Stranded in a hostile alien world, you must fight to survive. Hunt, harvest, craft, advance skills, and build using local resources along with technology from your voyage. Join others online or play offline in the world of Fragmented.
User reviews:
Mostly Negative (34 reviews) - 26% of the 34 user reviews in the last 30 days are positive.
Mixed (1,049 reviews) - 54% of the 1,049 user reviews for this game are positive.
Release Date: Apr 26, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We have found including players into the design and evolution of the product from Early Access to release allows for a better game to be produced by carefully analyzing feedback and applying that feedback against our design. Early Access allows us to grow this feedback loop and hopefully as a result a better game will be developed as a result.”

Approximately how long will this game be in Early Access?

“We have a multi-faceted plan based on team size and scope that should entail a full release in a 6 to 12 month period. A few factors that cannot simply be predicted could change this, but we aren’t interested in having a half-baked unreleased game either and want to see it a solid release versus infinite feature bloat. We are utilizing Unreal Engine 4 that has allowed us to rapidly bring this game to early access and we are looking forward to it allowing us to rapidly bringing the game to a released state as well.”

How is the full version planned to differ from the Early Access version?

“There are a number of features which will be unveiled during the Early Access period including a modding kit, VR support, gameplay refinements, and much more. We will be bridging the game toward a more complex play and feature style that will open a lot more gathering, harvesting, PvE, and PvP play styles. We also will be working with the community on what features to prioritize.”

What is the current state of the Early Access version?

“Everything we have listed in About This Game below are currently implemented and functional in the game. Everything we listed above about the full version is currently planned and we also will be listening to player feedback to see what can be added to the design as well. Our goal is to be open about development and nurture a healthy community that provides feedback that is both helpful to the community and the development team.

We have worked hard on providing a solid foundation with a good level of polish for an early access title as it is hard to get solid feedback on a game that is bug ridden and glitchy. We have done a moderate amount of optimization in the game as well mostly to avoid large irregular spikes in performance, but there is always more work to do there. Unreal Engine 4 is being used and there are a variety of graphic options to get most modern gaming computers able to run the game fairly smoothly.”

Will the game be priced differently during and after Early Access?

“We expect the full retail version to cost more than the Early Access release.”

How are you planning on involving the Community in your development process?

“We have a solid history of engaging and listening to a wide spectrum of the community as we actively develop the project. Community involvement and feedback on implementation is very vital towards making sure our primary audience is engaged and enjoying the product. This includes providing development roadmap and priorities as well as engaging professionally with the community members who wish to provide constructive feedback of any type. We work with both larger organizations playing the game and single players providing quality feedback on their experiences as they both can be equally as insightful.

We also understand that you simply cannot let the community up/down vote every single design decision as you will not get a cohesive game as a result, but there is a fine balancing act in taking feedback and implementing a solution that solves the issue and works in the constraint of the vision of the game.”
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Recent updates View all (35)

January 22

17.1.1 Patch is Now Live

This is mostly a small bugfix patch. It fixed some issues with the keyboard wheel, cleaned up some user interface/input issues, adjusted the pathing proximity on npcs to improve the fidgiting they do at the end of their roaming path, introduced more Fiber on Calprates, and fixed a few other smaller issues.


  • Made some improvements to the Steam effect when doors open or close. It has been made more transparent with a shorter duration.

Items and Fittings

  • Doubled the rate at which you can acquire Fiber from Calprates.


  • Adjusted the ending distance a bit on pathing to get rid of the fidgeting that npcs do at the end of their pathing.
  • Calprates should ground a bit better now.

User Interface

  • The map and respawn map will now properly show the gamepad help when a gamepad is being used. Included the zoom functionality help as well.
  • Gamepad help will now be hidden in character creation if a gamepad is not plugged in. The controls were also setup with new manual values when using the left/right on the dpad so they will more predictable move between the left and right side of the UI.
  • First button should now highlight properly in the main menu when first starting the game.
  • Fixed issue with tip widget not hiding the gamepad button properly.
  • Added a Commit Suicide button to the in-game/system menu. This button allows players who have no keyboard to easily access the /suicide command if they ever need to use it.
  • Added a 45 second auto-cancel to Yes/No Confirmation Dialog windows. If you do not confirm within that time it will auto-reject.
  • You can now hit escape to cancel confirmation dialogs.

