Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Shards of Order - Supporters PackNewsRPG Progression
In-game event

RPG Progression

Shards of Order - Supporters Pack · published 4 Mar 2026, 16:00 UTC

All newsPlayers around this dateRead on Steam

Hello Everyone!

Last time we posted was around a month ago, and what a month it has been. We’re finishing the last area of the game and designing the final boss, and I wish we could just show everything off, but we’d rather you play the game and experience it all by yourself. We’re not really implementing any new mechanics at this stage and are just pumping out tons of content, which we don't wanna spoil too much, but we also don’t wanna go radio silent. So one of our designers prepared a short read about some of the tools we give the player that allow them to shape and react to the world around them, as well as some other stuff. Enjoy.

Let your heroes do the talking

Attributes

There's more to cards than meets the eye. When browsing the Skill Tree, you'll notice that apart from different effects and keywords, some cards also contain Attributes. This means that these cards have a vital role outside of combat and boost your character's abilities during map exploration and story events. You can recognize these cards by the Attribute Icon in the top right corner. Every Hero has 2 Attributes that can be invested in.

Card Checks 

First of all, we have "Card Checks" that you could've already seen, if you played the demo. Some story events let you play cards to unlock additional interactions. Only cards with Attributes are used during these events, so you'll always know which cards are special beforehand. Be mindful that using your Attributes will not always guarantee a "better" result. It's simply a way for your characters to do things their way. People will remember your choices.

Skill Checks 

Secondly, we have passive "Skill Checks" that are hidden from the player. If you have unlocked a required number of cards with the same Attribute, some story events will contain more dialogue, information, and/or options. The simplest example is Perception – if it's on a high enough level, your character may notice a hidden item, making it available to be picked up.

Playtest result

Now for the main topic of our last month's shenanigans - playtests. Here are the results of people playing our game for the last month:

Exploration

This aspect was quite controversial, with some contradicting opinions, but overall, people enjoyed the atmosphere, choices, items, and the overall map size, and disliked the readability, lack of guidance, and large amounts of backtracking while visiting certain npc’s and areas of interest. 

Progression

This part is something we pretty much nailed, 75% of players thought that the progression pace was just right. The game was not overwhelming the players with too many choices at once, all the while providing enough content to keep the players engaged with the progression systems.

Mechanics

People mainly enjoyed the time mechanics, synergies, and tactical planning, which is complemented by allowing the player respec the skill points they acquired at any point in the game. The map skillchecks mechanics we explained at the beginning of this post were also fan favourites. They disliked how some mechanics introduced by new enemies introduced difficulty spikes, and how the characters that are not in the active party didn't gain experience.

Difficulty Level

Testers complained about basic fights being a bit too long. The unique fights were also difficult, but as we desired for each hard encounter, the players had to adapt their decks and form unique strategies. Some of them, however, didn't stick around and decided that the game was too hard. 

Conclusion

The general feeling here was that the game was difficult, but not unfair, meaning that every obstacle was beatable as long as the player made up a plan and tried to counter whatever it was that troubled them. This is just as we wanted, but we still think that balancing the game to make it a bit easier is a good decision. This won't happen by simply twisting the numbers, but by allowing players to manipulate reality itself. As mysterious as it sounds, we don't want to spoil it for you. That way, people that dont enjoy the deckbuilding mechanics can still enjoy the RPG elements, all the while providing hardcore players with the satisfaction of not giving in to the games attemps to lure them into borrowing the power that they don't fully understand.

The exploration part, which had the community divided, is something we’re not too concerned about; we want the player to feel lost while playing the game, experience the atmosphere of navigating a strange world, and make sense of it. We also don't want to clutter the screen with too much UI, popups, exclamation points, and the like. We did, however, decide to make it so that the points of interest are more visible on the map by making them stand out more from the elements around them.

Lastly, the experience part, we decided to make it so that all the characters gain experience regardless of them beeing in an active party or not. 

Creature Feature

Now for my favourite part - showing off some of what our amazing artists made, featuring the most freaky, mind-bending creatures they pull out from god knows where. This time though, we will not provide much context regarding their origin, so as not to spoil the game too much. Tell us what you make of them!

There are many more where that came from, and that’s not even featuring any of the main story bosses, which are the main focus of our development process. We’re really putting work into them and making them the best they can be, and no, we won't show them in these posts 👹

Wrap up

Thank you, everyone, for playtesting our game. It gave us a much-needed insight and a fresh dose of feedback that will help us shape the game into a better version of itself, and we hope to see you in the next round of tests. 

Sorry for the lack of posts this month. The playtests, and what is essentially full-steam development, really filled up our schedules and didn't leave much time for talking. That being said, our schedules aren’t getting any lighter, so I can't promise that the next post will be released next week. We will post whenever an open window shows itself.

Have a fantastic rest of the week and as always…

Stay safe!
Fardust team

Q&A form: https://forms.gle/RjVhs3oSfyjRQtrH9.

Join Our Socials: TikTok, Blue Sky, Discord, x.com.

More from Shards of Order - Supporters Pack

Other announcements

All news
Game update3 Aug 2026Hotfix v1.0f21Hotfix v1.0f21 is live! · Fixed missing localization/localization errors in some places. · Improved herbalist UX. · Fixed missing journal entry in Shining Lights... quest. · Added an equipped icon in crafting/upgrade. · Fixed story event header label. · Improved skill respec UX. · Added a line that points to the hero an enemy is attacking on intent hover. · Fixed moving showing wrong time cost…Game update31 Jul 2026Hotfix v1.0f20Hotfix v1.0f20 is live! · Fix for inspect tooltip. · Safer save files handling. · Fixed getting stuck in dungeon after defeating Serath.Game update30 Jul 2026Hotfix v1.0f19Hotfix v1.0f19 is live! · Fix for the CRC Mismatch error, blocking some players from progressing. · Perseverance card now has exhaust. · Riddle in Shrike's Lair won't respawn anymore. · Added level 4 upgrades to all armors. · Fixed forest guard armor localization error in Polish.