Full notes
Full Beards vs. Claws update
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Repeated intro
Greetings!
What changed
- Performance
- Gameplay
- Maps
- Server
Beards vs. Claws changes
Welcome to my first developer update post for Beards vs. Claws!
I'm so excited to talk with you about the current state of our game, as well as our future plans!
But a quick tl;dr: The game is already fully playable. I’m preparing a public build for Steam Next Fest, with a focus on stability, content variety, and polish.
Current State of the Game
The core gameplay of Beards vs. Claws is already fully playable!
A fast-paced FPS set in a fully destructible and buildable environment.
Every wall is a future door; set charges, blow holes and surprise your enemies as you literally forge new pathways in real time.
Dig tunnels or build bridges to ambush and surprise your enemies from above with the 'digger/builder tool'.
In addition, Beards vs. Claws already has:
A range of maps, each exploring different layouts, verticality, and terrain interaction.
Gamemodes!
Shifting Hill (a moving King of the Hill variant)
Capture the Flag
King of the Hill
Team Deathmatch
Deathmatch (free-for-all)
Sandbox (cheats enabled)
Multiplayer against friends, or singleplayer with bots.
Steam Next Fest
I'm excited to share that Beards vs. Claws will proudly be participating in the coming (June 2026) Steam Next Fest!
This will be the first public playable version!* (since the early alpha releases on Itch.io)
The version released in the Steam Next Fest will not be limited in any way - you’ll be able to play any map and gamemode, with friends or bots, and explore the game freely.
If you wish, provide crucial feedback to help shape the future of our game!
More specifically, I am preparing for Next Fest with a lot of playtesting, some more content for variety, and lots and lots of polishing.
Register for the Playtest!
Additionally, registering for the game's playtest is now available!
I invite you all to register, and very soon I will open the game for playtesting!
I'm very excited and looking forward to hearing all your thoughts and feedback about the game!
Game Design Philosophy
When I first thought of and started designing Beards vs. Claws, I wanted to make something unique and exciting.
The goal was to build an FPS where the terrain isn't just part of the map, but something players actively shape and use.
This eventually led me to a sandbox FPS where the terrain isn't simply part of the environment, but a central feature of the core gameplay itself.
I expect lots of chaos to arise in multiplayer sessions as players dig, build, and breach holes in walls across the map. Players can literally attempt to block access to the objective, only to be bombarded with rockets and explosive charges from the enemy team.
How you approach each match is up to you, and that's the sandbox nature of our game, no two matches should feel the same.
More updates coming soon as development continues toward Next Fest!
Source
Changelog.gg summarizes and formats this update. How we read updates.
