[/p][p][/p][p]Stay safe!
Fardust team[/p][p][/p][p]Q&A form https://forms.gle/RjVhs3oSfyjRQtrH9
Join Our Socials: TikTok, Blue SkyDiscord, x.com.[/p][p]
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Character Redesign

[p][/p][p][/p][h2]Hello Everyone ദ്ദി◝ ⩊ ◜)[/h2][p]We hope November treated you well, and so will December with all the Decemberish activities, but we’ve come with more things to show off and talk about. This week also won't have much gameplay to show off, but we’re gonna have a lot of that to showcase soon. Lets get into some of last weeks changes and shenanigans. Starting with the main topic:[/p][p][/p][h2]Base Hero Redesign[/h2][p]As we released more and more freaky beasts and horrors beyond our imagination we’ve realized that the most important characters (our squad), are looking extremely basic in comparison to the rest of the world, like they got dropped from their 9-5 straight into the world of Shards of Order. No more of that, we’ve added characteristic features that connect to their lore and the world around them, now they start to feel like they belong. And here's the result of that ◝(ᵔᗜᵔ)◜ [/p][p]
[/p][p]As some of you have already realized in the previous week, the Warriors hand has become more ethereal, ghostly or maybe otherworldly. This makes sense for the story we created for him, it's constantly in our face and makes us wonder, what the hell happened to him? That's for you to find out in the full version.
[/p][p][/p][p]The scholar was probably the most boring character we’ve had in our demo. No characteristic features, no interesting background, out the window with you. The scholar is now slowly mutating and losing his mind. He’s becoming the Lost. Is this process reversible? Can we save him? Who knows… (we do).[/p][p][/p][p][/p][p]The scholar in particular was a journey to get right, we had to iterate his design quite a few times before we settled on his current look. Any of the previous ones catch your eye?
[/p][p][/p][p]My personal favourite is the exile, she now apparently shoots magic arrows that float around her, the amount that's floating will reflect the current status of her quiver, which should add some extra juice to her model. What about the halo you probably think, well all i can say is that it's not only a visual, but again, connects to her story.
[/p][p]Tell us what you think about the new looks.[/p][p][/p][h2]Crafting & Trading[/h2][p]The next feature we’re working on, but it's kinda too early in the development to showcase is the crafting and trading systems. It lets us combine or trade certain items in exchange for others, to be used in quests, upgrading our equipment, or creating little trinkets that help us with our battles.[/p][p]
[/p][p]We’re hoping that these features will add more… familiarity? That it will ground the story down a little? Making what use we can of whatever we can get our hands on in a world that's literally breaking down. This feature can potentially change the entire feel of the game, we’re really hoping that it's gonna change for the better. It's kind of a big change to the economy and balance, so we’re just gonna have to see if it's even possible to implement with the budget we were given.[/p][p][/p][h2]Artists Leaked Footage[/h2][p]This is big. We got our hands on some crazy footage that was shielded by a 200 word password, it came straight out of our head artist's secure folder. Don’t ask me how I got this. Rejoice:[/p][p][/p][p]Jokes aside this is an enemy for the new area we’re working on, can you guess its theme based on this footage alone?[/p][p][/p][h2]Wrap up[/h2][p]We’re almost done creating all the mechanics and enemies for the next area and we’re gonna show them off very soon. Things are going well. I’d say so far we’re on track to finish the main story questline by the end of Q1 like we anticipated, but things happen, and if they indeed do, we’ll let you know.[/p][p][/p][p]Stay safe!
Fardust team[/p][p][/p][p]Q&A form https://forms.gle/RjVhs3oSfyjRQtrH9 Join Our Socials: TikTok, Blue SkyDiscord, x.com.[/p][p]
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Our Visit in Shanghai & UI Rework

[p][/p][h2]Hello Everyone ૮ ˶ᵔ ᵕ ᵔ˶ ა[/h2][p]Hope yall had a great week and are ready for an even greater weekend. Things are definitely energetic on our end. We’ve been polishing our UI non-stop since the demo ended and we’re finally ready to show you some of the results. Besides that we’ve been doing some marketing work behind the scenes by applying for and appearing at conventions.[/p][p][/p][h2]WePlay[/h2][p]Our first convention that we appeared on was WePlay in Shanghai on November 22 to 23, where people had a chance to play our demo. We also featured some of the other games our company made, those being Bermuda Survivor and Tainted Grail : The Fall Of Avalon. Both of those games are fully out on steam, and are hella cool so go check them out if you like what we do! Supporting them supports us as well 🙇‍♂️
[/p][p][/p][p]It was super nice to see people come up, play our game and be excited. Thank you, thank you, thank you!!![/p][p][/p][p]There are also other events that we’ve got a big chance to be featured in, but nothing's certain yet so we won't provide much detail for now.[/p][p][/p][h2]UI Rework[/h2][p]We’ve also been tinkering with the UI and how everything fits together, more changes are coming, but we’d like to share our work so far anyways. The new equipment panel is my favourite part. In the demo, the UI here was very cluttered and hard to navigate, we could see players clicking stuff back and forth, cycling through the menus and feeling lost. The changes are meant to limit the amount of buttons on the screen to bare minimum, so that we can enjoy the wonderful art and not stare at them damned rectangles all the time.[/p][p][/p][p][/p][p]The new map is also coming along quite well, it is already implemented and very close to its final version. We’re aiming for similar results here, limiting the amount of UI on screen at any time, and the amount of clicks that the player has to do in order to  move around.[/p][p][/p][p][/p][h2]Skill Tree Changes[/h2][p]The new skill trees were already teased in one of our previous posts, but here they are! Fully functional, animated and looking sexy. And with it, you can see what we’ve thought of, in terms of increasing the base stats of our heroes.[/p][p][/p][p]
[/p][p]It is insanely satisfying to navigate, and with all the SFX, it is finger licking good. We’re really proud of how it turned out.[/p][p][/p][h2]Controller Support[/h2][p]We knew it was coming, but it's happening sooner than we expected. Our game is gonna be fully playable on controllers, and steamdeck. It's entirely possible that our upcoming playtests are gonna have the controller support already implemented and functional.[/p][p][/p][h2]Wrap up[/h2][p]I know… we didn't showcase much gameplay this time around, but we're very close to finishing a playable version of the first chapter and we’re starting to cook up the second one. This will come with a new plethora of enemies and mechanics, but we’re not quite ready to showcase them yet. Anyways, we’ll see yall next week.[/p][p][/p][p]Stay safe!
Fardust team[/p][p][/p][p]Q&A form https://forms.gle/RjVhs3oSfyjRQtrH9
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Important News & New Adversaries

