Compare Shard Games prices across 50+ stores and find the best deal. Developed by Novation Games. Published by Novation Games. Released on 7/29/2016. Available on PC. Genres: Action, Indie, Early Access.

A mostly-negative arena shooter that launched in Early Access in 2016 and never really climbed out. If your group needs a throwaway bomb-lobbing session, maybe, but go in with zero expectations on netcode or population.

I checked the concurrent player count on this one before writing a single word, and the number staring back at me was one. Not one hundred. One. That tells you most of what you need to know about Shard Games in 2024, but let me give you the full picture anyway, because the core concept is not without a sliver of charm. It is a first-person arena shooter built entirely around thrown explosives: fragmentation grenades, sticky bombs, incendiaries, mines, and a shield generator variant that at least gestures toward some tactical depth. The sci-fi "fatal Olympics" framing is a fine enough coat of paint, and TDM, FFA, and CTF modes give you the standard competitive skeleton. The problems stack up fast once you get past the elevator pitch. Mouse input was flagged by early adopters as erratic, with camera behavior on first load described as genuinely disorienting, and resolution settings between the launcher and in-game menus that do not sync. For anyone running a 144hz panel and a lightweight mouse expecting tight aim feel, that is an immediate red flag. The game shipped with two maps, City and Stadium, and the broader roadmap promised matchmaking, ranked play, and more modes. Nearly a decade later, none of that materialized in any meaningful form. The playerbase dried up, and a multiplayer-only game with no active servers is, practically speaking, a dead product. On paper, the bomb loadout system has some genuine ideas. Choosing a shield generator instead of a fragmentation grenade to protect a capture point is the kind of low-stakes tactical tradeoff that works in a populated lobby. The CTF mode especially benefits from the mine and trap options, since laying denial zones around your flag carrier creates readable counterplay. But all of that requires people to play against, and reliable netcode to make the explosions land where your brain expects them to. Community feedback points to server connectivity being shaky even when players were present, which is the worst possible failure mode for a game where timing a thrown bomb is the entire skill expression. The Steam review score sits in mostly-negative territory across roughly 42 reviews. That is a small sample, but the complaints are consistent: bugs that were present at Early Access launch never got patched, zombie mode on at least one map was broken at ship and apparently stayed that way, and basic UI issues like a disappearing cursor in menus made even navigating the game feel unfinished. Ranked play and matchmaking were listed as planned features that never arrived. The developer's own Early Access statement said the game would exit that phase in roughly a year to eighteen months. That window closed a long time ago. If you have eight friends willing to self-host a private server and treat this as a curiosity, there is technically a functional game underneath the cobwebs. The physics on projectiles and bodies was noted as a real feature, and cross-platform support was at least implemented at launch. But I would not send anyone here looking for a functioning online competitive shooter. The concept deserved a better-resourced follow-through, and it did not get one. Fred, Scout Team

Shard Games
ActionIndieEarly Access

Shard Games

Jul 29, 2016Novation Games
GamerScout Says

A mostly-negative arena shooter that launched in Early Access in 2016 and never really climbed out. If your group needs a throwaway bomb-lobbing session, maybe, but go in with zero expectations on netcode or population.

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About Shard Games

I checked the concurrent player count on this one before writing a single word, and the number staring back at me was one. Not one hundred. One. That tells you most of what you need to know about Shard Games in 2024, but let me give you the full picture anyway, because the core concept is not without a sliver of charm. It is a first-person arena shooter built entirely around thrown explosives: fragmentation grenades, sticky bombs, incendiaries, mines, and a shield generator variant that at least gestures toward some tactical depth. The sci-fi "fatal Olympics" framing is a fine enough coat of paint, and TDM, FFA, and CTF modes give you the standard competitive skeleton. The problems stack up fast once you get past the elevator pitch. Mouse input was flagged by early adopters as erratic, with camera behavior on first load described as genuinely disorienting, and resolution settings between the launcher and in-game menus that do not sync. For anyone running a 144hz panel and a lightweight mouse expecting tight aim feel, that is an immediate red flag. The game shipped with two maps, City and Stadium, and the broader roadmap promised matchmaking, ranked play, and more modes. Nearly a decade later, none of that materialized in any meaningful form. The playerbase dried up, and a multiplayer-only game with no active servers is, practically speaking, a dead product. On paper, the bomb loadout system has some genuine ideas. Choosing a shield generator instead of a fragmentation grenade to protect a capture point is the kind of low-stakes tactical tradeoff that works in a populated lobby. The CTF mode especially benefits from the mine and trap options, since laying denial zones around your flag carrier creates readable counterplay. But all of that requires people to play against, and reliable netcode to make the explosions land where your brain expects them to. Community feedback points to server connectivity being shaky even when players were present, which is the worst possible failure mode for a game where timing a thrown bomb is the entire skill expression. The Steam review score sits in mostly-negative territory across roughly 42 reviews. That is a small sample, but the complaints are consistent: bugs that were present at Early Access launch never got patched, zombie mode on at least one map was broken at ship and apparently stayed that way, and basic UI issues like a disappearing cursor in menus made even navigating the game feel unfinished. Ranked play and matchmaking were listed as planned features that never arrived. The developer's own Early Access statement said the game would exit that phase in roughly a year to eighteen months. That window closed a long time ago. If you have eight friends willing to self-host a private server and treat this as a curiosity, there is technically a functional game underneath the cobwebs. The physics on projectiles and bodies was noted as a real feature, and cross-platform support was at least implemented at launch. But I would not send anyone here looking for a functioning online competitive shooter. The concept deserved a better-resourced follow-through, and it did not get one. Fred, Scout Team

Tags

multiplayerpvponline-pvpachievementstrading-cardscloud-savestier:sub-5Explosives-Only CombatDead PlayerbaseAbandoned Early AccessBomb Loadout SystemPrivate Server PlaySci-fi Sports Theme

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GeForce 9600GT
Processor
Intel Core2Duo

Recommended

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 10
Storage
4 GB available space
Processor
Intel Core i7

Reviews & Ratings

No ratings available

Game Info

Developer
Novation Games
Publisher
Novation Games
Release Date
Jul 29, 2016

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