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Steam News3 November 20258mo ago

Crits, Burning Cards & More…

Hello everyone (❁´◡`❁) New week, new updates. Demo is now a thing of the past, code is nice and cleaned up, and now, we’re back in business putting out features like there’s no tomorrow.

Full notes

Full Shards of Order update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes8 additions8 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
addedNew week, new updates. Demo is now a thing of the past, code is nice and cleaned up, and now, we’re back in business putting out features like there’s no tomorrow. This week we’ve got some actual content to talk about. Starting with:
addedSo, we decided that we wanna give the players some occasional and sudden surges of dopamine, as well as add a chance to get out of some tough situations, you should’ve never gotten yourself into with pure luck. Therefore we decided that the best way to do that will be adding critical strikes. Some pieces of equipment will have a base crit chance, that will be upgradable via character skill nodes, and special cards. This will exist not only as an additional thing you can do, but also a way you can build your entire deck around. This should give some of you gambling enjoyers a chance (pun intended) to find their playstyle.
changedWe’re looking for ways to make the crit look extra JUICY by implementing various things, like custom animations, exclusive vfx, time stop and different damage number. Here’s an example result of how that's going: No Crit: Crit:
addedSome of the enemies in the new dungeon will be able to set our characters ablaze, this will cause the characters actions to cost them health. This also causes the cards to appear “on fire” while on players hand, here’s how that looks:
addedThis and other mechanics should add a breath of fresh air to the overall experience of the new dungeon.
addedNew analytics

Shards of Order changes

addedNew week, new updates. Demo is now a thing of the past, code is nice and cleaned up, and now, we’re back in business putting out features like there’s no tomorrow. This week we’ve got some actual content to talk about. Starting with:
addedSo, we decided that we wanna give the players some occasional and sudden surges of dopamine, as well as add a chance to get out of some tough situations, you should’ve never gotten yourself into with pure luck. Therefore we decided that the best way to do that will be adding critical strikes. Some pieces of equipment will have a base crit chance, that will be upgradable via character skill nodes, and special cards. This will exist not only as an additional thing you can do, but also a way you can build your entire deck around. This should give some of you gambling enjoyers a chance (pun intended) to find their playstyle.
changedWe’re looking for ways to make the crit look extra JUICY by implementing various things, like custom animations, exclusive vfx, time stop and different damage number. Here’s an example result of how that's going: No Crit: Crit:
addedSome of the enemies in the new dungeon will be able to set our characters ablaze, this will cause the characters actions to cost them health. This also causes the cards to appear “on fire” while on players hand, here’s how that looks:
addedThis and other mechanics should add a breath of fresh air to the overall experience of the new dungeon.

Hello everyone (❁´◡`❁)

New week, new updates. Demo is now a thing of the past, code is nice and cleaned up, and now, we’re back in business putting out features like there’s no tomorrow. This week we’ve got some actual content to talk about. Starting with:

Le~ crit

So, we decided that we wanna give the players some occasional and sudden surges of dopamine, as well as add a chance to get out of some tough situations, you should’ve never gotten yourself into with pure luck. Therefore we decided that the best way to do that will be adding critical strikes. Some pieces of equipment will have a base crit chance, that will be upgradable via character skill nodes, and special cards. This will exist not only as an additional thing you can do, but also a way you can build your entire deck around. This should give some of you gambling enjoyers a chance (pun intended) to find their playstyle.

We’re looking for ways to make the crit look extra JUICY by implementing various things, like custom animations, exclusive vfx, time stop and different damage number. Here’s an example result of how that's going: No Crit: Crit:

We’re really looking forward to what builds we’ll be able to cook up with this feature, share your thoughts with us!

Burning Cards

Some of the enemies in the new dungeon will be able to set our characters ablaze, this will cause the characters actions to cost them health. This also causes the cards to appear “on fire” while on players hand, here’s how that looks:

Its straight fire🔥🔥🔥, The vfx under the character is subject to change, but we’re very happy with how the effect looks on the cards.

This and other mechanics should add a breath of fresh air to the overall experience of the new dungeon.

New analytics

So, after our last analytics post, we went and analysed some more data from our demo playtest (some of the people on our team are real data freaks). Here’s the things they compiled for us to enjoy. The First Shrike Fight The first Shrike battle was attempted 3771 times, and 3153 of those attempts were successful, the rest of them either lost (232) or rage quit the game (386). This is kinda surprising to us, we’re gonna have to make the objective of the battle more clear to try to make sure that no player misses our intention with it. Legionnaire Fight

538 of all players decided to take on the Legionnaire with only soldier in their team, only 1 person managed to win the fight, though we have no idea how he did it. What an absolute madlad.

The Final Shrike Fight Out of 1902 people that ran the Shrike fight, 271 of them lost, causing them to start over, 31 of them ragequit, and never finished the fight :(.

Most popular character upgrades

Here’s who upgrades most people chose on each of the characters while leveling up:

Soldier:

  • Judge Card

  • Executioner Upgrade

  • Shielder

  • Impact

  • Overhead Slam

Seems that people liked to play the Soldier a bit more defensively, a fair choice, BUT RAGE, WE NEED MORE ANGER!

Scholar:

  • WoundCurse Upgrade

  • Drawer

  • Fireball

  • Heal

  • Weakening

Fireball wasn't very popular, but it was the strongest card in the game, it could deal some massive, massive damage. Playing the mage as a support and deck manager is also a really good way to play.

Exile:

  • Barrage Upgrade

  • Expose

  • Healing Rain

  • Load Upgrade

  • Sharpened Arrows

We like to see that, people choosing to upgrade barrage means they understood the value in reloading and topping up your quiver.

New skill tree visuals

We thought that the skill tree UI looked a little outdated so we gave it some attention and refreshed it:

The Black Wing Legion We’ve also decided to give you a sneak peak into the visuals of a new enemy faction, The black wing legion:

Wrap up Another challenging week of work ahead of us, await new updates, follow us on our socials and stay safe. Until then, we’ll see you next week.

Cheers, Fardust team PS.: The next update will be posted on Tuesday (11.11.2025), due to holidays 🙇‍♂️

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Source

Steam News / 3 November 2025

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