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.

After discovering a volatile but naturally occurring mineral which their leaders coined "Laperite" the nation grew enormously in wealth and influence with an explosion in technological advancements. The engine of their sprawling cities runs not only on Laperite - and it's purified liquid form Laperium - but also on the backs of slaves, prisoners, and those deemed "unsavory" by the Industrialist Guilds.

The largest group in the labor force is made up of the followers of an ancient religion which idolized the relics of a civilization that has long passed. One opportunistic man will band these followers together and form the Children of the Ancients. Laperia is suddenly faced with a revolution and all out civil war.
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media

Development Update #4

News 0 comments

Matt

Our unit recruitment mechanic is fairly unique because we have no base building or resource gathering. One of our mantras when designing the system was "Time as a resource". The idea being that the time it takes for a unit to come onto the map is the primary measure of cost. To that end, we had to design an atypical GUI to give the player information about their pending reinforcements - namely what territory they would arrive in and how long they had left on their cooldown timer.
There were two shortcomings in that system until this past week: 1) we didn't have a mechanism for the player to cancel a pending reinforcement request and 2) there was no way for the player to see what loadout the incoming squad had before it came onto the field. I resolved these this week by adding functionality to our cooldown UI to give loadout previews when hovering over a timer and allowing the player to right-click on a timer in order to cancel a request for reinforcements. Handy right?

Todd

We have been toying with the idea of making the switch over to Unity’s physically based rendering for a while now. I took a bit of time this week to rework the textures for the bank as a test. The upside is that (at least in my opinion) it looks abundantly better, with the caveat that I will be sidetracked for a time. Hopefully not too long if I can get into a decent rhythm. I have two side by side comparisons between the new PBR shader (left) and the old shader (right).


Ryan

I spent this last week finishing the hospital model, which means tweaking and optimizing the model. It's about as fun as it sounds.
Having finished the optimization I moved onto unwrapping the model, so Todd can make a good texture for it. With the hand painted look we are going for, I have to give Todd as much room as I can for him to work with.
This particular model makes for an interesting challenge as it is the largest building to be put into the game so far, so that means I have to be very careful to make sure the right things get emphasized in the allocated texture space.

Development Update #3

Development Update #3

News 0 comments

This week: Lobby stuff, map transfers, Chronicle line work, and the Hospital

Development Update #2

Development Update #2

News 1 comment

Our weekly update of the things we worked on for January 26, 2016.

Development Update #1

Development Update #1

News 0 comments

We've decided to move to a unified update model where each person talks about what they worked on during the previous week.

Alpha Progress Report - February

Alpha Progress Report - February

News 0 comments

Here's an update on the stuff we've been working on as we check items off our TODO list for our first Alpha.

Post comment Comments  (10 - 16 of 16)
a4great
a4great

Those concepts are pretty awesome. Especially the impressive facial hair. Any idea on what the price of this sucker will be?

Reply Good karma Bad karma+2 votes
Kelso Creator
Kelso

The modding tools will be integrated directly into the game client but will also always be available for free as a separate download. In terms of final price for the game - we're not entirely sure yet as we're just not far enough along. We're probably going to do some alpha funding at some point and offer the game at a lower price for folks who want to get in early.

Reply Good karma+3 votes
Rus[T]
Rus[T]

The setting looks unique, tracking this man!

Reply Good karma Bad karma+4 votes
Kelso Creator
Kelso

We appreciate the love. Thanks!

Reply Good karma+2 votes
flames09
flames09

The maps do not look awfully big

Reply Good karma Bad karma+2 votes
Kelso Creator
Kelso

Hi!

I've only been showing sample-sized maps for the moment in order to show off specific features as they're implemented. The final map sizes will be the result of constant tweaking as we develop the game and feel out how it plays.

Reply Good karma+3 votes
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Icon
Fractured State
Platforms
Windows, Mac, Linux
Developer & Publisher
Mechanical Monocle
Engine
Unity
Contact
Send Message
Release date
Game watch
Start tracking
Share
Style
Theme
War
Project
Indie
Twitter

Tweets will appear soon from

Embed Buttons
Link to Fractured State by selecting a button and using the embed code provided more...
Fractured State
Statistics
Last Update
Watchers
231 members
Articles
72