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!
Shardpunk 1.0.21 PATCH NOTES
Bugfix: fixed an issue with missing graphical assets on machines that had Turkish set as their main language in the operating system.
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!
Deluxe Announcements
Hey everyone!
We can't wait for all of you to get your hands on Shardpunk tomorrow. Here's something to increase your appetite even more!
We are thrilled to reveal that Shardpunk: Verminfall will be accompanied by four additional digital goodies for the players. Free content includes the first playable Shardpunk’s Tech Demo from 2018 - “This is The End”, and the Blood Pack DLC which adds a layer of gore to the base game. Players will also be able to purchase the post-ratpocalyptic Official Soundtrack, as well as the Digital Compendium which describes the game’s history, and its features.
Shardpunk: Verminfall will be available in both Standard and Digital Deluxe Editions.
Standard Edition includes:
Shardpunk: Verminfall game: developed by the one-man army, Sławomir Bryk. Shardpunk mixes turn-based tactical strategy with RPG, survival, and resource management as players gather their teams, scavenge for resources, fight hordes of mutated rats, and seek shelter to live another day.
"This is The End" Tech Demo: the first playable version of the game from 2018, showing the first attempt at the game that Shardpunk: Verminfall has become since. This content is available from the game’s launcher to everyone who buys Shardpunk: Verminfall.
The Digital Deluxe Edition of the game includes the Standard Edition contents as well as the following:
Official Soundtrack: 13 dynamic tracks composed by Michał Ratkowski, whose portfolio encompasses more than 30 video game titles. Get ready for 45 minutes of dark melodic tunes that capture the post-ratpocalyptic world of the game and indulge yourself in the Shardpunk: Verminfall Soundtrack at home, or on the go.
Digital Compendium: the most exhaustive write up of the history of Shardpunk Verminfall and the numerous features of the game. The Compendium consists of the interview with Sławomir Bryk – the game’s solo dev, description of units, enemies, automatons and the game’s killer steamy weapons, as well as a bunch of tips and tactics for survival. All of this accompanied by detailed pixel artwork that fleshes out the game’s visuals.
The Blood Pack DLC will be available from Day 1 for everyone who owns Shardpunk: Verminfall free of charge.
Blood Pack DLC: For the discerning gore fans. The free DLC’s name says it all - Blood Pack effectively changes Shardpunk into Splatterpunk, and includes fully optional content focusing on brutal and bloody in-game animations.
The Standard Edition will be priced at $11.99, and the Digital Deluxe Edition will cost $15.99.
The Official Soundtrack and the Digital Compendium will also be available separately for $2.99 each.
If you haven't yet, make sure to join our Discord community to share your adventures! See you tomorrow in the Capitol!
Clockwork Pile and Retrovibe
Devlog #139: Less than a week to launch!
The release date is so close I can taste it.
And I know that at this point one should not be making any major changes. So I haven't. I mean I did, but they're not major.
One of the key mechanics in Shardpunk is the weapon reload process, where energy cells overheat and players must cool them down to keep the weapon functioning. Previously, this action was simply referred to as "reloading."
After receiving some feedback and consulting with my Discord community (do join the Discord channel, by the way!), the action has been renamed to "vent":
This made the whole weapon overheating concept a little more readable. Also, some changes in character texts followed:
Other than that, I'm keeping the build stable and focusing on preparing for the release. My mental state may be a bit shaky with all the anticipation, but I'm confident that Shardpunk Verminfall will be a game that you will enjoy!
Thanks for your support, and see you on launch day!
Devlog #138: Release date reveal!
OK everyone, this is it. My game has a release date.
I'm releasing Shardpunk into the wild on Thursday, April 13th. And I've never been more excited in my whole game development journey. With less than three weeks remaining until the release, I am finalizing all the pre-launch stuff.
I've been playing Shardpunk a lot and having a great time, despite the many hours spent on bug-fixing and fine-tuning. What I love most about the game are the stories that emerge during gameplay, the tough choices that need to be made to save fellow companions, and the exhilarating mad dashes to safety - just to name a few.
