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Shardpunk 2 News

The second alpha playtest is here!

[p]It's time for another round of playtests! As usual, let's start with instructions: [/p]
  1. [p] Go to Shardpunk 2 Store Page on Steam[/p]
  2. [p] Scroll down to "Join the Shardpunk 2 Playtest" section[/p]
  3. [p] Press "Join the Playtest" [/p]
[p]You will automatically be granted access to the Steam Playtest of Shardpunk 2, and will be able to launch the Shardpunk 2 Playtest from your Steam Library. [/p][p][/p][p][/p][p]This new version, along with a bunch of improvements to the combat phase, gives you a glimpse of what’s going on outside of combat.[/p][p][/p][p][/p][p]You start with pre-leveled characters with available skill points. You can spend them in any way you like. Then comes the combat phase, which contains a single mission.[/p][p][/p][p][/p][p][/p][p]The main goal of this playtest is to get your feedback on the first iteration of the skill system. I have my own thoughts on how it plays so far, but an outside perspective is invaluable - so please consider filling out the survey linked in the game. You can also join our Discord and post the feedback there.[/p][p][/p][p]If all goes well, the next update should arrive in about a month. It will introduce new parts of the game and improve the ones already there.[/p][p]
Looking forward to your feedback!

Take care!
Sławomir “bryqu” Bryk[/p]

Devlog #5: first playtest feedback

[p]Wow - the amount of feedback that I've received after the first playtest went live was huge. When planning my work on the second playtest version, I clearly underestimated the amount of time necessary to dig through all the information. Great stuff, and I thank you all for that![/p][p][/p][p]Also, the great friend of indie game developers, Splattercat himself, posted a vid of his playthrough of the first alpha - how awesome is that?![/p][p][/p][p]The upcoming second alpha will give access to a small set of features related to character leveling, so that you can see and give feedback on the first iteration of the character skills system.[/p][p][/p][p][/p][p][/p][p]As for combat, there will be some changes to it yet, based on your feedback. I have implemented QoL improvements, like a working side scroll in all directions, or the ability to see enemy movement range. [/p][p][/p][p][/p][p]There will also be changes to movement/attack ranges: the issue with too little character mobility was raised many times, so I decided to increase the movement range to the one from Shardpunk 1 (which was 4 tiles per action point), and the weapon ranges followed naturally.[/p][p][/p][p]I do know that the playtest does not do a good job on highlighting some of the keyboard shortcuts and UI stuff. I am confident that in the end, a good tutorial/introductory mission will solve this. Right now I've put some of the info under F1. That being said, too many of you did not know about the % to hit preview which worked in the same way as in Shardpunk 1. However, I did switch its default key from Alt to Shift, so it's me to blame. From now on, both Alt and Shift will do the work.[/p][p][/p][p]The combat in second alpha will use the same set of maps, but there will be a new enemy type present. This, combined with the possibility to level up the characters on your own will give more replayability - and more combinations to test.[/p][p][/p][p][/p][p][/p][p]I am almost ready to release the new version. It will probably go live in the last week of February due to winter holidays I am having in the upcoming week. Man, I do need a break from programming.[/p][p][/p][p]Take care![/p][p]Sławomir "bryqu" Bryk[/p]

Devlog #4: the resolve system

First of all many thanks for everyone who has already posted their feedback for the playtests! If you haven't playtested the first alpha yet, go to the game's Steam page - everyone's invited!

This devlog entry will be about the Resolve gameplay mechanics.

In first Shardpunk, characters had HPs and Stress Points. When the stress reached maximum, the character was panicking - meaning that the player would lose control over them for a couple of turns.

One of playable characters was able to gain some benefits (free Action Points) by increasing their Stress Points, making Stress an interesting combat resource. I wanted to reiterate on this idea in the sequel - and that's when Resolve appeared.

Every character has a number or Resolve Points (RPs) at their disposal. There are actions that cost RP - like the "Rush It!" action, available in the playtest.

("Rush it" action was present in the first Shardpunk, but it had a cooldown instead)



When character's RPs drop to zero and the player does nothing about it, a character will panic at the end of the turn:



There are multiple ways to restore RPs. For example, hunkering down:



Scoring critical hits (or multi-kills) can also restore RPs:



Resolve-based skills, combined with the possibility to restore RPs through various actions might be a nice alternative to cooldown-based skills. I'm having a blast with them, that's for sure. I'm not saying that skill cooldown must go away completely though - but a nice combination of both mechanics might work pretty nice.

And just imagine having an enemy that can clear/reduce your WPs in combat! A mass panic generator (or just an interrupter for your WP-based attacks)!

Take care everyone!

Playtests are available!

[p]Here we go - the first alpha version Shardpunk 2 is available for you to try out!

Instructions:
[/p]
  1. [p] Go to Shardpunk 2 Store Page on Steam[/p]
  2. [p] Scroll down to "Join the Shardpunk 2 Playtest" section[/p]
  3. [p] Press "Join the Playtest" [/p]
[p]You will automatically be granted access to the Steam Playtest of Shardpunk 2, and will be able to launch the Shardpunk 2 Playtest from your Steam Library. [/p][p][/p][p]I will be keeping a slow but steady tempo of content updates for these alphas. My goal is - same as with the first game - to gather feedback as soon as possible. This first version focuses on basics of combat, with all its new features like directional overwatch. It features a single mission.
The game has a survey link - please use it to post your feedback. You can also join our Discord and share your thoughts there.

Looking forward to your feedback!

Take care!
Sławomir “bryqu” Bryk[/p]

Devlog #3: shotguns

Aaaah, 2026 is here! A year in which Shardpunk will have its third anniversary, and a year in which the very first demo of its sequel will be released! Expect the demo to be live in few weeks.

That being said, I want to talk about weapons - and shotguns in particular, as I've decided to test a different approach to how they work. Regular ranged weapons require the player to pick a single target which then gets attacked. Here's how it looks for assault rifles:





In first Shardpunk, shotguns were also single-target weapons. This will change in the sequel: shotguns are short-ranged AOE weapons:



They pack quite a punch, but you need to come really close to make it worth spending the APs. Luckily, there will be ways of adding more Action Points to your characters - but I will talk about it in future devlogs.

As I mentioned at the beginning, the first alpha demo is approaching. I am planning to release frequent demos, gather your feedback and reiterate on it. This approach worked pretty well when developing the first game, so I will stick to it.

I wish you all the best in 2026, and I'm already looking forward to your feedback from the first demo!

Take care!