Card system, work on balance and plans for the future – interviews with the developers of the shooter Fragpunk

Fragpunk is a new free heroic shooter from the Chinese studio Bad Guitar Studio, which went on March 6, 2025 on PC, PS5 and Xbox Series X | S. In this project, players manage heroes known as Lancers with supernatural abilities, and fight in the “5 to 5” format. One of the key mechanics of the game is the use of cards that can change the rules of the match by creating unique game situations.

Recently, at the headquarters of Netease in Hanzhou, journalists of the Japanese portal 4gamer.com talked with the developers of Fragpunk. The conversation was attended by the art director Lee Imin and his team, as well as the producer and creative director of Chan Xin. We have translated for you an interview for you into Russian (translation of names and names in the game may vary).

A team of artists led by Lee Imin (in the center)

The effects of murders look amazing, and in an artistic style the influence of street culture is felt. At the same time, the game contains elements of steampunk and bright graffiti. How did you manage to combine such different artistic styles into a single concept of the world of Fragpunk?

Art team: We sought to make a visual style diverse so that the game could like the widest audience. In general, we adhere to bright and dynamic aesthetics. We have introduced many visual effects, but we use them pointily so that they create a more powerful effect and emphasize key points.

What characters, in your opinion, will become the most popular among players?

Art team: We try to ensure that each character is interesting and beloved, but if you highlight someone especially, then this is perhaps axon. He personifies the spirit of the punk and should become a sign of Fragpunk. Another bright character is Sona. It belongs to a different race, which emphasizes the diversity of the world of the game. We will continue to create characters who will find a response from different players.

You plan to expand the plot component of the characters. How often will new stories come out?

Art team: Stories of existing characters are completed. Their disclosure will occur mainly inside the game – through trailers to updates to seasons, descriptions of maps and other game elements.

How is the development of characters? Do you start with a concept or with a visual image? And who was created first?

Art team: We use both approaches: sometimes we start with a concept, and sometimes from a visual image. The first character we developed was a broker. Since Fragpunk is focused on dynamic, tense battles, we started with an aggressive character armed with a rocket launcher.

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The business model of the game is based on the sale of skins. Will skins be available for characters and weapons?

Art team: Yes, we have skins for both characters and weapons. At the same time, the forms of characters are created not only taking into their concept, but also in order to offer the players something fresh. Some skins will also help to reveal the background of the characters.

The game world is based on the concept of parallel dimensions – boorns. How many are there at the moment?

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Art Command: Now we have worked out four boats, and in the future their number will increase with new updates. Lancers come from different boats, and thanks to this, the visual style of cards and characters is logically combined.

Each boatwex has two or three lansers. Does the characters have enmity or rivalry among themselves?

Art team: Yes, among existing characters there are those who are at war with each other. In the next seasons, we will disclose their relationship, add new boats and expand existing ones. In addition to rivalry, we pay attention to other connections between the characters. For example, Nitro and Faith are the best friends and fight together. There are also characters that were in the same organization or worked for the same corporation. These details can be found in the game itself.

What is Goloit in the framework of the game world?

Art team: Goloit is a recently appeared substance that can change the laws of physics. Chard-card is one of the forms of its materialization. During the battles, the players collect soil, and a scarlet card are created from it.

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Netease

Grunayt gives new forces to certain creatures, turning them into lansers. Can he affect cars?

Art team: Yes, he is able to influence mechanisms and objects. For example, a soil can change buildings or serve as a source of energy for machines. When exactly these elements will appear in the game, we have not decided yet.

In Shaard Crash mode, the Golnight is collected through the converter. Why at the end of the timer it seems to explode, and the Lancers are destroyed nearby?

Art Command: converters absorb the ground in the environment. Since the Lancers also contain particles of the soil, they become part of it and eventually disappear in the process of absorption.

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Producer and creative director Chan Xin

It was difficult to balance the influence of players and elements of chance. How did you manage to find balance?

Chan Sin: Chard-cards have the cost of use, the more the card affects the course of the match, the higher its cost. This is done so that the players can not use them too often.

In casual mode, there is a high share of chance, but in rating matches a peak and ban system is used, reducing the influence of accident and providing more honest battles.

Shard cards are associated with a map, characters and skills, so there are those that enhance or weaken certain heroes. According to the same principle, there are cards that affect the power of weapons. Of course, we avoid creating cards that can destroy the balance of the game. After the release, we will continue to adjust the balance based on players’ reviews.

Is it possible to use all the scarlet cards from the very beginning?

Chan Xin: If more than 150 cards are available to the player from the very beginning, this can confuse newcomers. Therefore, we have chosen a system of gradual unlocking: players open cards as the level rises. Full access to all cards can be obtained in about 7-8 hours of the game.

