Hi! First, a heads-up: another game update is coming, and should be available in late November/early December. The update will focus on two major things:
Path waypoints system
Some of the players pointed out correctly that the game does not allow you to move around poison clouds easily. Well, that will be fixed in the upcoming update.
Workshop support for translation mods
Finally, you will be able to upload your mods directly to Steam via Steam Workshop, without the need to use third-party apps like Nexus Mods.
Other than that, the update will introduce a few QoL changes and minor game fixes.
You might have also noticed that I've dropped the "Verminfall" part from the game name. I believe it will make the title easier to memorize and pronounce; heck, I hope that it might even have a positive impact on sales!
Also, simplifying the game will make it easier for me to figure out a name for the game's future sequel.
Speaking of a sequel: Shardpunk is selling pretty well and I consider it a success - especially as it is the first ever commercial product that I have created. However, the game did not earn enough money for me to immediately start working on another title - so I work at a day job (and a very awesome one!) again that allows me to live on.
I still plan on making another game. I just cannot say when this will happen.
In the meantime, I will be supporting Shardpunk with at least minor updates and fixes. As I mentioned above, the latest one will be landing in less than a month.
Thanks for reading! And if you feel you know someone who would like to play Shardpunk (especially with its new, shorter name ;) ) - do let them know about the game!
Take care!
Devlog #145: (almost) six months in: a recap
Wow, I can't believe it's been almost half a year since I released Shardpunk! And it seems to be doing pretty well - we're on a great way to reach 500 reviews!
As this was the first game I've ever released commercially, I am very happy with the results.
Since the release, I've been able to introduce a number of new features and changes to the game, based on your feedback. Let's do a quick recap.
New character type: electromancer
Leah came with a free Rat Pack DLC. Her ability to teleport, plant traps, and deal massive AOE electrical damage opened up a few new ways to handle the rat extermination business.
Knife-wielding rat grunts causing you headaches? Brace yourself for their older cousins armed with stun rods! These new enemy types, including a few others, have been introduced in the Rat Pack DLC.
The Dread system
To make the in-combat stress management more interesting, I've introduced the Dread system. This revamped the way the quirks are acquired. I've also added a few new quirks!
Explosive barrels
I mean, everyone loves these.
Renaming Characters
Allowing you to add your own names or nicknames to the characters was a small change, but it made the experience more personal.
Shelter types
Three new specialized bunker types have been added, bringing the total number of different shelters you can explore to four, each with its own unique actions and props.
New mini-quests, new map layouts
More replayability equals more fun.
Difficulty/balance changes
This is an ongoing process. I've added the Very Hard difficulty and recently allowed the starting/max squad customization as some of you like a tougher challenge.
Character bonds
Have you managed to keep your heroes alive for a number of missions? If so, they're going to benefit from it!
QoL Changes
I've added several quality-of-life improvements, including gamepad support, an alternate font, widescreen resolution support, and displaying HP as numbers. And I'm not finished yet.
So, there you have it! Again, I am extremely happy and thankful for all your support. While I'll continue to support Shardpunk, I'm also contemplating my next steps. Stay tuned for more details in the coming weeks!
Shardpunk: Verminfall Updates Recap From Realms Deep 2023!
Hey everyone!
Firstly, we’d like to, once again, thank you all for providing such valuable feedback for Shardpunk: Verminfall. Since the release, your thoughts and opinions have helped us shape the game into what it is today.
We’d like to take this opportunity to summarize all the major features that got added to the game over the course of the last 6 months!
Two free DLCs, a handful of new features, tons of tweaks and improvements!
In short: now’s a perfect time to play through Shardpunk once again, if you haven’t in a while.
And if you haven’t played yet, we strongly recommend embarking on an adventure in Capitol right now, there hasn’t been a better time!
Shardpunk: Verminfall is coming to Realms Deep 2023
Hey everyone!
We're excited to let you know that Shardpunk: Verminfall is coming to Realms Deep 2023!
