Key art for Shard Squad

Game review

Shard Squad

6.5 / 10

Developer
The Root Studios
Publisher
Nuntius Games, Vsoo Games
Released
10 November 2025
Platforms
Windows
Genre
Survivors-like / Roguelite
Monetisation
One-time purchase with one optional paid character pack
Players
Local and online co-op, plus single-player

The short version

Shard Squad is the debut commercial release from Brazilian studio The Root Studios, published by Nuntius Games and Vsoo Games, released 10 November 2025 for Windows. Players assemble a squad from over 20 collectible elemental creatures called Shards, fighting off escalating waves of enemies across horde-battler stages in the vein of Vampire Survivors, while combining Shard traits for synergy effects and equipping unlockable relics between runs. Reviewers respond warmly to the game's presentation, praising charming pixel art, creative creature designs explicitly compared to Pokémon and Digimon, and local and online co-op support, framing the game as a distinctive, cute-styled entry in an increasingly crowded genre.

A genuinely divided minority pushes back hard on the systems underneath that presentation, and notably, the corpus's two single most-voted reviews are both detailed negative verdicts. Recurring complaints describe a shallow level-up structure that mostly boils down to maxing a single damage stat to keep pace with scaling enemies, permanent meta-progression upgrades many reviewers call insultingly small, an exploitable lack of real build diversity between runs, and marketing language, a promised "20-hour campaign with cutscenes," several detailed reviews argue oversells what's actually a much shorter, thinner narrative wrapper.

Biggest strengths

  • Art style and creature designs draw consistent, specific praise, with reviewers repeatedly comparing the Shards favourably to Pokémon and Digimon and specifically crediting their visual variety and charm
  • Co-op support earns specific credit, with local split-screen and online Remote Play Together options letting friends join a run without the core game's pacing changing
  • The synergy system between different Shard traits draws praise from a portion of the review base as a promising, distinctive twist on the survivors-like formula not seen in most genre peers

Biggest weaknesses

  • The two single most-voted reviews in the corpus are both detailed negative verdicts, both specifically describing the level-up loop as shallow, requiring players to max a single damage stat every run to keep pace with scaling enemies rather than offering meaningful build choices
  • Permanent meta-progression upgrades draw a specific, heavily repeated complaint as insultingly small, with reviewers citing examples like 1% critical-hit or movement-speed increases per costly upgrade tier
  • A specific, detailed complaint argues the game's own marketing, promising a "20-hour campaign" with animated cutscenes and full voice acting, oversells a roughly 6-hour story mode containing only two scenes and voice acting multiple reviewers specifically call poor

Who it's for: Fans of survivors-likes and creature-collector aesthetics who want a cute, Pokémon-styled spin on the Vampire Survivors formula, provided they go in with modest expectations for build depth and meta-progression pacing.

Our recommendation: A visually charming, ambitiously cross-genre survivors-like whose art and creature designs earn real praise, worth a look for genre fans at its modest price, but tempered by a detailed and unusually prominent negative minority whose specific complaints about progression depth and marketing accuracy are worth taking seriously before buying.

6.5 / 10

Twenty elemental critters, one crowded genre

Shard Squad is the debut commercial release from The Root Studios, a four-person Brazilian studio, published by Nuntius Games and Vsoo Games, released 10 November 2025 for Windows. Director Rennan Costa has described the game as starting life as a Unity learning project before positive feedback from early prototype testers encouraged the small team to develop it into a full release. Structurally, it's a survivors-like: players choose a Shard, one of over 20 collectible elemental creatures spanning Fire, Electric, Water, Nature and Crystal types, and fight off escalating waves of enemies across stages in the world of Mellunia, unlocking additional squad members by defeating bosses and combining Shard traits for passive synergy effects along the way. Meta-progression carries between runs through permanent upgrades and unlockable relics, and the game supports both local split-screen and online co-op alongside its core single-player mode.

Charm and creature design that reviewers keep praising

The most consistent thread running through Shard Squad's large review corpus is enthusiasm for its presentation. Reviewers repeatedly and specifically praise the game's pixel art and creature designs, with multiple detailed reviews explicitly comparing the Shards to Pokémon and Digimon for how much personality and visual variety the roster carries despite the genre's usual emphasis on raw enemy-swarm spectacle over character design. One detailed review specifically frames the game as "a roguelike version of Pokémon meets Vampire Survivors," crediting a wacky, colourful cast of enemies and bosses for standing out in an increasingly saturated genre. Co-op support draws its own specific credit, with reviewers noting local and online play let friends join in without disrupting the core game's pacing. A meaningful portion of the review base also specifically praises the game's later-stage difficulty, describing genuinely complex boss attack patterns and enemy density that push back against any assumption a cute, colourful survivors-like will play passively, with one detailed reviewer noting tanky enemies and near-unavoidable attacks in later stages actively punish glass-cannon builds and reward a more defensive playstyle.