Bug Fixes

  • Fixed a bug which caused the keyboard wheel to stay on the screen if you manually closed the guild window before creating.
  • Fixed a bug which caused guild validation to give a failure message when it was actually successful.
  • Fixed an error that could occur and early out when closing the map marker window.
  • Fixed an issue where hitting the B button (cancel) on the respawn window would cause it to lose focus.
  • You are no longer able to build structures while dead.
  • Herbal Flowers no longer have the same icon as their Seeds.
  • Fixed a bug which could cause a player to lock up if invited to guild due to a focusing issue.

10 comments Read more

December 14, 2016

Build 16.12.1 is Now Live

The 16.12.1 patch wraps up most of the gamepad support adding in a new configuration window that is gamepad friendly (you can switch between the new mode and the old mode for finer control, but it requires a keyboard/mouse to change the values) and housing controls are now fully gamepad supported. A few other adjustments were made to handle reload/use being on the same input so you wouldn't reload your firearm when interact with a container. There might be a few smaller bits left (some input options for putting in player name), but most of the game is gamepad friendly now.

One of the requests we have received was improve durability on armor. Body armor now has more durability and should last a lot longer now. Legs and Head pieces also have more durability than arms and feet. Each tier of armor also has more durability than the last. In general the higher end armor lines should last a bit longer than before, but lower end armor might have less durability on the feet and arms due to the change (for example cloth in general is a bit under what it was if you add all 5 pieces together, but Mubark has quite a bit more than before).

Another request added is repair kits for weapons and armor. They are added to the skill lines that make the weapons or armor. Armor repair kits will repair all 5 pieces of equipped armor, weapon repair kits (melee and ranged) will repair the equipped weapon. Repair kits comes in 4 qualities and will also reduce the maximum durability when used. Higher quality repair kits repair more damage and reduce maximum durability at a slower rate. You can choose to use the lowest quality repair kit on the higher end armor if you choose, but you will have to replace it sooner.

The patch included a few bug fixes including some snapping issues with some ramps and fixed an annoying issue when editing text in the chat box where the caret would move to the end if you inserted some text. Full notes for the patch are below.


  • Music and weather sounds will now pause anytime the game is paused.
  • Introduced new sounds effects which will play as structures break into pieces in a siege. The sound effects vary by the structure itself.


  • Adjusted geometry used in determining housing platform pieces so that smaller pieces are more likely to test as supported by larger (e.g. a medium platform on top of a large support).
  • Added new snap locations to all the ramps, so you can more easily align ramps edge to edge of each other.

Items and Fittings

  • Slightly reduced the amount of hunger restored by Warm Phosphori Meat.
  • Increased Exceptional Calibrite Sword Durability to 450.
  • Master Crafted Calibrite Sword now has a durability of 500.
  • Sharp Setlang Claw durability was reduced down to 400. Razorsharp Axe up to 425, Helltyr Hammer up to 450.
  • Exceptional Steel Sword was properly named and durability increased to 550.
  • Mastercrafted Steel Sword durability increased to 600.
  • Charged Sword and Axe changed Durability to 550. Heated Sword and Axe to 600, Exceptional Heated Sword to 700.
  • More Durability changes. Jabber-Coated Club up to 400, Rhino-Horn Spear up to 500, Warlord's Hammer up to 600, Drosera-Thorn Spear up to 700 (doubled that, oops), Phossphori Sword and Axe to 800.
  • Adjusted all the durability values on armor in the game. They now have a progressive increase in durability with higher quality armor (so more durability on lurker armor vs cloth). There is more durability on chest pieces vs head/legs and vs arms/feet. Some lower tier armor might have less durability as a result, but all chest pieces now have more. Higher tier armor has a lot more total now compared to before. You will need to create new armor to get the new durability.
  • Added 4 tiers of armor repair kits. They repair armor, but also reduce the maximum durability. Each improved repair kit increases repair % and reduces damage %. Repair kits repair all worn armor and will stop working once you have damaged the max durability by 75% or more.
  • Added repair kits for melee and ranged weapons. They will repair the equipped weapon.
  • Reduced the amount of equipment damage on death by 25%.
  • Improved the description of Respec Kits to make it more clear that they will reset your glyph bonus points.