Join us this Saturday, 30 September at 8 PM CEST / 2 PM ET / 11 AM PT on twitch.tv/3drealms!
Make sure to grab snacks and drinks, and get ready for one of a kind show!
We hope to see you there,
Clockwork Pile and Retrovibe
1.1.6 release is live!
1.1.6 PATCH NOTES
New stuff:
Added new map layouts and special encounters.
Added the possibility to customize the starting/max party size.
Skill/balance changes:
Gideon: changed Entrenchment skill into Serial Shots. When activated it prevents the character from moving this turn and refunds up to 2 AP on enemy kill, with a limit depending on the skill's level.
Michael: Tactical Order now has an AOE.
More enemies now appear in mid/late game.
Bugfixes:
When a character leaves a party, they now give back all the items they had during combat.
Finishing a game on Hard difficulty retroactively completes the achievement of finishing the game on Normal/Easy difficulty.
Fixed an issue with the inability to close a hint in a shelter in a specific case.
Take care!
1.1.5 release: shelter types
1.1.5 PATCH NOTES
New features:
Introduced shelter types. There are four shelter types available, each with different actions:
Military bunker: allows claiming extra upgrade parts, searching yields more grenades,
Medical bunker: allows full healing with no medical supplies cost, searching yields more medical supplies/stimpaks,
Greenhouse bunker: allows party-wide Dread reduction and extra bonuses,
Warehouse/storage bunker: similar to the pre-update bunkers.
Introduced dynamic shelter props that can appear in any shelter type:
Chess set: grants defense bonus and dread reduction,
Distillery: grants poison immunity and dread reduction,
Oil can: increases bot’s movement range,
Stove: increases bonuses from eating food supplies.
Introduced two new shelter actions (boosting the energy cell, power stimulant injection)
Introduced new map layouts.
Bugfixes:
Characters who were rescued during a mission now can bleed out during such a mission.
Gunter’s Penetrating Shot action now is unavailable if his weapon is overheated.
As usual, I am waiting for your feedback!
Hotfix 1.1.4.5 is now live!
1.1.4.5 PATCH NOTES
Bugfixes:
Fixed an issue that could break character details in some situations.
Reinforcement tweaks: they tend to have more rat grunts starting from chapter 2, and the reinforcement appearance rate is slightly randomized.
QoL:
Camera now does not pan to newly uncovered enemies if they are on the screen already.
Bugfixes:
Poison mortar rats should now behave more aggressively (they tend to hunker down a lot if they were in a close proximity of an explosive barrel).
Thanks for reading!
Devlog #144: Character bonds
Hello everyone!
Now that the dread mechanics are in place, I am focusing on adding one extra major feature to the game: character bonds.
After characters fight a few missions together, they will form a bond. A bond is a connection between two characters that provides some nice bonuses. Every time a bond is created (or upgraded, which happens automatically every few missions), the player can choose a bonus.
A character can be bound to only one other character. If the bondmate dies/leaves the party, the bond is, well, broken (at least in most cases, but you will see it for yourself).
As for the bond bonuses, I do not want to spoil them, so let's focus on the ones from the gif above.
The overwatch bonus allows you to make even better use of overwatch reaction attacks. Combine it with the support bot's aura to stop worrying about overheating weapons for maximum efficiency.
The damage bonus pumps-up your damage output when bondmates are close together - so you're getting a free weapon damage upgrade, as long as you don't split.
If all goes well, the bonds feature will be added to the game during the next update that I am planning to release on August the 10th. I will be taking some time off next week, hence the longer wait period.
Thanks for reading, and have a great day!
1.1.3 release: dread mechanics
1.1.3 PATCH NOTES
New features:
Added Dread mechanics to the game, expanding the way stress is handled. You can read more in my latest devlog entry.
Bugfixes:
Gunter's Focus action now receives stress reduction from the "Face the danger" Team Skill.
Fixed missing glyphs for the Japanese fonts.
Fixed some missing cover issues on one of the map pieces.