Hello wastelanders! It’s been a little over a week since our last public update and I wanted to give you a status on the development as of late.
I’ve mentioned before that we’re working on a major back-end integration. This is in part with some major updates to the Unreal Engine. The end result won’t be an obvious feature upgrade or change, but rather a system upgrade that allows us to take new steps in optimization and improvements to level loading, vehicle performance, weapon performance, and a variety of other aspects. The changes likewise won’t be immediate but this will lead to large improvements overall in the coming weeks and months.
An update patch incorporating the new implementation of this system should be next week. We likewise have a couple other feature upgrades, but the bigger, more exciting stuff is still on the horizon and being prepared to go live closer to the end of Season 1.
In the meantime, with the previous four patches behind us, that added features such as queueing while spectating, the car flip function, tighter hit registration, screen indicators and more, there’s still tons of fun to be had in the wasteland. As evidenced by the amazing streams, video content, and exciting burgeoning community being developed these last four weeks!
And that leads me to my next thought, celebrating the great players we’ve had in our Partner Program known as the STORMRIDERS!
We recently enacted a sort of MVP recognition of some top players and partners. The top role: WARMONGER chosen directly by us at Unbroken Studios, and an additional four awarded STORMRIDERS given the new designation RAIDER!
These excellent specimens of community strength have contributed in a myriad of ways, their accomplishments outlined in our newly displayed feature on the Community Page found here!
Be sure to check out the clips and links to their efforts, and give a big congratulations to OUKEEF, CRIMSON COMMANDR, REVELSTRIKE, SGTCOREUPT, and -KAI-TZU- for their amazing contributions! We’ll have new honorees each month and be celebrating these and our other STORMRIDERS for their assistance throughout the game’s development.
Coming soon! A preview of new content for Fractured Lands!
Making the tough choices
Robert
Early Access Patch Fix v.0.1.0.4 8/13/2018
We’re closing in on the start of week three in Early Access. I know players are looking to hear about the development and release schedule of upcoming multiplayer modes that lets you play together with your friends in the wasteland. We’re putting together some info on that we hope to share soon, but running up before that are some plans that directly affect our optimization and performance which I’m sure you’re all likely eager to see as well.
In the meantime, a few additional changes in the dev build have been pulled together for an update going out later tonight. We aimed for a Friday release last week, but there was one major thing we wanted to get into this recent Patch Fix that needed just a little bit more test time. With the player numbers lower, we wanted to also tackle ways in which players can enjoy the game and less so the lobby queue. It’s all in there, so let’s go to the notes!
Additional Bug Fixes:
Addressed issue when player character is launched into the air after adding wheel modification to Razorback
Addressed instances when fixed flags appear to clip into the environment
Addressed issue where player audio FX while in the storm was too frequent
Addressed instances of faulty collision in and around the STORMRIDER STRONGHOLD
Addressed instance where vehicle engine audio FX lowers without cause
Addressed issue where player level briefly displays as “0” on the Front End screen
Revised the kill tree display nodes to a limit of a seven-player sequence
Revisions and Adjustments:
Greatly reduced the possibility for shooting another player to result in “kill trading”
NOTE: Kill Trading defined as the instance a player shooting another player manages to die to the bullet fired by an opponent despite killing them before the bullet hit
Increased the reverse speed of Dustrider and Razorback
Disabled zooming function while using a boost item
Switching weapons now cancels the use of a boost item
Revised health and repair item icons to make them more recognizable as such
Added “vehicle flip” function
NOTE: When a vehicle (Dustrider) flips, a function to right the vehicle will appear next to entry points of the vehicle
This function requires 20 seconds to execute, and the player must be at the entry point of the vehicle in close proximity
A player can still use rocketjump wheels to flip the vehicle while in it, but once exited, cannot reenter the vehicle without flipping it first
A vehicle flip will not guarantee the vehicle is righted properly and close proximity to objects/buildings can interfere with this function similar to rocketjump wheels
This is a first pass of this function, and additional balance efforts will be made in future updates
Adjusted player round scoring to balance XP reward
Lowered per-kill reward from 10 to 5
Lowered damage score by 50% to reflect new per-kill score
Lowered placement score when placing in the remaining 10 and below
Added more placement tiers above top 10, with increased reward scores for these tiers
Added “Play Again” function in the spectator screen, allowing spectating players to queue for the next match while in spectator mode
The Play Again function, new scoring, and vehicle flip were all additions designed to alleviate player queues and short matches, but are welcome additions all the same. These and any future updates are considered not just as stop-gap measures but continuous improvements for evaluation and reevaluation by the community and the team. We hope they make each Fractured Lands match a more enjoyable one, and get players in their vehicles driving and shooting faster!