The two loudest voices in the room are negative

Set against that praise, Shard Squad's review base carries a genuinely unusual dynamic: the corpus's single two most-voted reviews, by a wide margin, are both detailed negative verdicts targeting the same core complaint. Both describe the level-up loop as fundamentally shallow, arguing that beyond an initial choice of ability, the overwhelming majority of level-up decisions boil down to maxing a single damage stat simply to keep pace with scaling enemy health and numbers, rather than offering the kind of build-defining choices genre peers are known for. One of those reviews argues bluntly that "there are enough Vamp Survivors games on the market that there's really no excuse for the designers fumbling this hard on the core gameplay loop," specifically criticising a structure where players effectively choose between "a damage increase to keep up with the scaling enemies, or [using] your single ability more times to kill each enemy" as the loop's defining decision for most of a run. That level of specific, high-visibility agreement between the corpus's two loudest negative voices is worth taking seriously, even inside a review base that remains Very Positive overall.

Meta-progression and marketing claims draw further specific pushback

A related, independently repeated complaint concerns permanent meta-progression between runs, which multiple detailed reviews describe as insultingly small in impact, citing examples like a single percentage point of critical-hit chance or movement speed gained per costly upgrade tier, alongside a currency-grind rate several reviewers call disproportionately slow relative to what those upgrades actually deliver. A further, specific and pointed complaint concerns the game's own marketing: one detailed review, backed by twenty hours of playtime, argues the pitch promising a "20 hour campaign with animated cutscenes and voice acting" oversells what's actually closer to a 6-hour story mode containing only two scripted scenes, with voice acting that reviewer specifically and repeatedly calls poor enough that the game would be better without it entirely. That same review, along with others, also pushes back on marketing the game as a genuine "creature collector," arguing the underlying structure is closer to "a Vampire Survivors clone with unlockable characters" than anything resembling a collection-and-team-building RPG. A smaller but specific complaint concerns character balance, with reviewers citing specific abilities, like a poison damage-over-time effect that reviewers say stays fixed regardless of upgrades, that fail to scale against rising enemy health and leave entire Shards close to unplayable in later stages.

Origins, ambition and a debut team's growing pains

Worth noting alongside the review base's specific complaints is the context of Shard Squad's origin. The Root Studios is a four-person team, and director Rennan Costa has described the project publicly as beginning life as a personal Unity learning exercise before early testers' enthusiasm pushed the team toward a full commercial release, alongside designers Denis Espanhol and Gabriel Raposo and pixel artist Richard Novak. Several of the review base's more sympathetic critics explicitly frame their complaints about shallow scaling and thin meta-progression in that light, treating them less as evidence of a lack of ambition than as the predictable growing pains of a small, first-time commercial team tackling a genre, and a creature-collector hybrid specifically, that even established studios routinely struggle to balance. That framing doesn't erase the specific, detailed complaints from the corpus's two most-voted reviews, but it does help explain why a review base otherwise willing to be pointed and specific about the game's weaknesses still lands, in aggregate, on Very Positive rather than Mixed.

Value

At NZ$10.49, Shard Squad sits at a modest price for a genre this crowded, and most of its large review base considers the game's art, creature designs and co-op support a fair trade even where its deeper systems draw specific criticism. The Very Positive score, 547 positive against 94 negative across 641 reviews, still reflects a review base broadly won over by presentation and ambition, but the prominence of its two most-voted reviews, both detailed, specific and negative on the same core progression complaint, marks Shard Squad as a genuinely more contested release than its headline score alone suggests. For fans of the survivors-like genre drawn specifically to its creature-collector aesthetic, Shard Squad is worth a look at its low price, with the understanding that its build depth and meta-progression pacing draw real, detailed pushback from a vocal and well-supported minority.

Pros and cons

Pros

  • Art style and creature designs draw consistent, specific praise, with reviewers repeatedly comparing the Shards favourably to Pokémon and Digimon and specifically crediting their visual variety and charm
  • Co-op support earns specific credit, with local split-screen and online Remote Play Together options letting friends join a run without the core game's pacing changing
  • The synergy system between different Shard traits draws praise from a portion of the review base as a promising, distinctive twist on the survivors-like formula not seen in most genre peers
  • Later stages and boss encounters draw specific praise from multiple reviewers for genuine difficulty and complex attack patterns, pushing back against any assumption the game plays itself
  • The game's asking price draws specific credit as reasonable for its scope, with several reviewers framing it as a fair entry point even among reviewers with mixed feelings about its deeper systems

Cons

  • The two single most-voted reviews in the corpus are both detailed negative verdicts, both specifically describing the level-up loop as shallow, requiring players to max a single damage stat every run to keep pace with scaling enemies rather than offering meaningful build choices
  • Permanent meta-progression upgrades draw a specific, heavily repeated complaint as insultingly small, with reviewers citing examples like 1% critical-hit or movement-speed increases per costly upgrade tier
  • A specific, detailed complaint argues the game's own marketing, promising a "20-hour campaign" with animated cutscenes and full voice acting, oversells a roughly 6-hour story mode containing only two scenes and voice acting multiple reviewers specifically call poor
  • A recurring complaint describes weak character balance, with some Shards' damage-over-time effects failing to scale against enemy health growth, leaving entire characters close to unusable in later stages
  • One detailed reviewer specifically flags that some characters are locked behind a separate paid DLC pack, a detail they note is displayed prominently on the title screen every time the base game is launched

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Visuals 8.5 / 10
  • Sound 7 / 10
  • Progression 5.5 / 10
  • Performance 7 / 10
  • Value 6.5 / 10
  • Originality 6.5 / 10
  • Replayability 6 / 10
  • Multiplayer 6.5 / 10