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Steam News4 July 20261mo ago

Devlog #9: progress update

Hello everyone. It's been quite a while since the last devlog. Although I haven't been posting updates, development itself never stopped.

Full notes

Full Shardpunk 2 update

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Repeated intro

Hello everyone.

What changed

0 fixes5 additions2 changes0 removals
  • Gameplay
changedLet's see what's changed.
addedAlong with shotguns and assault rifle proficiencies, there will be a skill tree for a sniper rifle proficiency. This gives us three ranged weapon proficiency types to pick from, and I am thinking of adding one more.
addedOverwatch is one of the coolest features that you mention about in your feedback - so I've added it to katanas as well. It's not directional - instead it covers all adjacent tiles.
changedMovement waypoint system
addedThis is a good quality of life feature. No more walking right into a fire - you can now select tiles through which you'd like your character to move.
addedOther than that, I was working on tuning the skill trees (this part is quite difficult; my main focus is to make sure that every skill has real impact on gameplay), adding depth to the outpost mechanics (more buildings, present, more to do in these buildings), and setting up the initial chain of missions/quests of the main plot. I will create separate entries for each of these items in the future, so stay tuned!

Shardpunk 2 changes

changedLet's see what's changed.
addedAlong with shotguns and assault rifle proficiencies, there will be a skill tree for a sniper rifle proficiency. This gives us three ranged weapon proficiency types to pick from, and I am thinking of adding one more.
addedOverwatch is one of the coolest features that you mention about in your feedback - so I've added it to katanas as well. It's not directional - instead it covers all adjacent tiles.
changedMovement waypoint system
addedThis is a good quality of life feature. No more walking right into a fire - you can now select tiles through which you'd like your character to move.

It's been quite a while since the last devlog.

Although I haven't been posting updates, development itself never stopped. Most of my available time went into actually working on the game rather than documenting the process (which is not perfect - I do need to build up that wishlist!), so there's quite a bit to catch up on.

Let's see what's changed.

Sniper rifles

Along with shotguns and assault rifle proficiencies, there will be a skill tree for a sniper rifle proficiency. This gives us three ranged weapon proficiency types to pick from, and I am thinking of adding one more.

Katana overwatch

Overwatch is one of the coolest features that you mention about in your feedback - so I've added it to katanas as well. It's not directional - instead it covers all adjacent tiles.

Movement waypoint system

This is a good quality of life feature. No more walking right into a fire - you can now select tiles through which you'd like your character to move.

Other than that, I was working on tuning the skill trees (this part is quite difficult; my main focus is to make sure that every skill has real impact on gameplay), adding depth to the outpost mechanics (more buildings, present, more to do in these buildings), and setting up the initial chain of missions/quests of the main plot. I will create separate entries for each of these items in the future, so stay tuned!

Oh yeah, and it can now rain during combat.

Take care!

Slawomir "bryqu" Bryk

Source

Steam News / 4 July 2026

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