Fractured State is an urban combat real time strategy game that takes place in the pseudo diesel/steam punk decay of the nation of Laperia. It features simultaneous interior and exterior combat to power building-to-building fights, cover and flanking, and weapon accuracy modelling and reloading.
This week - Squad hotkeys, tons of graphical upgrade awesomeness, and non-wonky building entrances
This week: Keybindings, PBR Barracks, and the Hospital, unwrapped!
This week - loadout previews, Physically Based Rendering, and Hospital UVs.
This week: Lobby stuff, map transfers, Chronicle line work, and the Hospital
We've decided to move to a unified update model where each person talks about what they worked on during the previous week.
Here's an update on the stuff we've been working on as we check items off our TODO list for our first Alpha.
Hey there! You most likely won’t know me yet, but the name’s Joe and I’m the guy behind Fractured State’s soundtrack.
The first look at Fractured State's UI design featuring the main menu and gameplay related submenus.
Modeling process from a concept guide to a more finished modular model.
We show off some wallpapers using the faction leader illustrations and the world map this week.
Read about one of Fractured State's factions, their brilliant leader, and how Laperia became the most powerful nation in the known world.
This week we are showing the finished textured asset for the Laperian Barracks and giving some insight into the workings of the Empire and the mindset...
Timelapse video of rough model Ancient Fist from concept to show thought and process behind models
This week we show concepts for the Fist of the Ancient and discuss the unit's abilities and function.
Read up on the origin of one of Fractured State's factions and their charismatic leader.
This week we introduce the Laperian Army Grenadier. Beards Ahoy!
Seriously - this is the last one. I promise. Come inside and look! Everything's automatic now!
We're back! It's been a long time since our last update - but a lot has happened since then...
Showing a revamped diffuse texture and some screen caps of a test scene giving a rudimentary sense of what the game will look like.
Here's the latest Dev Video that I made. It shows our snapping terrain system and a brand new Navigation Mesh module.
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