As mentioned above, a large integration is coming soon, we’ll update you as it gets fully tested.
Living on the edge, you can’t help yourself from flippin’
Robert
Early Access Patch Fix v.0.1.0.3 8/8/2018
We’re in our second week of Early Access and have a bunch more changes to hopefully improve your experience playing Fractured Lands! If you gave the game a try on day one, there’s much that’s being done to optimize the game and give you each round added personality that’s distinctly apocalyptic.
We’re hoping to do one more update this week as well, so if you don’t see your oft-requested item on the list below, there’s still much we’re working to modify as we move through this early period of release.
On to the notes!
Crash Fixes:
Fix crash encountered rarely when using health restoration items
NOTE: Dustrider can still land on its side and remain, however in fewer circumstances
Increased landscape collision width:
Reduce issues related to unexpected vehicle/ground collision (vehicles clipping landscape)
Addressed issue where equipped melee item appears in player leg on Character Front End screen
Addressed issue where Notification screen text doesn’t appear on Front End screen
Addressed issue where default character body would appear before applied vanity customization
Addressed issue where character audio FX while in storm applied only male audio regardless of selected gender
Revisions and Adjustments:
Adjusted character audio FX while in storm:
Revised audio files for male and female genders
Reduced audio application frequency
Adjusted suppressed audio FX:
Reduced distance audio FX can be heard by 30% when suppressed
Greatly reduced damage taken when exiting vehicles at high speed
Reduced fall damage by 20%
Reduced damage taken when colliding with objects on Razorback by 50%
Removed head damage multiplier when using melee
Revised pickup/inventory item assets with full color display
Revised Staple Gun pickup asset
Revised Rage Boost pickup asset
When dying to fall damage, storm damage, spectate view now chooses the closest living player
Added on screen blood FX when taking character damage
NOTE: FX does not apply to storm damage
Added on screen cracking FX for vehicle damage
Revised fuel consumption to unlimited during preround
Revised minimum player count for Start Game from 20 to 15
Increased preround time from 2min to 4min
Previously unpublished change from v.0.1.0.1:
Adjusted Razorback in-air direction functions:
While in-air, the Razorback can now nose down by letting go of the accelerate button and pressing it again
While in-air, the Razorback can now nose up by letting go of the decelerate button and pressing it again
You might notice a new option at the end there. We neglected to tell you about a control change for the Razorback that we felt needed to be explained. We also included some screenshots with this patch to help illustrate some of the recent changes since many of them were visual.
The patch should be going live today at 5pm PDT so check it out and let us know if you have any feedback for the above changes.
You got blood on my computer screen!
Robert
Early Access Patch Fix v.0.1.0.2 8/3/2018
The weekend is almost here, but while the last patch fix addressed a few player concerns, there’s still more to cover, in partial thanks to the regular feedback coming from players, so thanks for that! There’s some good changes down below we wanted to be sure to get to you before Friday ends.
A few of the items in here were things already set to be added since Early Access launch but didn’t get in on time. Others are particular fixes we’ve been building since launching Early Access as a reprioritization based on feedback, and still, others are changes coming in hot! This might result in some unexpected results despite internal testing, but that’s the nature of the work in progress and of course, we’ll monitor how things go.
