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Steam News24 March 20263mo ago

Early Access Feedback Report

SHRAPNEL Early Access Feedback Survey Report March 2026 — 147 Responses 147 Responses Launch window 7.5/10 Overall Score Mean · Median 8 3.93/5 Combat Feel Positive lean 3.

Full notes

Full SHRAPNEL update

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

What changed

2 fixes1 addition9 changes0 removals
  • Performance
  • Gameplay
  • Balance
  • Maps
changedTechnical / Performance and Matchmaking
changedYou reported instability, long waits, and performance degradation across matches.
fixedDev response: We fixed an issue that caused shaders to compile multiple times, reducing performance for all players in a match. This issue also affected matchmaking times. Movement Felt Off
changedYou reported inconsistent movement flow, snagging, and interruptions in traversal.
changedDev response: We are actively improving vaulting and mantling. We also made multiple level collision adjustments to reduce movement snags across the environment.
changedDev response: Overall in-match performance improvements should make gunfights feel more predictable. Weapons have also been tuned to improve balance. Squads & Friends Play You reported: Squad play and coordinated team matchmaking are needed.

SHRAPNEL

Early Access Feedback Survey Report

March 2026 — 147 Responses

147 Responses Launch window7.5/10 Overall Score Mean · Median 83.93/5 Combat Feel Positive lean3.69/5 Match Pace Lowest rated

Valdacha Intel: Your reports were clear, consistent, and actionable.

We reviewed the feedback as a development team and deployed targeted fixes. This is the cycle: you report, we correct, you validate in the Sacrifice Zone.

Technical / Performance and Matchmaking

You reported instability, long waits, and performance degradation across matches.

Dev response: We fixed an issue that caused shaders to compile multiple times, reducing performance for all players in a match. This issue also affected matchmaking times. Movement Felt Off

You reported inconsistent movement flow, snagging, and interruptions in traversal.

Dev response: We are actively improving vaulting and mantling. We also made multiple level collision adjustments to reduce movement snags across the environment.

Gunfights Felt Inconsistent

You reported engagements that felt unpredictable and variable ttk.

Dev response: Overall in-match performance improvements should make gunfights feel more predictable. Weapons have also been tuned to improve balance. Squads & Friends Play You reported: Squad play and coordinated team matchmaking are needed.

Dev response: Squad and team matchmaking were already on our roadmap. Based on your feedback, we fast-tracked them in the priority order and moved the implementation forward.

Ability & Grenade Tuning

You reported: Shield strength and grenades feeling inconsistent.

Dev response: We resolved shield and grenade reliability issues and tuned shield durability and cooldown to stabilize match pacing. 1. Overview

147 survey responses collected during the Shrapnel Early Access launch window, March 2026. Data confirmed consistent across two independent file exports.

MetricScoreNote
Overall experience (1–10)7.5Mean 7.5 · Median 8
Objective clarity (1–5)4.3
Loadout clarity (1–5)4.3
Combat feel (1–5)3.9
Fairness (1–5)3.9
Match pace (1–5)3.7Lowest rated

Players rated their overall experience on a 1–10 scale. 72% of responses land at 7 or above. The mode rating was 10 (35 respondents). Objective and loadout clarity both score above 4.25, confirming the core loop communicates well. Match pace at 3.69/5 is the clear outlier — open-text responses cite slow early game before 300 Sigma is available on the map.

  1. Frustrations & Enjoyment

Respondents selected all applicable items from each list. Multiple selections allowed per respondent.

2.1 Frustrating Moments

Frustrating momentCount% of resp.
Technical / performance issues5940%
Movement felt off5638%
Gunfights felt inconsistent4833%
Confusing objectives4229%
Matchmaking issues4128%
Ability balance3826%
Dying too fast3222%
Hard to find action2920%
Matches felt too long2819%
Hard to understand UI/HUD2014%
Other139%

2.2 What Players Enjoyed Most

Enjoyed mostCount% of resp.
Gunplay6645%
Operators / Abilities5437%
Map Design5034%
Atmosphere / World5034%
Stealing enemy Sigma4833%
Objective / Mode4732%
Team play4631%
Progression / Rewards3927%
Movement4229%
Other75%
  1. Player Profile

3.1 Matches Played

Matches playedRespondents
1–5 matches36 (25%)
5–10 matches33 (23%)
10–20 matches37 (25%)
20+ matches37 (25%)

3.2 Preferred Playstyle

PlaystyleCount% of resp.
Aggressor — pushes the fight at key objective locations5235%
Collector — focuses on collecting and depositing Sigma4229%
Hunter — tracks and eliminates other players2819%
Defender — defends collected Sigma at their Team's grav sync2114%

3.3 Ability Preference

AbilityCount% of resp.
Skip Space (Swan)7350%
Kinetic Pulse (Index)7048%

Near-even split — no dominant ability. Qualitative responses suggest Skip Space (Swan) is preferred by Aggressors while Kinetic Pulse (Index) skews toward Collectors and Defenders.

3.4 Favorite Weapon

WeaponCount% of resp.
Assault Rifle — Mr84 Special6041%
SMG — Type 504128%
Shotgun — CSG5 Doorbreaker3121%
Revolver — Type 42107%
  1. Feature Priorities & Player Background

4.1 Most Anticipated Upcoming Features

Upcoming featureVotes% of resp.
New Weapon4933%
Team Matchmaking4833%
New Operator2819%
Voice Chat2114%

New Weapon and Team Matchmaking are essentially tied. Both reflect the same underlying gap: content depth and social play are the primary retention concerns among current players.

4.2 Other Shooters Played

Other shooters playedCount% of resp.
COD6343%
Battlefield 66242%
Other5839%
Apex Legends4933%
Valorant3826%
The Finals2819%
Marathon1913%

The respondent pool skews toward experienced FPS players. COD and Battlefield are the most common concurrent titles, indicating a playerbase familiar with high-fidelity competitive shooters.

  1. Qualitative Highlights

Themes surfaced from open-text responses that go beyond the quantitative data.

ThemeDetail
Server lag masking gameplayMany players rating movement or gunfights negatively are experiencing high-ping de-sync. EU and AU players report 200+ ms latency — fixing servers will organically lift several other scores.
Grenade visibility gapMultiple players request directional on-screen indicators for incoming grenades. Described as "unpredictable in a bad way."
Enemy contrast insufficientHard to spot enemies against the environment despite red nametags. A faint silhouette or contrast boost is a common request.
Skip Space dominance in 4v4Swan's fast-flanking ability frustrates players in small lobbies. Some request phased zone unlocks to limit early-game flanking.
Early game feels slowMatches feel pointless before 300 Sigma is available. A ramp-up mechanic or earlier objective pressure is suggested.
Team communication gaps10-second respawn window not used for coordination. Players want in-match voice chat or pre-round communication.

Source

Steam News / 24 March 2026

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