Today we announce that we're transitioning Fractured State out of Early Access status and are suspending development indefinitely. Due to an overall lack of player interest and what has become an incredibly long development time we feel like it's time to move on to other projects. To that end, we've already begun pre-production on our next game. If you'd like to support us in that endeavor please follow us on social media: - Facebook - Twitter
We're sorry we couldn't see Fractured State through to completion but we know we aren't finished with the world of Laperia or its characters. We shall return one day!
Our deepest thanks for supporting us. We've reduced the price of the game down to $0.99 for anyone who had wishlisted previously and wants to give the unfinished version a try. Onward to new things!
Version 0.4.3 Out Now
We've just published version 0.4.3! Here are the changes:
Version 0.4.2 Out Now
We've just published version 0.4.2! Here are the changes:
Version 0.4.1 Out Now
We've just published version 0.4.1! Here are the changes:
Version 0.4.0 Out Now
We've just published version 0.4.0! Here are the changes:
Multiplayer hotfix deployed
Hey folks - we just deployed a hotfix to address an issue where multiplayer games were going out of sync very quickly. Make sure you've updated to 0.3.20180625 to get the fix. Sorry for your multiplayer being broken!
New Version Available and a General Update
You may have noticed that this release is about a month late. Hopefully you did. Maybe you secretly pined away for new content the entire month of May only to be met with silence. I humbly apologize for that silence and give you.....the changelist!
This release marks the end of the 0.3.x cycle. We've got some great content planned in the next few releases including two new units coming up in v0.4.0. You can always keep abreast of our development by checking out our Trello board here.
Lastly, we'd like to acknowledge that we've agreed to mutually terminate our publishing agreement with GPAC Games. The unfortunate fact is that the relationship didn't work out as either one of us had hoped but we can definitively say that the parting was amicable. We wish John and company all the luck in the world on their future endeavors, whatever they might be. We've also got some plans for providing more content between releases that we'll talk about in the near future, so stay tuned!
Update Ver. 0.3.20180412
New Features and Enhancements
New Decal module in Map Editor
New indicators when micro'ing units into cover and firepoints
Win and Loss music tracks now play when a match ends
Maps now have preview images in the Lobby
Game settings can now be changed while a match is in progress (press Escape and select Options from the menu)
Ruhks now grunt when they perform a leap attack
Players can now select a Team in the Lobby to form alliances (allied players share line of sight and victory conditions)
The capture meter on buildings has an updated look and feel
Fixes
Happy Early Access Anniversary!
It's been one year today since we launched Fractured State onto Steam Early Access! Here's a pre-update update as we get close to packaging up the next update to go live:
MAP PREVIEW has been implemented. They get generated automatically when you publish a map in our editor.
Finished up the DECAL feature where custom decals placed and can now be limited to interior or exterior only on buildings.
Coming soon - actual game ready decals from Todd that aren't just the Mechanical Monocle logo slapped on stuff!
Somehow the terrible cover indicators that Matt made in like 2 seconds hung around for years. They finally get sufficiently snazzed up in the next release!
We will detail out the full list of updates and fixes when the next build goes live! Till then, here's a snapshot from the development roadmap:
UPDATE Ver 0.3.20180306
GENERAL UPDATES & IMPROVEMENTS
Consolidated some serialization properties so things like props and structures no longer have health and armor
Removed the Tech Building flag from all structures and added capture points to smaller structures so everything is consistent now (things like Stores won't cap instantly anymore)
Stores now have 50 capture points
Barracks now has 100 capture points down from 300
Factory now has 150 capture points down from 200
Workshop now has 100 capture points down from 200
The Surgeon's weapon now applies a 3 second bleed instead of debuffing incoming healing
Fixed a bug where the cursor would not properly swap to a pointer when in menus or other UI elements
Fixed a bug where player actions could be issued out of order in multiplayer
UNIT/SQUAD UPDATES & IMPROVEMENTS
Removed logic for managing weapon clip size and reloading because we decided not to use that as a mechanic
The selection indicator will now tint from green to yellow to red to indicate a Unit's health
Selection indicators will show up on unselected and Enemy Units for a brief time whenever they take damage or are healed
Holding down Left Control while issuing a move order will now cause units to "Attack Move"
Units can now only be micro moved up to 15 meters from the center of their squad. An indicator appears on screen when micro moving to display this range
Fixed a bug where Units exiting a structure that were within sight range of a Unit would not register as visible for that Unit