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Full Shardpunk 2 update
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First off - huge thanks to all of you sending feedback. Seriously, you guys are awesome. It makes a massive difference.
Time for a quick update straight from the trenches of development.
After going through your feedback (and, yeah, probably overthinking things a bit), I’ve decided to shift the skill system in a less random direction. Here’s the current plan, along with WIP screenshots:
Each character will be able to choose a few specializations - one for ranged weapons, one for melee, and one for a combat role. There might be more types of specializations in the future.
Every specialization unlocks its own skill tree. Skills can have requirements, level gates, and some will even be mutually exclusive - so your choices actually matter.
This approach is definitely more grounded, but it solves a big issue from the current demo: the frustration of getting bad or useless skill rolls. On top of that, mixing different specializations essentially creates a flexible multiclass system, which opens up a ton of interesting build possibilities.
We’ll see how it plays out in practice once it’s live. If all goes well, I’m aiming to drop the update sometime after Easter.
Take care!
Slawomir "bryqu" Bryk
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