I'm optimistic that others will share my enthusiasm for the game. All will become clear in the upcoming weeks.
I'll provide an update in my last pre-release devlog entry in two weeks. Take care!
Devlog #137: Can a game be truly fair?
Wow. Shardpunk is set to release next month. I can't express how thrilling it is to be nearing the finish line. Although, I must acknowledge that the game's release is more like a checkpoint, as there's still work to be done even after it's out.
I recently had a blast testing Shardpunk on the "hard" difficulty. I am pretty good at the game and enjoy a good challenge. However, I do believe that a challenge should be fair. Or maybe: it should feel fair, even if it isn't objectively so.
During my playthrough, I faced a tough decision when I had to use my only Fusion Core to revive a downed character, leaving me without backup.
Fusion Cores can be used to perform self-revive actions on characters
Soon after, I was overwhelmed by vermin and had to regroup while waiting for skill cooldowns to expire.
Katana Combo skill is a game-changer, eh?
Unfortunately, I've also decided to move my automaton out of cover in a bold move to stun the enemies. This proved to be a rookie mistake. The enemy took advantage of it and focused their fire, resulting in the automaton being downed. Unfortunately, I was out of Fusion Cores, which are the only items that can revive a downed automaton in combat.
A downed automaton - a sight that no player wants to see.
As I searched through the unexplored loot points for a backup Fusion Core, I hoped that the game would be "fair" and provide me with one. However, luck was not on my side, and I lost the run.
I started wondering if the game could be more forgiving in certain scenarios. For instance, imagine if the probability of finding a Fusion Core increased if the player has none left and the automaton is shutting down.
Similarly, what if the game allowed the player to find at least one stimpak when searching through stuff during combat if there were no more stimpaks left, and someone was already bleeding out?
Would these scenarios be exploited by the player? Would the player start playing carelessly because they would know that the game will save them when they're in trouble? Probably not, as long as I would introduce some kind of randomness to it - meaning that this mechanism would not give you 100% success chance of finding a useful item, but, say, 75%.
I will definitely put that in the game and see how it works. And if you have any comments on that, do let me know - either here, or on the game's Discord channel!
Take care!
Devlog #136: Reflections on Next Fest
The most recent Next Fest was an incredible experience, and I found myself spending countless hours engrossed in various demos. Despite the time commitment, I have no regrets - it's clear that we are living in a golden age for gamers.
However, it's important to acknowledge that indie developers face unique challenges in this market, where competition is fierce and standing out is essential.
On a positive note, I'm thrilled to see that Shardpunk has gained some much-needed visibility, resulting in an increase in wishlists. Additionally, there have been several engaging discussions on Steam forums about the game. It's been incredibly rewarding to see the positive reception the demo has received thus far, as reflected in the demo surveys. Overall, I'm extremely pleased with the game's current standing.
Anyway, as the release date approaches, my focus has shifted to polishing, playtesting, and addressing any technical issues that need to be resolved. It's a busy time, but also an exciting one, as I prepare to share the final product with you.
As a sneak peek, I've included a few new gameplay gifs from my latest playthrough for you to enjoy. I hope they provide a glimpse into the world of the game and get you as excited for its release as I am!
Take care!
Rebroadcast: Steam Next Fest Livestream
Hey everyone!
If you missed our first round of livestreams, make sure to tune in for our rebroadcast and check out Bryqu, the one man army behind Shardpunk, play and guide you through the demo!
Make sure to let us know what you think about the new demo here, on the Steam forums, or our official Discord server!!
Have a great Next Fest, and remember if you like any of the featured games, then:
Steam Next Fest Livestream
Hey everyone!
Make sure to tune in for our livestream and check out Bryqu, the one man army behind Shardpunk, play and guide you through the demo!
Make sure to let us know what you think about the new demo here, on the Steam forums, or our official Discord server!!
Have a great Next Fest, and remember if you like any of the featured games, then: