Why Stoneshard refuses to go easy: A conversation with Ink Stains Games

It’s hard to believe it’s been five years since Stoneshard first launched – it feels like only yesterday! I was an early player, captivated by the game’s distinctive art and its fresh take on survival and combat. The game has evolved a lot since then, so I reached out to Andrii Tsypaiev, a Game Designer at Ink Stains Games, to get his thoughts on what the community often discusses. Wondering about the game’s difficulty, the toughest enemies, or what to expect in the next update? He has the answers.

As a big fan, I’ve always wondered how the developers deal with players who complain the game is too hard or just plain boring. It’s tough, right? What do you even say to someone who thinks it’s ‘tedious’ when you’ve poured your heart and soul into making a challenging experience?

Our game is intentionally complex, designed for players who love a good challenge and enjoy mastering detailed systems. We want to attract new players by making that initial learning curve rewarding, not by simply making the game easier. We believe it’s best for the game and its community if everyone, from beginners to experienced players, faces the same hurdles and has a shared experience.

Some players find parts of the game tedious, but we think that’s really a matter of personal preference. What one person finds boring, another might find engaging. We aim for a balance because Stoneshard is about the full life of a mercenary, not just combat and progression. We want to portray all aspects of that life, even the less glamorous ones – like finding food, healing from wounds, and maintaining morale.

The game is really challenging, with a lot of powerful enemies. The Ancient Troll is famous for being hard to beat, but even something like a Bison can be dangerous, especially for a character who fights up close. What enemy do you think is the most deadly?

AT: It depends on what you exactly mean by “deadly.”

When it comes to raw power and dangerous attacks, the Proselyte Fiend is a real threat, capable of quickly defeating unsuspecting adventurers. But if you’re looking for challenging fights that require careful planning and adaptation, I’d highlight the Proselyte Brander and the Ghastly Herald. These mini-bosses really make you think on your feet and change your tactics to succeed.

DG mentioned they’re still finding surprising things in the game, like being able to check the caravan’s items while cooking. They asked what lesser-known game feature players would find most helpful.

This button appears when you’re trading in settlements, but only if your caravan is close by – usually within two tiles on the world map. If you’ve hired Darrell, that range increases to five tiles. I think this is a really helpful feature that many players don’t know about, as it saves you from running back and forth. I’m considering adding a hint to explain it, since so few people seem to notice it.

A lot of players aren’t aware that you can quickly check out enemies by holding Shift and left-clicking.

DG asked if there’s anything the developers have always wished they could include in the game, but couldn’t due to some kind of limitation.

We considered loading the world in smaller chunks to create a truly seamless experience. I don’t have a technical background, but I recall that early in development, our engine couldn’t handle that. Now, making such a fundamental change would be too difficult and expensive given how far we’ve come.

I really loved the game’s unique look and feel. I’m curious – what inspired the artists when they were deciding on the art style?

I’d recommend checking with our lead artist, but from what I understand, the game’s inspiration came from several places—mainly the Diablo, Witcher, Kingdom Come, and Battle Brothers games. We also look to historical art and museum pieces to make sure the equipment and environments feel realistic and authentic.

DG wondered why so few players – less than 12% – had unlocked the “Full House” achievement, which requires collecting all three companions. He asked for thoughts on why this might be.

This achievement is recent, and Stoneshard has been in development for quite a while now. Many players who purchased the game don’t regularly return with each update, preferring to wait for the full release. Plus, unlocking all followers takes a significant time commitment for most players – unless they’re specifically trying to get the achievement. The game’s difficulty and challenging start could discourage some. But things can only improve from here!

We released the ‘Of Beasts & Sages’ update in August. Can you share some details about the next major patch, and give us an idea of when we can expect it?

We’re currently developing a temporary update that will include several new quests and greatly expand the Proselytes faction. This will add a lot of new enemies with diverse abilities – right now, they don’t have as many units as other enemy groups.

Next, we’re concentrating on a big update that will finally overhaul the enchantment system. This update will also include legendary items, wands, and a new skill tree to go with them. We’re also continuing work on the Character Creator, but it’s a complex project and will likely be released after the other features, as our current focus and resources are dedicated to those.

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2025-11-09 18:33