The update should be going live around 6pm PDT tonight, now on to the details:
Crash Fixes:
Fixed crash encountered at rare times when saving/loading customization choices
Fixed crash where at rare times vehicles fall “out of world”
Fixed crash encountered sometimes when collision geometry corrupts the physics
Additional Bug Fixes
Made network adjustments to improve bullet hit registration
Made adjustments to improve matchmaking
Increase connection timeout duration from 5 to 45 seconds to prevent lobby kick
Added lobby queue reset (duration 30 sec) for single player lobbies
e.g. Player is in 1/20 lobby for 30 sec, auto-resets to find a more populated lobby
Further optimized roads loading properly at far distances
Addressed certain issues when the player is unable to exit their vehicle
Confirmed instances where this still occurs, and continuing to evaluate and address character interaction with static meshes
Addressed certain issues where player is unable to enter vehicle when connecting with certain static meshes
e.g. cactus adjacent to vehicle preventing access, this might still occur in other areas, will continue to evaluate and address
Addressed issue where vehicle weapons would sometimes impact riders when firing
e.g. vehicle missiles hitting driver who fired them
Addressed certain issues where sometimes vehicles continued to drive after they are destroyed
Revisions and Adjustments
Reduced vehicle missile homing accuracy at wide angles
Reduced vehicle missile homing turning radius
Adjusted vehicle trunk to no longer carry character armor or character weapons
Updated descriptions for character and vehicle cosmetic items
Updated player damage audio FX specific to Storm damage
Lowered player damage audio FX frequency while in Storm
NOTE: while the audio FX frequency has been lowered to some degree, this was a planned change and will continue to be adjusted further in coming updates
Adjusted volume of Horn audio FX
Adjusted Dustrider machine guns to now auto-aim track other vehicles at a lower angle when at close distance
NOTE: Dustrider machine guns will not auto-aim track player characters
Slightly increased the weight of all weapon ammo
Decreased the weight of all “G’Luck” (HG) compatible attachments
Added individual graphics options in the Display tab of the Settings menu
Anti Aliasing
Effects Quality
Foliage Quality
Post Process Quality
Shadow Quality
Texture Quality
View Distance Quality
Added individual mouse sensitivity settings related to sights and scopes
Sensitivity Multiplier (Sights)
Sensitivity Multiplier (2x Scope)
Sensitivity Multiplier (4x Scope)
Sensitivity Multiplier (8x Scope)
Made adjustments to improved visuals for vehicle attachment pickups
NOTE: vehicle attachment pickups have undergone a dramatic visual change, players may need to reacquaint themselves with looting them through a couple matches
Thanks for checking out Fractured Lands in its first week of Early Access operation! Plans for next week include another update early in the week to address some other early feedback, and continued optimization changes. Pick up your copy of Fractured Lands on our Steam page here, and enjoy the weekend! Likewise if you run into any issues please report them on our Support link at Fractured-Lands.com
Rest easy, it keeps getting better from here
Robert
Early Access Patch Fix v.01.0.1 8/1/2018
Early Access is LIVE and kicking, and make no mistake…there are issues…that we’re fixing! Still much to do but that’s why we went with the Early Access program. Fractured Lands needs players finding issues on a large map, over many matches, with feedback addressing aspects all over.
Unbroken Studios is a team of veteran developers, and one thing you learn when making games for as long as we have is that you need help to find and fix the worst development problems, so thank you from all of us for giving Fractured Lands a shot and helping us shape it to be better and better!
With that, we have some good news, our first Patch Fix is going live tonight, to update the game with some immediate fixes and tweaks. Of course, more are on the way, but some take longer than others, so we appreciate your patience as we tackle everything one by one. On to the notes!
Crash Fixes
Fixed crash encountered sometimes when selecting the 2nd character slot
Fixed crash encountered sometimes when using the Horn
Fixed crash encountered sometimes when interacting with the HUD
Fixed visual crash encountered sometimes when viewing inventory
Fixed crash encountered sometimes when selecting a cardinal direction before a match
Additional Bug Fixes
Reduction in errors occurred when exiting vehicles
Revised calculation of player percentages in Arena menu
Revisions and Adjustments
Additional updates to in-game Localized text
Added option to toggle ADS in Settings Menu
Adjusted Missile Launchers (Razorback) and Missile Launcher (Dustrider)
Homing Missiles will no longer target player characters (only vehicles)
Homing Missiles damage output has been reduced
The update should be going out around 9pm PDT, so look out for it and let us know how the above adjustments feel.
Talk to you guys again soon and hope to see you playing!
Honk if you’re crashing?
