The inspiration for Fragpunk sprouted from a universally frustrating event: the dreaded phone screen shattering. While the glare of neon colors smeared across the damaged surface aptly encapsulated the rebellious and dystopian ambiance Fragpunk sought to convey, the metaphor stretched even further.
In a world where our lives are intricately connected to a single device, a cracked screen symbolizes a fragmented world, offering various viewpoints of the same reality—distinct, yet interconnected.
Set in the Shardverse, Fragpunk unfolds in a world torn apart by a mysterious element, Glunite. This substance bestows incredible powers on ordinary individuals from alternative universes, making them dependent on it for survival. These individuals become Lancers, mercenaries fighting across different Shards to gather as much Glunite as possible.
In the heat of battle, players are dealt Shard Cards, tools that Lancers use to manipulate their surroundings—either to gain an edge over enemies or create disadvantageous conditions for them. The effects of these cards can range from comically enlarging the heads of opponents to game-altering actions like opening a portal to a parallel map version, thus doubling the playing area.
What makes Fragpunk unique is its multiverse concept, which not only enhances the game’s visual appeal but also plays a crucial role in the gameplay itself.
FWu Wenhe, Fragpunk’s narrative director at Bad Guitar studio, shares, “Our game stands out because no two rounds are ever alike. By remaining committed to our core idea of bending rules and breaking norms, we’ve ensured this uniqueness across our art, narrative, and gameplay designs.”
The game’s design aimed at a global audience draws inspiration from mainstream global media. For instance, its art style, blending 2D and 3D elements, is significantly influenced by the Spider-Verse movies.
However, Fragpunk draws more than just visual inspiration from the Spider-Verse. While characters may stem from different universes, they maintain harmony with the world and cast around them, akin to the Spider-Verse’s dynamic.
Fragpunk strives to create a cohesive world, instantly familiar yet intriguingly diverse. This balance is achieved through a narrative-first approach, integrating each character into the broader game universe.
Li Yiming, the art director for Fragpunk, elaborates on their vision: “Avoiding focus on a single character, we’ve ensured all characters adhere to consistent design logic—from style and appearance to skill effects and color usage. This balance allows individual personalities to shine while maintaining a unified art style.”
From initial lore development to ongoing contributions from the art team, Fragpunk’s narrative continues to evolve, shaping character designs and advancing the Shardverse’s storyline.
Equally vital to Fragpunk are the maps and environments Lancers explore, embodying the Shardverse’s multiple realities. While a competitive shooter at heart, Fragpunk injects its narrative into classic map archetypes through strategic environment storytelling.
Fu describes their collaborative mapping process, where narrative themes guide initial designs, ensuring freedom for map creativity while preserving narrative consistency. Once maps are developed, narrative designers christen locations with lore-appropriate, easily recognizable callouts.
The narrative depth of Fragpunk’s multiverse also serves a pivotal role in its live service model, accommodating new characters, maps, and seasonal themes. The Shardverse fosters a unique platform to explore styles, references, and lore-rich moments, ensuring authenticity beyond the chaotic blend of other live service games.
Fu emphasizes the intentional design approach: “The Shardverse, designed for a hero shooter with a punk art style, accommodates diverse design elements, enabling vast and inclusive world lore. Our approach to skins reflects this dynamic, offering both incremental changes and dramatic story-driven moments.”
Fragpunk’s ambition extends beyond paid cosmetics, aiming to enrich its lore through diverse media, including digital graphic novels and animations. Fu expresses inclusivity in storytelling mediums: “In-game, narratives unfold through textual, character-driven storytelling, while out-of-game adventures expand through comics and animated trailers.”
For gameplay insights and how Fragpunk captures the essence of numerous shooters simultaneously, check out our preview and interview with Bad Guitar’s creative director, Xin Chang.
Fragpunk releases on PC via Steam and the Epic Games Store on March 6th, with console versions for PlayStation and Xbox following at a later date.