The journey of Fragpunk began with something most of us can relate to—a cracked phone screen. This common mishap, while frustrating, sparked an idea that went beyond just the chaos of a broken device. The swirling neon hues across the shattered screen beautifully mirrored the rebellious yet dystopian themes at the heart of Fragpunk. It didn’t stop there; it served as a deeper metaphor as well.
In today’s world, where so much of our lives are tethered to a single gadget, a broken screen becomes symbolic of a fragmented reality—various perspectives of the same world coexisting yet not quite aligning.
Set in the Shardverse, Fragpunk introduces us to a universe thrown into disarray by an enigmatic substance known as Glunite. This element grants ordinary individuals from alternate realities extraordinary abilities, but there’s a catch—they come to rely on this otherworldly material to survive. These individuals, now called Lancers, roam across different Shards, scavenging for every scrap of Glunite they can get their hands on.
A unique twist in Fragpunk lies in the Shard Cards dealt to players between rounds. These cards allow Lancers to manipulate their surroundings to gain an advantage or hinder their adversaries. The effects can range from the whimsical, like activating a big head mode for the opposing team, to the strategic, such as opening a portal to an alternate map, effectively doubling the gameplay area.
Thus, Fragpunk’s multiverse isn’t just an aesthetic choice—it actively shapes the gameplay experience.
In the words of Fu Wenhe, the narrative director at Bad Guitar studio, what truly sets the game apart is its unpredictability. “Each round presents a new experience,” he explains. By consistently challenging norms, from visual design to gameplay mechanics, the team has crafted a game meant to be enjoyed by players worldwide—drawing inspiration from global media trends.
He points to the game’s style, which combines 2D and 3D elements, acknowledging its roots in the Spider-Verse movies. However, Fragpunk’s connection to the Spider-Verse runs deeper than mere appearance.
The game’s characters may hail from various universes, yet, much like the Spider-Verse characters, they harmonize within their diverse environment. The aim was to create a world that is both familiar and refreshingly distinct, a goal they’re achieving by prioritizing story-driven character development.
Li Yiming, Fragpunk’s art director, elaborates on the design philosophy. “We avoid focusing solely on one character. Instead, we aim for consistency across all characters—style, appearance, animations, and more,” he states. This approach ensures that while characters shine individually, they adhere to a cohesive art style.
Fu adds that the lore and character concepts set the foundation, which the art team then builds upon with design ideas. Their collaborative synergy helps refine which concepts to develop further.
The world of Fragpunk is vibrant not just in characters but in the maps and settings they traverse. Each environment is a tangible manifestation of the Shardverse, playing a pivotal role in the game’s competitive shooter nature. Classic map types, like transport depots and ancient temples with destructible elements, are given a narrative twist to fit Fragpunk’s distinctive world.
According to Fu, narrative and map design work in tandem, establishing the lore and themes while allowing freedom for creative map structuring. Once maps are finalized, his team labels locations strategically for ease of communication during gameplay, ensuring consistency with the lore and player familiarity.
While the diverse universe offers a rich narrative potential, it also serves a practical purpose in the ever-expanding hero shooter and live service genre. The Shardverse is a canvas for exploring varied styles and deep character backstories, avoiding the disjointed feel of other live service games.
Fu outlines their intention: “We wanted an inclusive world that supports diverse future developments.” Li adds that while lower-tier skins might feature simple changes, higher-tier skins will be visually striking, often portraying significant moments in a character’s story.
And Fragpunk isn’t stopping at the game itself. Bad Guitar aims to expand the lore through different media, including digital graphic novels and animations. Fu mentioned their inclusive approach to storytelling across platforms, from in-game dialogues and skins to external comics and trailers, aiming to immerse players further into the Fragpunk universe.
For those keen to experience the game firsthand, Fragpunk launches on PC through Steam and the Epic Games Store this March 6th, with console versions for PlayStation and Xbox coming later.
For a deeper dive into gameplay mechanics and the inspirations behind Fragpunk, don’t miss our upcoming preview and discussion with Bad Guitar’s creative director, Xin Chang.