Robert
Early Access Patch Notes v.0.1.0.0 7/31/2018
The patch notes are now live! With so much to read, you’ll hardly have any time to play…
Nevermind the patch notes, just jump on the game!!! We launch our Early Access v.0.1.0.0 TONIGHT at 12am PDT on the dot, so be sure to get your copy wishlisted now, and be ready to download, install and play in the wastelands of FRACTURED LANDS!
BUUUUT just in case you wanted to read those patch notes…here’s the link: http://www.fractured-lands.com/news/#updates along with comparisons to our last Beta patch for reference.
How about I meet you in the middle… here’s a quick digest of the fixes!
Optimization Improvements!
New Vehicle, the Razorback!
New Attachments, Vehicle Weapons!
New Vanity Customization for both Character and Vehicle!
Environment improvements galore!
First Season Arena FREE!
And tons of bug fixes!
Hope you like it all! But in case you have any issues along the way, as always, please share your feedback with us so we can continue to make improvements during Early Access. We’ll be monitoring feedback, opening new channels to talk about the game, and adding new opportunities for you to help us shape Fractured Lands into the game (with a lot of potential!) that we know it can be.
Thanks so much for your continued support, and we’ll see you TOMORROW in the wasteland!
Itchy trigger finger on that “release” button…
Robert
It’s here, a day we’ve towards for a long time, and we have–thankfully, MUCH to show for it, in no small part due to the support of friends, family, and players like all of you reading this today. Tonight at 12am PDT (July 31st, 2018) we will be launching v.0.1.0.0 our Early Access of Fractured Lands! As before you can compare the changes we made in our last Beta update to the right, but of course there’s a wealth to read about below, but still, so much more we plan on adding!
Many of you have asked about duos, squads, or non-solo multiplayer modes. New multiplayer modes are on the way. Many of you have asked for even more vehicles! We added a new one you can play soon, and we’re adding more in Early Access. Many of you have said we should do more with this world than Battle Royale…we’re planning on that too.
What that will be and how well Fractured Lands goes from here is up-in-the-air but we’re here on the ground ready to catch it wherever it lands, and keep things moving for a long time to go! Thank you again for sticking with us, but now’s the time to buckle in, cause we’ve just fueled up and are ready to go farther than ever before!
Game Features
UI & Menu
Added Character customization:
New vanity categories
Appearance (24 options)
Hair (12 options)
Face Paint (5 options)
Eyewear (4 options)
Tops (15 options)
Pants (7 options)
Gloves (4 options)
Melee (9 options)
Boots (5 options)
Added Vehicle customization:
New vanity categories
Paint Job (9 options)
Hood (6 options)
Lights (4 options)
Rear (4 options)
Exhaust (3 options)
Plate (9 options)
Horn (4 options)
Added Arena and Character Progression
Ranks 100 to 1 in a 60 day (approx.) period (Season)
Added Season 1 items
Added new Localizations for Menus and in-game text:
Spanish
Deutsch
French
Italian
Portuguese
Russian
Added Steam Localization for all inventory items on Steam Account
Added Steam Localization for Purchase Page
Added “Redeem” field for individual code items
Added and revised icons for all items
Environment
Revised Level Object Streaming System
Adjusted Level Streaming Distances
Applied and Adjusted [Preview] Hierarchical Level of Detail (HLOD) System: FIRST PASS
Additional texture pass for all areas
Added new textures and models to Oil Fields
Added new Freeway Models
Added new Ruin Building Set Models
Added new propped warehouse models
Added new propped apartment complex
Added new textures to Refinery point of interest
Smoothed various rough landscapes
Added various new collision meshes
Removed redundant objects from propped buildings
Adjusted loot in Refinery & Destroyed Building set in Remnant
Added loot drops to silos, sniper towers
Added loot drops to Mini-Mall 3-story building
Added props for Mini-Mall 3-story building
Added new props in all areas
Adjusted props in all areas
Removed collision for various non-destructible “thin” items (ie, fences)
Revised storm behavior
Storm moves to new location inside and outside of previous storm boundary for every round
Red map overlay moves in the direction of the new storm location
Reduced storm damage significantly during rounds 1 through 6
Increased damage value exponentially per round from rounds 6 to 8
Storm damage during rounds 1 through 4 have higher max distance to travel variable to size
Storm damage during rounds 5 through 8 have lower max distance to travel variable to size
Time for circle to close on storm increased for every round to accommodate for distance travel
Weapons & On-Foot Gameplay
Melee strike cone increased
Added new models for weapons attachments
Added new scope reticles
Revised weapon scope meshes
Reduce damage output of Dragun Breath SR to reduce Single Head Shot Kills when Level 2 Helmet equipped
Ammo weight reduced by about 50%, so that players may carry more ammo
Weights on all Pistol attachments greatly reduced
Vehicle consumables (fuel, repair) shifted from weapon loot table to vehicle loot table
Increased fuel consumable drop rate
General loot-drop percentage adjustments
Slight decrease to fall damage
Reduced weapon sway when aiming down sight by reducing distance from the reticle pivot point
Changed the name of “Stealth Muzzle” attachments to “Blink Muzzle” to avoid confusion with the “Ghost Muzzle” attachments.
