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Watch trailer on Steam ↗Shardpunk 2
Clockwork Pile · Published by Retrovibe
Last updated 28 Sept 2026
The Empire may have fallen, but humanity continues the fight. Shardpunk 2 puts you in command of a human outpost in this potent mix of turn-based tactical strategy, RPG, survival and resource management as you gather your team, scavenge for resources and prepare for a new, evolving threat.
Strategy · 2026 · More free games
Lead humanity’s struggle against new threats in Shardpunk 2. As you gather resources and build your outpost, blend tactical strategy with RPG elements to survive the Empire's fall.
About this game
SHARDPUNK 2 OPEN STEAM PLAYTEST - LIVE NOW

About the Game
Shardpunk 2 blends turn-based tactical combat with outpost management. Undertake missions into the ruins, expand and reinforce your base, allocate scarce resources and interact with the Motherland.

XCOM tension meeets Darkest Dungeon pressure
The sacrifice of humanity’s greatest metropolis - the Capitol - to destroy the largest rat swarm changed the course of the war. Its ruins - sealed off since the cataclysm and filled with deadly secrets and precious resources - are now the focus of relentless expeditions launched by the Motherland, the rising power born from the Empire’s scattered remnants.
Plan like a commander, survive like a scavenger
As commander of a forward outpost, you scour the collapsed avenues and haunted plazas of the Capitol, searching for fusion cores, rare crystals and amber — a resin whose newly-discovered properties may yet reshape the future of humanity.

There are no safe turns, and no easy choices
The rat horde was slowed, not stopped. Their numbers have dwindled, but the survivors are smarter and deadlier than before. And patrols are now returning with reports of something else lurking in the ruins - lifeforms unknown.
Outpost Management
Dispatch teams to gather resources, fulfill Motherland directives, and barter for the assets needed to expand your base, upgrade your infrastructure and keep your troops alive.

Tactical Battlefield
Deploy hardened veterans, exploit their skills, traits and weapon proficiencies and outthink enemies both old and new in high-stakes turn-based combat.
Post-Apocalyptic Setting
This time, the apocalypse was our doing. Now the world stands on the edge of a New Dawn - one that may break humanity. Or remake it.
KEY FEATURES
XCOM-style tactical combat meets Darkest Dungeon-style pressure
Chunky, lush pixel-art rendition of a post-apocalyptic world
A deep roster of soldiers with multiple classes, hundreds of skills, wide equipment variety and evolving squad relationships
New, amber-based technology introduces new abilities and possibilities alongside existing shard-powered gear
A desperate race to scavenge the Capitol, unlock upgrades and craft the equipment needed to survive what comes next

