Fragpunk is finally here! This fast-paced 5v5 shooter introduces a unique twist to traditional tactical FPS games, centering its gameplay around the chaotic and dynamic Shard Card system.
The main mode, Shard Clash, follows the classic Search and Destroy format, where attackers must plant an explosive device while defenders work to stop them. However, unlike other games in the genre, Fragpunk’s ever-changing cards ensure that no two rounds are ever the same.
In addition to Shard Clash, the game also features:
- Team Deathmatch (TDM)
- Zombies mode
- Rotating Arena modes that change with seasonal events
Shard Card System
At the heart of Fragpunk’s gameplay is the Shard Card system, which allows players to modify each round through various card selections. Every round, teams choose cards that impact the game in significant ways.
- In Ranked Mode, card selection follows a pick-and-ban system to ensure fairness.
- Players must spend Shard Points to obtain these game-changing cards.
- Unlike Counter-Strike or Valorant, where players buy better weapons, every gun in Fragpunk is viable, and the economy revolves around upgrading Shard Cards.
If a selected card fails to receive enough votes from teammates, players get their Shard Points refunded. However, since most cards require contributions from multiple teammates, strategic coordination is essential.
Additionally, Relics introduce another layer of strategy. The Card Master—the player in charge of selecting and banning cards—also chooses a Relic, which can offer unique benefits like saving a powerful card for future rounds.
Fragpunk Weapons and Gameplay Mechanics
At first glance, Fragpunk may seem similar to CS2 or Valorant, but its weapon mechanics are closer to Rainbow Six Siege. The game’s recoil system is unique, featuring consistent spray patterns that players can learn over time.
Key weapon mechanics include:
- No random bullet spread when aiming down sights (ADS), even while moving
- Four guns capable of one-shot headshots (Marksman Rifle, Deagle equivalent, and two Sniper Rifles)
- Variable zoom for most weapons, with customizable settings for personal preference
Fragpunk encourages aggressive playstyles while balancing one-shot mechanics. Unlike many tactical shooters, even the best rifles can’t one-tap headshot, meaning players won’t lose fights due to random lucky shots.
Shard Card Types and Their Effects
Fragpunk features 169 Shard Cards at launch, divided into four main categories:
- Map Cards – Modify maps by adding/removing cover, altering site layouts, or changing map elements. Some cards are map-specific, like a Black Market card that makes its bridge heal players.
- Lancer Cards – Change Lancer abilities, adding buffs, altering movement mechanics, or tweaking utility.
- Rule Cards – Adjust game mechanics, such as modifying movement speeds, round timers, or other core systems.
- Weapon Cards – Modify how weapons function, adding extra bullets, damage buffs, or unique firing mechanics.
The variety of cards leads to some unique interactions, such as:
- “Birdman” Card + Charged Shotguns – Birdman lets players float in the air while aiming, and when paired with Charged Shotguns, the recoil can be used to launch into the air for unexpected attacks.
- Tiebreaker System – Instead of traditional overtime, tied matches end with five 1v1 duels, where teams strategize the order of fights to determine the ultimate winner.
Key Changes from Beta to Full Release
Fragpunk has seen several important updates since its beta phase. Here are some of the biggest changes:
- Movement Speed Reduction – Lowered by 0.5 m/s to fix a jump-peeking exploit without introducing movement penalties like inertia.
- Launcher Pistol Buffs – Now functions as both a regular sidearm and a grenade launcher.
- Lancer Ability Adjustments:
- Axon – Grenade count reduced from 12 to 10; sliding ability now restricted to shotguns only.
- Zephyr – Midnight Rambler ability increased from 2 to 3 charges.
- Ciret – Dilemma’s pull radius and strength increased, making it better at trapping enemies.
- Jaguar – IE Can See For Miles ability nerfed from 2 uses to 1 per round.
- Spider – TP grenades no longer pull teammates, but their radius was increased for better enemy disruption.