Vehicles
Changed the name of “Muscle Car” to “Dustrider”
Added vehicle: Razorback
Added Razorback vehicle attachments
Standard Wheels
Offroad Wheels
Armored Wheels
Rocketjump Wheels
Side Armor
Spiked Armor
Full Armor
Trunk Stash
Guzzler Tank
Jet Booster
Razorback top speed of 120kph compared to Dustrider 80kph; 0-60 acceleration between both vehicles is identical
Razorback has a gas unit capacity of 4 and starts at 2 compared to
Dustrider gas unit capacity of 6 and starts with 3
Razorback has 100 unit weight capacity, compared to Dustrider 200 unit; however, Razorback part attachments have lower overall weight compared to
Dustrider parts
While Jet Boosters on the Dustrider consume .25 additional units of gas with each use, Razorback Jet Boosters consume no additional gas with use
Razorback Machine Guns and Missile Launchers have a droprate percentage twice that of the Dustrider
Added vehicle weapons:
Razorback
Machine Guns
Missile Launchers
Dustrider
Minigun
Missile Launcher
Once equipped to vehicle, hold LMB to fire high caliber rounds or homing missiles
Ammo is limited, but count is not currently provided in the UI
Removing used vehicle weapons and replacing with a different vehicle weapon pickup will replenish ammo
Added vehicle horns:
Horn defaults to the middle mouse button, MMB.
Vanity horn noises are available through player Arena
Player characters can no longer remain on top of a vehicle
Players now take damage when exiting their vehicles at high speeds
Explosion damage radius added for destroyed vehicles
Quality of Life Improvements
<*>Implemented Anti-Cheat System & Synced with Valve Anti-Cheat
<*>Various improvements to optimization settings, level streaming, and performance variables
<*>Added VSync option
<*>Added motion blur option toggle
<*>Revised Support Page options
<*>Added Unbroken Studios Credits
Known Issues and their Status
Crashes
<*>Fixed an issue where game would crash when starting up
<*>Fixed crashes related to Nvidia Physx system errors
Major
<*>Fixed an issue where a match would remain active with two players even when only one player was alive
<*>Fixed issue where a player would be kicked to the main menu after joining a pre-game lobby
<*>Fixed an issue where the storm would sometimes not damage players
<*>Addressed an issue causing players to become invisible to others
<*>Fixed an issue where a player’s vehicle spawns in and the player is unable to drive until player either exits and reenters the vehicle or player applies handbrake.
