Full notes
Full Badassgard update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Compatibility
- Events
- Balance
- Maps
Update
Hello everyone,
I’m the director of 《Shell Bless the Faithless》
Our team was honored to be selected as one of the Top 3 titles at IndieCraft 2025, and we continue to take steady steps toward our full release.
Recently, we’ve been experimenting with a variety of gameplay mechanics and interactive objects, pushing for a faster and more polished demo build. We’re also exploring different ways to enhance the overall quality and flow of gameplay.
At the moment, we’re hosting a BGM composition contest, and we’re looking for talented composers who can bring music to our world.
We’re accepting submissions for five distinct tracks — you can find all the details at the links below:
Lemonation links:
In addition, we’re simultaneously improving controller support, UX organization, and official Steam Deck compatibility.
All fundamental control inputs are now implemented, and customizable key bindings will be added soon. We’re also continuing to optimize the game for stable frame rates on Steam Deck.
Development Direction
Going forward, Shell Bless the Faithless will expand in three major directions.
Diverse In-Game Events and Characters
Our team is currently working on concept designs for a variety of new characters.
Beyond the characters you’ve already met in the demo — Odin, Tyr, and Urd — we’re now developing concepts for the two other Norns, Verdandi and Skuld, while also shaping early ideas for Thor and Freyja.
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One particularly personal project is bringing the “Crestfallen Warrior” from the tutorial into the main game — into the Hidden Temple and across the Nine Realm.
Within the temple, players will encounter Mimir, and throughout the realms, they’ll find traces of Fafnir, the dragon of greed.
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We’re also building event-driven objects that introduce dynamic variables and pacing to dungeon exploration.
Some examples include the “Chest of Trials”, where players must survive incoming waves, the “Table of Bifröst”, which grants buffs before entering a dungeon, and the “Valkyrie Express”, allowing players to revive fallen allies.
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These systems are designed to move away from a strictly linear dungeon crawl — creating unpredictable, replayable flow each time.
Some of these features currently appear only in networked co-op environments, so we can’t show everything yet. However, we plan to host Discord-based network beta tests soon, where players can experience them firsthand.
2. More Destructive and Unique Mechanics
Our existing Oparts have served as core growth elements, providing stat-based progression.
Now, we aim to go further — to create Oparts that can reshape the meta itself.
We’re focusing on behavior-based buffs, synergy between different Oparts, and the introduction of a “Set Oparts” system, enabling more strategic and interconnected builds.
At the top of our current rework list are the bullet system and the elemental system.
In the demo, bullets primarily differ in count and damage, but after the rework, players will be able to handle a much wider range of projectile types — from laser beams to missiles to buzzsaws — redefining what it means to wield a shotgun.
We want to go beyond the traditional concept of firearms — toward something that truly feels like “more than a shotgun.”
The elemental system is also being overhauled to deliver clearer, more intuitive debuff effects.
Currently, its weight-based randomness can make combat chaotic, so we’re steering it toward focused, specialized elements that let players shape their preferred combat meta.
For instance:
Fire → Focused on damage-over-time
Lightning → Focused on area-of-effect attacks
These changes aim to create stronger feedback and a more deliberate sense of combat rhythm.
3. Environmental Mechanics and Thematic Concepts
Our next major theme destination is Svartalfheim.
Originally designed as the “Brass Palace of the Tyrant”, resembling a grand exhibition hall, it has since evolved into a massive military factory — a shift intended to contrast previous stages and deliver more dynamic environmental gameplay.
In earlier stages, maps primarily served as spaces to explore.
This time, the environment itself will function like a living NPC, actively responding to player actions.
The stage as a whole will feel like a gigantic mechanical organism, tightening around the player as they progress.
This evolution goes beyond visual variety — it redefines immersion, tempo, and tension within combat.
Once further development is complete, we’ll share detailed videos and screenshots showcasing the new theme in action.
Improved Demo
An updated DEMO version with multiple improvements has been uploaded. Please check the Patch notes for more details.
Our project continues to expand in multiple directions, supported by feedback from players through various online and offline events.
We’ve recently opened our official Discord channel, where we’ll collect community feedback and share development updates.
It’s still a small and humble space for now, but your participation and experiences will be invaluable to us.
Your feedback helps us shape the future of this game — together.
Source
Changelog.gg summarizes and formats this update. How we read updates.
