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Stoneshard News

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Hello, mercenaries!

This December’s Equipment Update II is almost around the corner: expect a few more devlogs about its new features and content in the following weeks.

As the work on the update continues at full speed, we’d like to ask you to nominate our game for the “Best Game You Suck At” award - it probably won’t be too far from the truth. After all, “the game that rewards persistence, and is not for the faint of heart” is a perfect description for Stoneshard, and we’ll greatly appreciate your support!

That’s all for now. Make sure to stay tuned: there'll be a new devlog tomorrow!

Devlog: Throwing System



Hello everyone!

In this devlog we’ll tell you about a new, previously unannounced mechanic, which will be added with the Content Update II, planned for this December. This mechanic is...

Throwing items! Initially, we didn’t plan to add this feature during this stage in development, however it ended up necessary for the implementation of certain new consumables, so we had to adjust on the fly. So how does it work and what can you do with it?



For the most part, throwing is used for dealing extra damage to enemies. It’s worth mentioning that any item in the game can be thrown. The resulting distance, the amount and type of damage depend on a thrown item’s weight and material. For instance, if you lob heavy stuff such as moose antlers at someone’s head, you’ll deal heavy damage as long as they are not too far away. A pine cone, on the other hand, is only good for attracting attention.

Additionally, certain items have unique properties:

  • By throwing a potion at your enemy, you can apply its effect for a quarter of its base duration.
  • Clay and glass items shatter into pieces, dealing piercing damage.



  • Breaking a bottle of alcohol or oil on an enemy greatly increases their flammability. On top of that, foul liquids getting into their eyes will make it hard to concentrate on combat...
  • Highly flammable items (made from cloth or paper) will burn in fire. Pyromancers, watch your flames!



  • A heavy enough item can trigger a claw trap or a pressure plate.
  • The amount of noise generated by a thrown item depends on its weight and material. The sound of breaking glass will attract much more attention than a tumbling acorn.
  • It’s no easy task to restore a thrown tomato to its original form. Only throw tomatoes you don’t need!
  • The same holds true for ale mugs - it’s hard to throw them without spilling their contents.
  • And so on...


[h2]Weapons[/h2]



Weapon-throwing is a completely different thing. Instead of weight and material, it takes a different factor into account - a weapon balance, which combines item weight and its aerodynamic properties. The better the balance, the further and more precise a throw will be, and the more damage it will deal upon connecting.

Most daggers and light axes can be easily thrown, offering you a significant edge in combat. Certain spears (not halberds) are slightly worse in this regard. When it comes to swords, maces, and two-handed weapons, they don’t fly far, and they don’t deal significant damage, as these weapon types aren’t well-suited for throwing. It’s also not always a good idea to overuse this mechanic even with a suitable weapon - doing so will quickly drain its durability.



Naturally, your character stats are factored in as well: the damage for throwing any item is influenced by Perception, Strength, and Agility, the distance is decided by Strength, and the hit chance (including the Crit Hit chance) depends on Perception and Agility.

Keep in mind that throwing is meant to be only a supplementary combat mechanic and not a play style, so we don’t plan on introducing a dedicated skill tree for it. It’s unlikely that you’ll be able to beat the game by throwing axes and daggers, although you can still give it a try.

That’s all for now. Stay tuned for future devlogs - we still have a few more surprises up our sleeve!

Hotfix 0.6.0.17 - Japanese Localization

• Added Japanese localization.
• Fixed the error in the hit detection algorithm, which hadn’t been correctly factoring in Dodge Chance when calculating hit chance for arrows.
• Fixed archers being resurrected with a ranged weapon after dying with a melee weapon.
• Fixed “Blaze” granting double reduction for active Cooldowns.
• Fixed dogs being able to open doors.
• Fixed the bug causing Reputation gain each time you take a free beer from Brukk.
• Praying at shrines now immediately restores some Morale and Sanity.
• “Deafening Roar” is now put on cooldown when the fight begins.
• Snakes can no longer poison when missing their attacks.
• Fixed the issue with changes to cursed items' stats not being correctly displayed.
• Fixed the issue with two or more Ghasts casting “Binding Sigil” simultaneously.
• Increased prices of most consumables.
• Decreased prices of all treatises.
• «Anticipation»: Applies the target with [-10 > -5]% Dodge Chance [10 > 4] after landing a shot and grants [5 > 7.5]% Accuracy for [10 > 4] turns when missing.
• «Flame Saturation»: [Replenishes 5% Max Energy > Grants -20% Spells Energy Cost for 2 turns] each time an enemy within Vision is ignited.

Devlog: Current Plans


Hello everyone!

The work on follow-up patches for the “Way Forward” update is complete, so in today’s devlog we’d like to give you more details about our future plans.

The current state of the game is such that we can no longer add new content to the existing map: there’s simply not enough space for it anymore. The small scale of the game world creates a number of temporary restrictions, which overall render the experience less enjoyable, such as randomized treatises, instantly respawning dungeons, skewed gear and character progression, sudden difficulty spikes, caused by the lack of area for more starting dungeons, and so on.

Therefore, our top priority is to expand the map and add the first major town, which will finally allow us to resolve most of these issues. This task will take a lot of time and effort, but it will most definitely pay off - our game will finally work as it was initially intended, paving the way for many long-awaited features, from the trait system and character generation to the improved economy and a new enchantment system.

Other than that, the global map will also require implementing a large number of accompanying, closely linked systems: a foundation for the caravan system, new points of interests, new enemy factions, significant changes to the progression, and more. All of this will be a part of the next major update, “City of Gold”, which will be approximately released in Q2 2021.

In the meantime we also plan to release a large content update before the end of 2020, which will help you pass the time while waiting for the upcoming major changes. This update will include two new weapon types: two-handed axes and hammers, their skill trees, new gear, new traps, new combat consumables (including nets and placeable claw traps), and a few other things. There’ll be more details about these additions in the following devlogs.

For now, we’d like to share some of the results of our recent work:



Until next time!

Hotfix 0.6.0.16 – Changelog

  • Fixed the bosses not being spawned during NPC rescue contracts.
  • Fixed the Soulstealer Curse not working properly.
  • Fixed the crash during the dialogue with Verren.
  • Heraldic Note now improves your reputation with Mannshire.
  • Fixed the low durability of sarcophaguses.
  • Fixed the bug causing ranged enemies to continue using their ranged Accuracy value after switching to melee.
  • Fixed the crashes caused by issues with modifiers.
  • Fixed the crash on loading if the player saves their game after being attacked by the Wraith’s “Dissipation”.
  • FIxed the crash caused by two Ghasts casting “Binding Sigil” on each other.
  • Fixed incorrect stat colors for quivers and arrows.
  • Fixed the bug with enemies using consumables while stunned.
  • Fixed the bug with the sound effect of dropped gold being heard across the entire zone.
  • Fixed “Baptism by Fire” reducing modifiers’ duration by an incorrect amount.
  • Fixed “Concussion” applying resistance reduction for an incorrect duration.
  • Removed another possibility of luring the Troll from his zone.
  • Fixed the Brigand Ambusher using an incorrect sprite after switching to melee.
  • Added sound effects for wooden amulets.
  • Retrieving the Boar Head now slightly improves your reputation with Osbrook.