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"Shardpunk: Verminfall" is an upcoming tactical squad-based survival strategy game, based in a steampunk setting. Gameplay-wise, it is a mix of XCOM and Darkest Dungeon games, mixing all the best features from both. All of this is presented using great pixel art graphics.

Backstory: there has been an unexpected breakthrough during long and exhausting siege of The Empire's Capitol. Rat Swarm managed to breach the walls and flooded the city with vermin. Group of survived city dwellers are trying to escape - and possibly rescue some additional people, if necessary. They will need to scavenge the destroyed city for resources, fight off rat vermin and make their way through the Capitol - all of this to finally get safely out of the city.

Similar to new XCOM games, there will be a combat layer and a strategy layer.

Turn-based tactical combat (which is present in the tech demo) makes use of cover and flanking mechanics. Due to the characters having to cope with stress and having their own quirks there is a fair chance that something will go wrong during the playthrough. Additionally, characters need to scavenge for resources during combat in order to survive.

The strategy layer will allow the player to plan their next missions, handle upgrades etc. Characters will be traveling from a safe point to a safe point. They will have to gather resources in order to survive each day, heal themselves or upgrade their equipment.


  • Lead the group of Survivors in the search for sparse resources necessary to survive
  • Use cover and flanking mechanism to defeat the Rat Vermin in turn-based combat
  • Customize the appearance of your characters
  • Make your way through the remains of the Capitol and uncover its hidden secrets
  • Pay close attention to the sanity of your survivors, or face dire consequences.
  • Rescue more team members and don't allow existing ones perish
  • Upgrade your character's equipment and weapons
  • Experience a different run every time, thanks to the randomized nature of the game
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Wow, it seems it's already been two years since I started working on the game! I can't believe how fast the time goes.

I believe I have to start doing more planning when it comes to creating Shardpunk. Sooner or later I will need to have a rough answer on how much time I need to finish the game (or at least to reach a state in which Shardpunk would qualify as an Early Access title that people would be willing to pay for).

So I started tracking the time I am spending on development. Right now (after 17 days since I started it) I am spending 2 hours a day on average. This gives a whopping 14 hours a week, which is not that bad for a hobby project! Still, working full time would be better, right?

Note that this time includes not only programming but things like playtesting, gif creation or writing blog posts (it took me around an hour to write and publish this entry, including the time spent on creating all the screenshots and gifs).

Anyways, I am busy working on the next demo. Seems I don't have any external deadline as there are no competitions taking place (all canceled or moved) - which is a pity, as it would be a great opportunity to showcase my game and see the players react to the game.

On the other hand, I received lots of great feedback from the online survey and I am pretty sure I will gain even more after the 3rd alpha demo is released.

Anyway, here are some things I worked on during the last two weeks. You will see they were all around the place, as I am trying to put all the pieces together.

I changed the combat UI so that it displays the global inventory in the top-right, just like in the shelter view. The "global inventory" is basically a sum of inventories of all alive characters. Seeing it in combat allows you to quickly see how many resources you have at your disposal so you know what you're missing.

1  combat hud

I've also made sure that the inventory of each character has a similar way of displaying items.

2  inventory

Speaking of the UI, the settings menus now have some real graphics:

3  settings ui

Same goes with some yes/no dialogues:

4  yes no dialog

In combat, player characters now have an alternate death animation which is used when they're standing next to cover; this prevents them from flying through walls or obstacles.

As for the shelter view, I added some minor non-essential elements that the player can click to see a short dialogue. This does not influence the gameplay in any way, but adds a nice flavor:

So what's next?

Well, the gameplay loop is now working. The game has a failure state, and there's a 2nd "mission" after you spend the night and exit the shelter. Well, the mission will be extremely short, just to give a hint of how the game will play out.

I still need to polish a few things. Also, I want to add more variety to the combat levels; I am waiting for some new graphics for this. Hopefully, I'll be able to showcase these in two weeks.

Take care!

Devlog #73: so how the shelters work?

Devlog #73: so how the shelters work?


New devlog entry for Shardpunk. Work on the shelter phase is progressing nicely, so here's a short tour of its features.

Devlog #72: designing the shelter phase

Devlog #72: designing the shelter phase


New devlog entry for Shardpunk. I started working on the shelter phase for real, so jump in to see some fresh gifs!

Devlog #71: making top walls more transparent

Devlog #71: making top walls more transparent


New devlog entry for Shardpunk. Let's discuss the changes I made to the top walls rendering mechanism.

Devlog #70: a story about parallel enemy movement

Devlog #70: a story about parallel enemy movement


New devlog entry for Shardpunk. I am rambling about the challenges I've encountered when implementing parallel enemy movement. Gif-heavy.


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I would like to know what requirements I will ask, because my PC does not support 11, I hate DX10 apart because when the resolution is lowered it gets blurry to ****, something that does not happen with DX9 and DX8

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Bryku Creator

Damn, it surely won't be running on dx9 or lower, as it is not supported by Unity anymore. Not sure about DX10 though - I believe you might simply have to try it out.

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Is this turn based?

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Bryku Creator

Yup, it is. Same as in XCOM/Darkest Dungeon. You can read more at Steampunkratgame.com

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This is certainly something in which I'd be interested. Is this project still under active development, or was it abandoned?

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Bryku Creator

Certainly, the project is alive and well!
You can follow the progress on my devlogs on itch.io (https://bryqu.itch.io/this-is-the-end/devlog) or TIGSource (https://forums.tigsource.com/index.php?topic=65119).

Also, do check out my Twitter page: Twitter.com

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#Shardpunk now has crafting. Everyone likes games with crafting, right? Man, I'm gonna be rich. #indiegameT.co

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RT @GennaBain: My dearest late husband @Totalbiscuit would’ve been 36 years old today. 🖤🕯 T.co

Jul 8 2020

Added even more character one-liners to #shardpunk. Here's one used when healing someone: #indiegameT.co

Jul 8 2020

New devlog entry for #shardpunk has landed: Indiedb.com #screenshotsaturday #indiegame #gamedevT.co

Jul 4 2020

Yeah, there will be map travel mechanics available in #shardpunk. Still, it will not be a part of the upcoming demo… T.co

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I've made some non-essential UI elements clickable, which display random comments. This is not related to any game… T.co

Jul 2 2020

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