Stoneshard is a turn-based RPG about exploring a vast, procedurally-generated medieval world, managing your own caravan and surviving by managing both physical wounds and trying to stay sane. Embark on an epic journey and decide the fate of a kingdom in this grim adventure!
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Release Date:
Q1 2019

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Available: Q1 2019


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November 17

Devlog: Psyche System. Part II


In this devlog we will continue to discuss Stoneshard’s psyche system . In the Prologue the psyche system was limited only to positive effects such as Optimism, Heroism, Second Wind and Prudence. You can read more about their mechanic in this devlog. However, these are only the tip of the iceberg – a reward for keeping one's mind in good shape. The rest of the mental states arent’t that nice, and this devdiary will be dedicated to them.

I repeat: these are NOT political coordinates.

I think it’s worth to recall how psyche works in our game in general. Your character has two scales: Sanity and Morale. Sanity is responsible for how adequately your character perceives the world around. Morale show the willingness to perceive the world as it is. The psyche of the character in Stoneshard is based on the interconnection of these two scales, which determine the general pool of possible moods and states, and the various triggers that activate these states.

High Morale + Low Sanity

This combination gives states that are generally harmful, but can be useful and even powerful in some situations. They simulate various conditions in which a person loses control, letting outside his inner beast.


This state increases the survivability of the character in battle, but severely cripples your recovery speed when not in combat.

Trigger: the activation chance can be increased with damaging and killing enemies.

  • Critical Chance + 15%
  • Critical Damage + 30%
  • Lifesteal + 25%
  • Energysteal + 25%
  • Health Restoration -35%
  • Energy Restoration -35%


This state allows the character to draw strength from his own suffering – but it lowers his survivability.

Trigger: the activation chance increases depending on how low your health is, and how high your pain level is.

  • Damage Received + 33%
  • Pain Limit +25
  • Pain Resistance + 30%
  • The higher the pain, the more energy is recovered at the end of the turn.
  • Each point of pain slightly lowers Abilities Energy Cost.


Your character throws a tantrum. It causes him to destroy everything in its path, paying very little attention to any resistance he may face.

Trigger: requires active Sadism / Masochism / Megalomania. High pain level, as well as taking and dealing damage, increases the activation chance.

  • Decreases Sanity, but increases Morale.
  • You lose control of your character for 10 turns.
  • Your character have a chance to apply “Consecutive Blows” skill instead of an ordinary melee hit (even if it isn’t learnt)
  • Damage Received -50%
  • Pain Resistance + 90%
  • Weapon Damage + 33%
  • Critical Damage + 75%


At low Sanity your character tends to pay way too much attention to his own successes. Sometimes it takes morbid forms.

Trigger: the activation chance increases due to successful hits (especially critical ones), killings of multiple enemies and leveling up. Misses and fumbled attacks reduce the chance.

  • All player attributes are falsely increased when displayed. The narcissistic character considers himself flawless and therefore is inclined to overstate his real abilities.
  • Physical, mental and magical debuffs (except for injuries and psyche states) become hidden. Such flaws are way too insignificant to be concerned about.
  • Bonus Experience: -75%

Low Morale + High Sanity

Now we can turn to the next set of states, caused by a combination of low Morale and high Reason. This is reflected by the mood cycle: the longer your character stays depressed, the more disheartened he becomes.


The beginning of a long journey right into the abyss. The character loses the motivation to move on.

Trigger: skipping turns, Rest Mode overuse, no challenges (like enemies in sight) increase the activation chance. The fastest way to shake a character a bit is continuous fights. Don’t let your character to be idle!
  • Willpower -10%
  • Vision -1
  • Fumble Chance +7%
  • Fortitude -10%
  • Sanity Change -0.05 every turn
  • Bonus Experience -25%


Anxiety is reinforced where apathy has taken root.

Trigger: requires Apathy. The lower your health and the lower your morality - the more worrying your character is and the higher the activation chance of this state.

  • Willpower -20%
  • Vision -2
  • Fumble Chance + 15%
  • Fortitude -20%
  • Sanity Change -0.1 every turn
  • Psionic Resistance -25%


A character who has succumbed to despair no longer believes in his own success and just wishes to bring the inevitable end even closer.

Trigger: requires Anxiety. The activation chance depends both on the health and morale levels, as well as hunger, pain, thirst and toxicity levels. The worse your character feels in general, the faster he will fall into despair.

  • Willpower -30%
  • Vision -3
  • Fumble Chance + 25%
  • Fortitude -30%
  • Sanity Change -0.2 every turn
  • Damage Received +20%


Hypochondria is an obsession with one’s own health. When hypochondriac receives even the slightest reason to worry, he starts to think he got gravely sick with every possible disease ever. With the exception of prenatal fever maybe.

Trigger: every untreated disease and every undiagnosed symptom increase the activation chance.

  • Willpower -10%
  • Fortitude -30%
  • Health Threshold -10%
  • Pain Resistance -25%
  • Sanity Change -0.05 for each active undiagnosed symptom
  • Every turn there is a chance to discover a false symptom. Or maybe a true one? Or maybe a false one though?

The effects of the most terrible combination, low Sanity and low Morale, shall remain a secret so far - because of their complexity, they still require some more work and polish. In the meantime, you can turn on your imagination and try to guess how they will work in our game by their names.

See you soon. Until the next devlog!


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November 3

Devlog: Improvements & Fixes


Yup, it's new devlog time. Currently our team is working on some big features that we aren’t yet ready to showcase, so therefore in today's development diary we will discuss several small improvements and fixes we’ve accumulated. Most of the targeted aspects are probably well known to you because of the Prologue, so I guess today's blog will be pretty interesting.