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What will happen if a low -level player gets into a match with a high -level player?

Chan Sin: In this case, he will be able to use cards available to high -level players. The frequency of the appearance of cards depends on their prevalence in the team. For example, if the card has all the players in the match, the probability of its loss increases. At the same time, the falling cards can be used regardless of whether they are in the collection of a particular player.

How many char cards are added with each update?

Chan Sin: one season lasts 4 months and is divided into two parts. Every 2 months, an update that adds characters, skins, maps and charcath is released every 2 months. Also, every 2 months the rules of the season are changing, to which 30–40 new cards are added, and some of the old cards are either temporarily cleaned or accessible only this season.

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Some cards affect the environment, for example, create fog or cause rain

Do you plan to develop the game in the direction of e -sports?

Chan Xin: Yes, of course. Most developers in our team are lovers of competitive games that grew up in e -sports tournaments. We dream of organizing our own events. However, since Fragpunk is different from other games, we still have to figure out in what format to be carried out.

Your team has many competitive games. Does this lead to conflicts in the development?

Chan Xin: Honestly, we constantly argue (*laughs*). Everyone has their own point of view, and everyone wants to prove their rightness. In the process of discussions and tests, we find the best solutions. During closed beta tests, some ideas of our developers were confirmed by the reviews of players, which helped us choose the right path.

How often do you plan to add new lansers?

Chan Xin: We will add one Lancer every 2 months, that is, two characters per season.

With an increase in the number of Lancers, the balance of the game will not become more difficult?

Chan Xin: in comparison with the scarlet cards, to balancing the characters is easier (*laughs*). I myself, as a player, think that so far there are not enough characters, so now it is more important to add them.

Yes, the balance is a difficult task, but we design the game so that everyone fights in equal . Of course, strong combinations appear over time, but their searches take 1-2 months, which coincides with the interval of updates, so we can adjust the balance at the right time.

Combinations of Chard Cart and Lancers create a huge number of variations, but even if a particularly powerful combination appears, we consider this to be part of the gameplay-as long as countermeasures exist. If opposition is impossible, we intervene.

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What reviews did you receive during a closed beta test?

Chan Sin: Of the positive ones, many liked the artistic style and dynamic gameplay, which gives a feeling of drive.

Among the negative remarks, the balance most concerned. For example, in one of the tests, the sniper rifle turned out to be too strong, and we made adjustments. There were also comments on the balance of cards and cards, and we are gradually making edits.

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In addition, some players complained that the Shaard Crash mode does not allow to revive, which is why it seems too tense. Many asked to add more casual regimes.

What new modes do you plan to add?

Chan Xin: We plan to introduce rotational modes, such as battles with the effect of enlarged heads or maps, where you can only use close battle.

We would also like to create solo mode with history, but now priority is the balancing and improvement of the gameplay.

Why did you decide to combine cards and a heroic shooter?

Chan Xin: I myself am a fan of both the first -person jokes and card games. Hence the desire to combine these two genres.

It is difficult to add random elements to competitive games, because of this, there are practically no such games. But we decided to try. I was inspired by the “hornes”, where the accident changes the parameters, but I wanted to create a game where it changes the rules of the battle by random, forcing the players to adapt in every round.

Where do you draw ideas for the effects of cards?

Chan Xin: Inspiration comes from various sources. For example, the effect of large heads was inspired by Mario.

Will there be a military in the game?

Chan Xin: Yes, he will be. The main awards are skins for weapons and characters. The last reward is a spectacular complete set of skins.

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Why did you choose a dueling regime for a taibreaker (approx. Translator – determining the winner in the event of a draw)?

Chan Xin: In many games, Taybreik is just an additional time, which sometimes lasts longer than the match itself. It is boring and unoriginal.

I thought about a new format and just watched the World Cup. There I saw a penalty series and decided to try a similar approach. The Japanese game The King of Fighters, where the fighters fight 1 by 1 in 3v3 format, was also inspired.

In the taibraker, accident is excluded, and the outcome is solved only by the skill. So was it planned?

Chan Sin: Yes, this is really a different type of test, and we had disputes in our team about this.

However, in practice, this creates unique and memorable moments, so we still want to leave this regime.

Will new gaming modes be added?

Chan Sin: At the moment, we have Shard Crash, Team Deathmatch and Duel Master. After the release, we will add, for example, a zombie mode. We also consider the mode with elements of building a deck.

Your message to Japanese players?

Chan Xin: Japanese players are very cute. We really want to succeed in Japan. Since our team is small, is important to us – both positive and negative.

We want the game in Japan to develop for a long time. Thanks for !

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