<*>Fixed an issue where players could not hear SFX (footsteps and vehicles) occurring behind them
<*>90% of buildings, foliage, props, and loot are appropriately grounded
<*>Removed additional foliage inappropriately placed inside closed buildings/structures
<*>Addressed foliage known to result in instances of unfair collision
<*>Removed collision on foliage: cactus
<*>Removed various invisible collision inside and outside Refinery
<*>Added proper collision to steel beams in Refinery
<*>Revised collision in areas of the Refinery where players reported instances of getting stuck
<*>Revised collision in Billboard points of interest where players reported instances of getting stuck
<*>Revised collision on various buildings where players reported instances of getting stuck
<*>Improved level streaming quality for various points of interest
<*>Fixed an issue where melee animation was not displaying correctly
<*>Fixed an issue where “jump wheels” did not properly flip a car over
<*>Fixed an issue where vehicles would jump’ when a player entered them
<*>Fixed an issue where vehicles would stutter while coasting
<*>Fixed issues with decals not displaying properly
<*>Fixed an issue where changing the Interact key would still display HUD interactions as the default ‘F’ Key
<*>Fixed an issue where players previously could not bind Mouse Wheel Up to an action
<*>Fixed an issue where players would join a pregame lobby as a spectator
<*>Fixed an issue where sometimes sprinting into a vehicle causes it to desync, rendering it unusable
<*>Fixed an issue where players could hold more weight than allotted
Minor
<*>Fixed an issue where player’s name was not properly displaying in the kill feed
<*>Fixed an issue where camera reorients when player moves through foliage
<*>Fixed an issue where weapon models would stack by swapping between weapons
<*>Fixed an issue where bullet impacts VFX on a moving vehicle would remain static in the air after the vehicle moved
<*>Fixed an issue where weapons were using a different weapon SFX
<*>Fixed an issue where players would expend additional bullets when firing
<*>Fixed an issue where players would remain aiming down sight when exiting a vehicle
<*>Fixed an issue where a player would finish reloading when entering a vehicle
<*>Fixed an issue where Ghost Muzzle (SMG) attachments SFX were not being heard by enemy players
<*>Fixed an issue where Ghost Muzzle (SMG) attachment made additional “popping” SFX
<*>Fixed an issue where some loot could not be picked up by the player
<*>Fixed an issue where an item model remained after it was picked up by the player
<*>Fixed an issue with the landscape in Las Calderas and Last Bastion, preventing players from looting some structures
<*>Fixed an issue where if a player was carrying the exact weight capacity limit, they could not equip a weapon attachment without dropping an item
<*>Fixed various incorrect SFX when player is walking across certain surfaces
<*>Fixed an issue where the modify vehicle and enter vehicle boundaries would shift and change
<*>Fixed an issue where sometimes vehicle wheels were indestructible
<*>Fixed an issue where Muscle Armor Spikes would kill players in an opposing vehicle with minimal impact
<*>Fixed various instances of a character model clipping into objects
<*>Fixed an issue where players would be able to use character consumables from the vehicle inventory menu
<*>Fixed an issue where SFX were not playing when equipping/unequipping vehicle attachments from the trunk
<*>Fixed an issue where sometimes if a player flipped their vehicle on the side, they were unable to get out
<*>Equalized SFX volume for items placed into the trunk of a vehicle
<*>Disconnect icon appears in game menu while player is connected to the internet
Not Fully Addressed
Crashes
<*>Additional known crashes related to Nvidia Physx system errors
Major
<*>An issue where the player stats recap page often doesn’t properly display accurate info
<*>An issue where sometimes destroyed cars continue to drive on their own
<*>An issue where player movements on top of certain floors give off dust VFX to player beneath them
<*>An issue where resolution 3850×2160 doesn’t properly display the full screen
<*>An issue where windows aren’t properly destructible
Minor
<*>An issue where some loot, foliage, buildings, and objects remain misaligned with the floor
<*>An issue where some textures continue to improperly display
<*>An issue where some objects a missing proper collision
<*>An issue where curved stairs on silos retain awkward pathing collision
<*>An issue where weapon graphical asset clips through walls
<*>An issue where sometimes the incorrect SFX played when damaging environment
<*>An issue where vehicle audio ends if a player exits a car before the car comes to a complete stop
<*>An issue where SFX persist while in loading screen when the match begins
<*>An issue where dead enemy player character models are displaying incorrectly
<*>An issue where sometimes when a character model body rolls downhill, when it stops it cannot be looted
<*>An issue where some foliage continues to have collision
<*>An issue where some non-English localized menu screens don’t fully display the newly chosen text
<*>An issue where some landscape is less detailed or improperly textured
<*>An issue where a player firing animation implies more shots than the ammo count or the impact of fire
<*>An issue where armor HP does not display correctly within the inventory menu
<*>An issue where if a player attempts to select a cardinal direction before a match that is full, nothing informs the player the reason it cannot be selected
<*>An issue where the camera during match countdown is positioned facing a player from the side
Fractured Lands Early Access Begins July 31st! – 7/25/2018
After many long nights we’re ready to put our new game Fractured Lands into an official state of Early Access, for players to purchase, play and help us grow as we work towards our next milestone, the 1.0 release! Don’t worry, plenty of updates and new content along the way, including a full first Season of content! Check out the official press release we put out this morning, as well as our brand new Early Access Launch trailer!