Destructible Environment

You don’t have to fix the impassable objects being generated if you can make them destructible.

Firstly, we’ve added the ability to destroy most of the dungeon environment objects. Yes, all those beds, bedside tables and chairs, which previously were purely decorative, now can be properly broken, burnt or blown up. This small innovation introduces a significant variety to tactics, making you to take a different look at the use of the environment in battle. In addition, each environmental object is made of a certain material that sets the level of its resistances to different damage types. For example, wooden furniture can be easily crushed by slashing and blunt weapons, but, let’s say, iron maidens are way tougher.

Enemies & Door Interaction

Verren gets he's probably screwed, but prefers to remain optimistic.

Mysterious vampires doorphobia has long been a target of our community’s mockery. In the public version of the Prologue, timely escaping behind a closed door was an unbeatable strategy: it gave you unlimited time to heal.

Of course, it was an obvious exploit, not intended by us. So recently we’ve told the mobs that doors don’t present any threat to them and can be actually interacted with. However, the type of door interaction depends on enemy’s type.

Small-sized beasts like bats will need looots of time to break the door, however.

For example, vampires have no problems simply opening unlocked doors, while the undead or beasts will try to break them – which means you won’t have that much time to take a breath anymore. By the way, the same goes for any environment objects that prevent mobs from getting to your character.

All this was made possible by changing the door system as well. Now, like the rest of the environment, they have a durability pool, which can be depleted by attacking or using spells. Which means that now you can get injured only when trying to break the door down with your bare hands.

Attacks of Opportunity

Some pretty angry skeleton.

Another feature added to counter The Most Popular Tactic #2, the scourge of many turn-based roguelikes – endless kiting (referred to as “tactical retreat” by some people). If a player is sure the back areas are secure, he can start to run away – and, because of the turn-based system and the “1 move = 1 action” rule, his enemy will chase him potentially endlessly, unless he has some long-range skills. Usually it was used to reset cooldowns on powerful skills or to lure an opponent to the right spot – for example, closer to the ashfire barrel or spike trap.

Therefore, we’ve added the so-called attacks of opportunity: whenever you try to retreat, the enemies surrounding you may receive a chance to deal a bonus hit. In addition, thanks to the change of the movement system, now enemies will no longer wait for one turn before taking the tile of the retreating player, but will do this instantly. In sum, this makes kiting a disadvantageous strategy, forcing you to rely more on movement/knockback skills if you want to escape some sticky situation. Or, alternatively, level up Agility: high Agility unlocks the perk allowing you to avoid attacks of opportunity.

Durability system change

And finally: some changes were made to the durability system. Previously, durability penalties were calculated dynamically depending on the percentage of lost durability, so your equipment started to get debuffs from the very beginning, which was pretty annoying, honestly.

Now the penalties are divided in tiers: when at > 50% durability, your items won’t receive any penalties; at >25% <50% durability, items will receive a 30% stat penalty; at <25% durability, items will receive a 60% stat penalty. This will make it easier to determine the state of the equipment just by taking a look on its appearance: depending on the durability tier, the sprites of the equipment will become more shabby and battered.

That's all for today. See you soon, until the next devlog!


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About This Game

You start out as an ordinary mercenary, travelling across the medieval world of Aldor. The kingdom is about to fall, when a mysterious stranger makes you an offer you can’t refuse. Set off on a dangerous journey, explore beautiful lands as the leader of your own caravan, recruit new allies and fight hordes of monsters. This adventure won’t be easy, as you will have to deal with physical diseases, psychological traumas and disputes within your party.

Inspired both by classic roguelikes and modern RPGs, Stoneshard invites you to shape the future of Aldor… and die countless times along the way. Explore the grim medieval world in this epic turn-based adventure, welcoming and challenging both for roguelike veterans and newcomers.

  • Explore the medieval kingdom

    Embark on a journey through the vast procedurally-generated world of Aldor. Explore the dungeons, cities and forests of this once magnificent land, now ravaged by war.

  • Lead your caravan

    Recruit new allies to your own caravan. Be a true leader and keep morale high, so you can get help and unravel the mysteries of your loyal followers.

  • Treat your wounds

    Take medication or even drugs to treat physical wounds and diseases. Spot symptoms early and don’t let your hero die of fever, blood loss or broken bones.

  • Fend off insanity

    The horrors of a decaying, war-torn kingdom can maim your mind. Take care of your mental health and use different ways to fend off insanity and fear during your journey.

  • Build an unrivaled hero

    Develop your hero however you like, be it an axe-wielding mage or a potion-brewing ninja. Choose from more than 100 weapons and build a unique skill set for your character.

  • Get tactical

    Create your own play style, marching to victory with sword, sorcery or stealth. Study your enemies, learn to use the environment to your advantage and emerge victorious.

  • Decide the fate of Aldor

    Pledge your allegiance to different factions fighting over Aldor. Your choices will decide the fate of the whole kingdom. Will you save Aldor or turn the kingdom into ashes?

  • Pray for victory

    Follow the will of ancient Gods and gain some of their astounding power in return… if you are ready to pay the price, of course.

  • Die to fight another day

    Don't let death frighten you. Should your hero perish, another shall rise up and take over the caravan, continuing your quest.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7/8/10
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • DirectX: Version 9.0
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible sound card
    • OS: Windows 7/8/10
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • DirectX: Version 9.0
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible sound card
    • OS: El Capitan
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    • OS: El Capitan
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    • OS: Ubuntu 14.04
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    • OS: Ubuntu 14.04
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space

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