[p][/p][p][/p][h2]Hello Everyone /ᐠ。ꞈ。ᐟ\\[/h2][p]Sorry for the delay on this post, we’ve had some internal talks and we determined to post after the talks are over. We’re here to shed some new light on the state of the game, release date, and all the other stuff that comes with it. After all the boring talk, we’ve also got some new things to show you.[/p][p][/p][h2]The News[/h2][p]So, without further ado, what is it? Well we’ve learnt how the entire production will work and we’re in high spirits, we’ve been given a fair amount of time to make this game as good as it can possibly be, and we’re planning to do just that. We’re gonna push to complete the main story of the game by the end of Q1, and from there we’ll determine how much time we need to polish the game and add some side stuff. With that said it is entirely logical to assume that the game will release somewhere in 2026, we just don't yet know the precise date. There will be no early access, we’ll try to make the game come with around ~10h of playtime in a single playthrough. We think this should be enough when you consider that the idea behind the game is creating a story that reacts to your choices, giving it a lot of width.[/p][p][/p][h2]Play tests[/h2][p]We are also planning to organize occasional playtests, so if you’re interested in having an even stronger impact in shaping our game, then we strongly encourage you to join our discord server and look out for new posts. The spots will probably be limited though.[/p][p][/p][p]With that out of the way ♪ “Let’s get down to business”♪.[/p][p][/p][h2]New Adversaries[/h2][p]As our battle system expanded so has our base of new freaky beasts, and eldritch horrors, we’ve decided to showcase some of them in this post, cuz they’re WAY too cool. Some of them you’ve already in the background of some other things we’ve showcased, but here's a dedicated post.[/p][p][/p][p]There’s also quite a bit of lore building around them, you’ve already met the blackwing legion, they’re an ambitious and crafty bunch. They realized that they can use the lack of the law of death for their own benefit, by making others lose their minds they can create an immortal army that's easy to control. Those that succumbed to their wicked ways, turned into beings known as …[/p][p][/p][h2]The Slaves[/h2][p]Mindless, relentless with no sense of self. They roam the land unable to either end their suffering or take control of their own minds.
[/p][p][/p][p][/p][p]They’re weak individually but their numbers are a source of both their power, and major satisfaction when wiping the floor with multiple enemies each turn. They utilise the new wave mechanics really well, truly feels like we’re fighting against an immortal army.[/p][p][/p][h2]Villagers[/h2][p]Those that out of fear or cunning somehow avoided being turned into the lost, had no choice but to assist the legion in order to avoid being turned themselves. Some of them are known simply as the villagers.[/p][p][/p][p][/p][p][/p][p]They offer more of a challenge than the lost, since they’ve retained their logical thinking, they can be quite deadly if you don't manage your time well enough.[/p][p][/p][h2]The Fire Priest[/h2][p]As a treat we’ll also show you one of the elite enemies, the fire priest, and its… prey. This creature is a member of the legion as well. This fight is connected to an important point in the plot, and it can really test your understanding of the game if you want to achieve the optimal result.[/p][p]
[/p][p][/p][p]The fire priest also has a second version that we scrapped, we will probably still reuse it as a kind of mage buff type for the villagers, because he is already fully rigged.[/p][p][/p][p][/p][p]Look at the way the blacksmith dangles after getting hit. Isn't he the cutest?[/p][p][/p][p](you notice anything suspicious in this gif?)[/p][p][/p][h2]Wrap up[/h2][p]That about wraps up today's post, we’re gonna continue as usual, with a new update post coming out every week. Although over the previous weeks we’ve realized that planning for an exact date is kinda hard to do, especially in the holiday season. Therefore this time, I’ll just say… See you next week! :D[/p][p][/p][p]Stay safe!
Fardust team[/p][p][/p][p]Q&A form [/p][p]https://forms.gle/RjVhs3oSfyjRQtrH9[/p][p] Join Our Socials: TikTok, Blue SkyDiscord, x.com.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]
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