Car Combat Survival FPS Fractured Lands Races to Steam Early Access July 31
Fractured Lands, the new first-person, last-one-standing shooter from Unbroken Studios, a team of senior developers instrumental in the production of successful franchises like Battlefield, Medal of Honor, and Call of Duty, speeds to PC via Steam Early Access on July 31, 2018.
In a post-apocalyptic world gone mad, achieve greatness by ruling the road. Out-drive and out-gun the competition in an intense, ride or die online battle where every combatant begins behind the wheel of a customizable vehicle. Once the pedal hits the metal, race to scour the badlands in search of weapons, fuel and gear. Danger hunts you down from any angle, and it’s as much your wits as it is your firepower that will get you through this hell.
As you keep an eye and ear out for incoming attacks, a looming radioactive storm rages, capable of choking out even the toughest competitor, shifting randomly as it encroaches to bring everyone together. While this leads to thrilling firefights with conventional arms, it’s your ride that will ultimately prove to be your greatest weapon, strongest armor, and true lifeline out in the wastelands.
Whether motorcycle or muscle car (or other vehicles coming down the road very soon), your ride provides additional inventory space for scavenged loot, or can be souped-up with killer upgrades like mounted guns, armored plating, and rocket boosters to tear through the opposition and traverse the harsh terrain. Watch your wheels and keep the tank full – or be prepared to steal someone else’s. At the end of it all, it comes down to staying alive by any means necessary to claim your blood-soaked victory as the last one standing.
Fractured Lands will be available worldwide for PC in Steam Early Access starting July 31, 2018 for a promotional price of $19.99 that includes first Season content at no additional cost when it releases in the coming months.
You can also find this trailer on our Media page, along with 25 new screenshots! We’ll be updating the site, and our social pages with more info today and everyday leading to next Tuesday’s release so keep a sharp eye!
-Unbroken Studios
Play Style Part 5: EA Vanity – Tops and Hair
It’s our last Play Style feature for the week and we’ll be showing you something that might have crept into our other media, or might not have in the past little while, and that’s character tops and hair options! We’re building a few first post-apocalyptic styles to put together in your ensemble for a day out in the wastes. Forget bullets whizzing by, or a spiked bumper slicing through your manifold, the real problem is WHAT TO WEAR!?
Sugar Skull Tank Top (purple)
V-neck (gray)
Feral Park V-neck (purple)
Now a nice clean cut might be tempting to avoid getting radiation-soaked dandruff but where’s the fun in that? Coif your favorite do in Fractured Lands!
Mohawk (silver)
Sidecut (pink)
There’s still much more we could share, but it pays to be patient and jump into an Early Access with hope in your heart for some killer pieces to fashion in the wasteland. Thanks for checking out our Play Style feature, and learning more about the upcoming vanity customization available in Fractured Lands! Be sure to wishlist your copy today on our Steam page and we’ll catch you all next week with more insight into what you can expect on launch day!
I’m going for the “overtired” community manager look “SO BOLD!”
Robert
Play Style Part 4: EA Vanity – Exhaust & Lights
“But Robert!” You say.
“Yes wanton little wastelander?”
“When I think of car modification, I think of killer exhaust systems!”
“Say no more you tousle haired rapscallion of the wastes!”
Our vanity system includes a couple exhaust variations, including THIS very vent exhaust, a veritable manifold dream system for funneling the fuel into forgotten propellant miasma! ::ahem:: here it is…
Vent Exhaust
But hey, what’s that up top sticking out there? Well, young wastekinder, when your vehicle is deep in the storm, you’ll want a minor topside attachment to keep things clear.
Baja Lights
Fog Lights
Course this is purely academic as nothing actually lights up per say, but we’ll never tell! The above items are a cosmetic you’ll use in the upcoming Fractured Lands, might I remind, which is very soon nearing Early Access. As we continue development, we’ll take a few more breaks such as these to show off what’s in store. Thanks for sticking around with our Play Style feature on the Blog this week, just one more to go!