Co-financed by the Minister of Culture and National Heritage under the Polish Creative Industries Institute own programme: "Program Wsparcia Gier Wideo"
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel Core i5-4690K or higher
- Memory: 8 GB RAM
- Graphics: Intel HD Graphics 4600 or higher
- DirectX: Version 9.0
- Storage: 3 GB available space
- Sound Card: Integrated or dedicated sound card
Recommended
- OS: Windows 10
- Processor: Intel Core i5-3570K
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 460 or equivalent
- DirectX: Version 9.0
- Storage: 3 GB available space
- Sound Card: Integrated or dedicated sound card
Supported Languages
Latest news
AnnouncementsOfficial
Devlog #12: Building Momentum
Hi! The summer break is over, and it's time to show some more stuff. I've been working a lot with my pixel artist over the last month, so there's lots of new content available. That being said, not all of it has been added to the game yet.Rat shamansYou can meet them in more rat-infested areas of the Capitol ruins.A shaman is able to directly target character's Resolve Points (RPs). When a character’s RP is zero at the end of the turn, they panic.That being said, a shaman being able to drain 100 RPs in one turn is too much. I'll nerf it.If you get too close, they can use their nova attack - which will knock you back.I like the way the knockback mechanic is heading. Having the possibility to shuffle the enemies so that more of them are in range of, say, an AoE attack is always cool.Also, shamans have a way of mass debuffing player units - but I will leave out showcasing that animation for now.New UI for the momentum featureThe momentum meter, which I've introduced in the previous playtest, turned out to be a pretty nice thing. In short, you gather momentum when you kill enemies - and after the meter reaches 100%, you can perform a special, team-wide action that gives you a major boost.This is great for breaking through some stalemate-like situations during combat, where you are fighting wave after wave of enemies with no prospect of breaking through.Thanks to the graphic designer, there are now solid visuals for the momentum UI:Momentum bar reaches 100% - the momentum Overdrive action becomes available.Activation of momentum Overdrive action: major bonuses added to player characters.I think that the momentum system needs even more: the player should be able to customize what buffs are part of the Overdrive action by leveling it up.So, there you have it. I will be spending September on pushing as much as possible with the visuals of the game, and I am jumping back into mechanics after that - and then I plan on releasing another playtest.Take care!Sławomir “bryqu” Bryk...Read full article on Community Announcements (bryqu)AnnouncementsOfficial
Devlog #11: More combat biomes
Hello everyone! First of all, I want to share something nice: I recently gave a talk at the GiC Sprint event in Katowice, Poland, about Shardpunk's postmortem.It was awesome. A few years ago, I never imagined that I would be able to enter the game development industry and create a game on my own. And none of that would have been possible without you guys - for taking an interest in the game and, ultimately, buying it.A huge thank you to all of you!Now, for the development update part: I've started adding more biome types. Here are two of them:The sewers. I mean these are a must-have in a game, especially if it's about rats.Capitol ruins. The closer to the Ground Zero - so the place of the explosion from part one - the more infected the area is with crystal shards.Now that I've posted this, I see that I do need to work on making sure that character texts do not cover the combat effect texts:UPDATE: yup, now it's better:Take care, everyone! The backlog is ever-growing, and there are too many things for me to handle - but I'll get there, one piece at a time.Slawomir "bryqu" BrykRead full article on Community Announcements (bryqu)AnnouncementsOfficial
Devlog #10: The Warhammer and the Medic
Hello everyone! Game development is progressing, and here are two new major additions:WarhammerA new melee proficiency. While katanas rely on multiple strikes and bleed damage, warhammers are about armor shredding, stunning and knocking the enemies back.Warhammers will have bigger damage output than katanas.Knockback in action. I am considering adding some extra damage/stun when you bump into obstacles or other characters - but I am not sure about that. Any suggestions?Ground slam. The animation itself needs some refinement, as this skill damages all 8 tiles around the caster.Medic proficiencyNext to Professional, Maverick and Leader proficiencies, I've introduced a medical specialization. Its skill tree is, obviously, focused on keeping your characters alive.Mass heal is basically healing with AOE.The "Heal combo" skill allows to chain healing actions.I’m still getting a feel for the new skills and features, but the new weapon and the introduction of a new specialization type seem like solid additions. I’m curious to see how they hold up during the next round of playtests.Take care!Slawomir "bryqu" BrykRead full article on Community Announcements (bryqu)Patch NotesOfficial
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. 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 riflesAlong 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 overwatchOverwatch 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 systemThis 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" BrykRead full article on Community Announcements (bryqu)AnnouncementsOfficial
The fourth alpha playtest is here!
We’re kicking off another round of playtests; first up, the instructions: Go to Shardpunk 2 Store Page on Steam Scroll down to "Join the Shardpunk 2 Playtest" section Press "Join the Playtest" You will automatically be granted access to the Steam Playtest of Shardpunk 2, and will be able to launch the Shardpunk 2 Playtest from your Steam Library. New major stuff in 0.4:More skills & skill changesI've reorganized some of the skills, added few new ones and changed the starting skills for the characters you are able to play with. I am seriously considering limiting the action cooldown to minimum and to rely even more on Resolve mechanics.New enemy type - rat commanderThis guy, aside from powerful ranged attacks, is able to buff allies.Weapon upgradesYou are now able to upgrade your weapons in the gunsmith. There are no fancy weapon visuals yet - worry not, they will come!Combat Momentum featureThis is a feature that I decided to squeeze into this build at the very end. I like it as it seems to give the ability to change the pacing of combat.Quick overview: there is a Momentum bar present in combat, which gets filled after every enemy kill. When it reaches 100%, a special combat action becomes available - this allows you to potentially push through more difficult parts of combat.As usual, I will be grateful for all the feedback. There's a survey link in the playtest version, and you can also join our Discord and post your thoughts there.Take care! Sławomir “bryqu” BrykRead full article on Community Announcements (bryqu)






