Imagine this: a cracked phone screen—a scenario all too familiar to many of us. This everyday mishap sparked the initial idea for Fragpunk, a game that thrives on a blend of rebellion and dystopia painted in neon hues and broken tech. But there’s more beneath the surface. A shattered screen is a symbol of the fragmented world we live in, showing us different, yet strangely parallel, perspectives of the same reality.
Set in the Shardverse, Fragpunk explores a world torn apart by Glunite, a mysterious element that endows ordinary people with extraordinary powers, yet binds them to its essence for survival. These gifted individuals, known as Lancers, roam various Shards as mercenaries, battling for every scrap of Glunite they can find.
Between matches, players are dealt Shard Cards that Lancers use to alter their surroundings. These can range from amusing tweaks like enabling big head mode for opponents, to game-changing tactics like ripping open portals to alternate versions of the map for spontaneous in-game adventures, effectively doubling the battleground.
In Fragpunk, the multiverse isn’t just an aesthetic choice; it fundamentally shapes gameplay.
“What I think makes our game unique is that no two rounds ever feel the same,” remarks Fu Wenhe, Fragpunk’s narrative director at Bad Guitar studio. “We’ve kept true to our core vision of breaking norms and bending rules, whether in art, storytelling, or gameplay design.
“Our aim was to craft a game that resonates globally, drawing inspiration from mainstream media worldwide. Our art style, mixing 2D with 3D, took cues from the Spider-Verse films.”
Yet, Fragpunk’s inspiration goes beyond visual appeal. While its characters hail from alternate universes, the Spider-Verse’s signature is that these diverse elements coexist in harmony within the same world. Fragpunk strives to replicate this balance—creating a universe that feels familiar yet refreshingly different. Achieving this harmony involves a narrative-centric approach to every character’s role in the game’s universe.
“We wanted consistency across our characters,” explains Li Yiming, the art director of Fragpunk. “They all follow unified design guidelines for style, visuals, animations, skills, and color palettes, striking a balance where each showcases their individuality while aligning with the overall art style.”
“Although our narrative was set from the beginning, it evolved continually,” Fu adds. “The narrative team lays out the lore and initial character concepts, while the art team contributes diverse design elements and suggestions. Together we decide which ideas to develop further.”
Beyond the characters, the game’s maps and environments stand out as the most vivid representations of the Shardverse and its multidimensional realities. Although fundamentally a competitive shooter, Fragpunk reinvents classic map archetypes—transport depots, ancient temples—but within its unique narrative context.
“The map team and we work in tandem,” Fu explains. “They handle the structural design like player routes and bomb sites, while we set the theme, environment, and lore. Our aim is to offer them creative freedom.”
“When they finish the design, it’s our turn to assign names, callouts, and decorations,” shares Huang Jingsi, a narrative designer in the project. “This ensures each map is both lore-friendly and rich in recognizability during gameplay, using straightforward callouts like ‘mid’, ‘A-side’, ‘B-side’.”
Featuring parallel universes is not just a narrative boon, but a strategic one for the hero shooter and free-to-play model—both of which thrive on new characters, maps, and themes over time. Bad Guitar is clear about the competitive nature of FPS games. The Shardverse not only sets a creative stage but offers a sincere avenue to explore fashions, references, and lore from each character’s narrative arc, without succumbing to the chaotic blend typical of other live service games.
“When creating the Shardverse, we envisioned an inclusive world reflecting the punk art style,” Fu explains. “This approach allows us endless design space for future development.”
Li expands on their vision for in-game skins: “Lower-ranked skins might just tweak colors or materials, but higher-level ones tell a story—capturing a poignant moment from the character’s past or future.”
On top of cosmetics, Bad Guitar aims to enrich Fragpunk’s lore across various media, embracing graphic novels and animations besides the in-game storytelling.
“We’re open to exploring any medium to expand our game’s lore,” Fu states. “From text and voice lines in-game to comic story updates and animated trailers, we’re dedicated to telling our story in diverse ways.”
For a deeper dive into Fragpunk’s gameplay experience, check out our interview with Bad Guitar’s creative director, Xin Chang.
Fragpunk is set to launch on PC via Steam and the Epic Games Store on March 6th. Console players on PlayStation and Xbox will have to hang tight, as that release has been delayed for a future date.