Q: How long is the test? A: The test will run from June 27 at 5 pm PDT to July 1 at 11:59 pm PDT, for approximately 5 days of fierce gunfights. You may start to pre-download the game on June 25.
Q: Can I share screenshots and videos, or talk about my experience publicly? A: Yes, you are free to take screenshots, stream, make videos, or just more broadly share your thoughts about FragPunk. We are looking forward to hearing your feedback as it helps us develop the game further.
Q: Where can I give feedback about FragPunk? A: Connect with us on Discord to give feedback directly in our bug report and suggestions channels. Our team reviews the information you provide so that we can make improvements to FragPunk.
Q: Are there minimum and recommended requirements for this game? A: Yes, the minimum and recommended system requirements are as follows:
Minimum Requirements:
Operating System: Windows 7 64-bit or newer Processor: Intel i7 10th or AMD Zen3 Memory: 16 GB RAM Graphics Card: NVIDIA GeForce RTX 2060 DirectX Version: 11 Network: Broadband Internet connection Storage: 35 GB available space, SSD required. This configuration is recommended for current testing.
Recommended Requirements:
Operating System: Windows 10 64-bit Processor: Intel i7 12th or AMD Zen4 Memory: 32 GB RAM Graphics Card: NVIDIA GeForce RTX 3060 DirectX Version: 11 Network: Broadband Internet connection Storage: 35 GB available space, SSD required. This configuration is recommended for current testing.
Q: It's a test, but can I keep anything from my play session? A: No, all progress except for certain rewards will be reset for future versions. Please see the following for details on what will be retained:
Q: Can I use controller to play it during the CAT? A: Yes, players can use both keyboard and controller for playing.
Now we support Xbox controllers and the vast majority of other controllers that use Xbox key mappings. DualSense 5 controllers need to be mapped to Xbox controllers through Steam Input, so there might be incorrect icon displays. Perfect compatibility for other controllers (including DualSense 5) is currently under development.
Q: Who can access the test? A: This closed alpha test will only be open to participants from the US and Canada. Given this is our first test, we aim to provide a stable and smooth matchmaking experience process for all players by limiting servers for now. As we proceed with more tests and expand our capacity, we plan to broaden access to additional regions. Please stay tuned to our social channels for information on subsequent tests.
In the game, if your radio collides with the battery, you can press the shortcut key R and you will see a different world. Get your own robot partner as soon as possible. The acquisition of parts has increased the acquisition of box opening items, accelerating the progress of obtaining robot partners. Have robot partners search for sand worms near numbered ventilation towers, kill them, and activate all teleportation items under the ventilation towers.
In Shrimp, there are Timed item drops, which at the current moment are set to happen every 2 hours. (Capped at 4 a day)
Here's how those in-game item drop chances are laid out for Shrimp:
Overall item drop chances are:
62% Chance of a Shrimp Skin (used to change the visual of your shrimp)
33% Chance of a Background Color (used to change the background color)
5% Chance of a Particle (used to change the visual of click particle effect)
Shrimp Skin Drops are then split into 5 different rarity drop pools:
65% Chance for a Common Skin
20% Chance for a Uncommon Skin
10% Chance for a Rare Skin
4% Chance for a Master Skin
1% Chance for a Legendary Skin
But not all of the skins are equally weighted within the rarity pools, for example, the "Tiny Shrimp" Item has a 1% chance within the legendary drop pool, meaning its drop rate should be 0.0062%.
Background Drops are split into 3 rarity pools:
88% Chance for a Common Skin
9% Chance for a Uncommon Skin
3% Chance for a Rare Skin
Particle Drops aren't split into different rarities
Currently, there is only one which is gained by achieving one of the achievements. But as I update the game after launch, I'll add more of these items.
Outside of in-game item drops, I wanted to say that items sold in the Shrimp Shop do not drop in the game, and occasionally the items will be swapped for new items, once taken out of the Shrimp Shop these items will only be purchasable through the community market (if others want to sell their item).
Sorry for being inactive for such a long time - we've been working on fixing and polishing Halve's features as much as we could during the past year. We had loads of issues to take care of, which made the gameplay quality a lot worse than it should be - and because of that, we did not have any cool new features to showcase.
But that changes now! While fixing these major bugs and issues, we also took some time to upgrade different aspects of the game. This means that we have a lot of stuff to showcase - so the plan now is to do regular devlogs once or twice a month to keep you guys up-to-date!
So, without further do - check out this devlog video for a quick catch-up with the latest changes and have a peek into how we polished the player character's movement!
Hey all! Another short update this week as we're extremely busy finalizing assets and fixing bugs for AVCon! Here's an up-to-date screenshot of the Unit Window, specifically on the Effects tab. This is a comprehensive list of all the active statuses, buffs and debuffs affecting a unit. Here, you can quickly refer to the details on any status, which is something our playtesters in the past have felt the absence of.
Since the last time I showed off the Unit Window, we've made some improvements to the layout. For Effects, we now show if the effect is a positive status (buff) with orange, or a negative status (debuff) with purple. We also display the icon for the effect to make it extremely easy to figure out which status does what.
We also have a new round of status icons! These have gone through a great many artstyle changes over development, but we've finally settled on a style that we're happy with. As always, these may not be final, and we may make some changes to them, but for the moment we're elated with how they look in-game.
We still have a lot to do, so I'll leave it there for this week. Thanks as always for tuning in!
I revised the following items that would have been inconvenient for playing the game. I hope the update has made you more of a quizzical play.
1. Background music volume is unified 2. Fixing the flickering of the character's image on the lobby screen 3. Fix the phenomenon of the character's image blinking during the story 4. Modify the NPC movement and effects of the Masumi stage
Then I hope you continue to have fun playing the game!