  • Calprates can now be skinned for Fiber.


  • Twigs will no longer be harvested from Cacti. In their place you will receive Fiber.

User Interface

  • The key press hint, shown with the housing crosshair, will now reflect the current key bound to the "Use (Secondary)" action, i nstead of always showing "F", no matter which key was bound. If you are using an XBox gamepad, and a gamepad key is assigned to that action, then an icon for the gamepad key will be shown instead.
  • Added full gamepad support for placement and moving of structures. If you attempt to place or move a structure with the gamepad it should display tips for how it all works (manual movement and rotation require holding down buttons and using the analog sticks (left stick moves faster, right slower).
  • Selection Wheel when using gamepad will only work if the UI windows are not up. Having it work all the time was breaking some usage of the button in other windows (such as inventory, where Y was used to move stuff).
  • When using a gamepad you will no longer reload if you interface with a structure or storage container as both use the same button. When using a keyboard/mouse it doesn't care as it typically is not on the same key as the use functionality (E or F).
  • The structure dialog now had gamepad support. If you interact with a storage container or crafting station with a gamepad it will no longer just open up, but prompt the structure dialog window now. For quick ease of use the open routine is the same as the use button (X) so you can double tap it open it quickly. The rest of the functionality (move, pickup, destroy) also has gamepad inputs.
  • Added a border to the ingame menu. Just a visual change.

Bug Fixes

  • Updated destroyed versions of wood support structures to use the new wood look.
  • Fixed a typo in the Experience Modifier text on the Server Configuration window.
  • Corrected the platform snap locations on many platforms and ramps, so they will now align correctly when snapping together.
  • Adjusted the trimming function on character name in character creation so it would only fire if there was a change or it was at the limit. This was causing it to move the caret to the end if you make an edit inline.
  • Fixed the trimming function on the chat box. If you made a change inline it would place the caret at the end due to the trimming routine. It will now only attempt to trim if it is over length fixing that issue.
  • Fixed a bug which allowed players to craft while dead if they were next to an appropriate crafting station.
  • Fixed an issue with some code failing when saving settings in the options window the 1st time. It was causing a pause and also was causing a crash on xbox.

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About This Game

You awaken stranded on a hostile alien world, after your journey to colonize the planet. Rhyldan, takes a catastrophic turn. Armed with only your fists, your wits and fragments of knowledge buried deep within a damaged clone’s mind, you must ensure the survival of the human race. Harvest local resources to get started, and hunt wildlife with crafted weapons to provide food and protection from the elements. As you survive you will regain access to knowledge and important skills to aid in your survival. Unlock advanced technologies to build giant structures, advanced weaponry and defenses, tame the wildlife, engineer and grow new living species, build robots and vehicles and use it all to support your allies or crush your enemies.

Fragmented is available in multiple rulesets allowing for PvP focused content, or working together with other players to survive against the environment. Play online or in single player mode. Players will have the option to host their own servers as well and tweak many of the settings to provide an easier experience or a much more harsh experience including hardcore options.


Surviving in the world of Fragmented has its advantages. As you gain more experience you will be able to unlock higher level skills opening up different play styles and survival options. You can focus on combat related skills to take the fight to the wildlife or your enemies or you can focus on skills that will improve your base and your storage capabilities. Fragmented features a level system that grants points you can spend on a handful of skills to better customize your character. You can spend the points on the following skills.

  • Construction allows you to create buildings, props, storage containers, and various types of crafting stations.
  • Electronics includes the creation of Electronic Devices, Turrets, Medical Scanners, or Robotics.
  • Melee provides bonuses in melee combat, as well as the creation of melee weapons and tools.
  • Ranged provides bonuses in ranged combat, and allows creation of ranged weapons and grenades.
  • Refining is used to process raw materials, unlocks harvestables, and creates tools.
  • Subsistence reduces the effects of hunger and thirst, and allows the creation of foods, drinks or medical compounds. It also includes genetic engineering on the high end.
  • Survival increases your health and allows the creation of traps, torches, and campfires, as well as basic tools and waterskins.
  • Textiles is used to create armor, clothing, pouches, and backpacks.


There are many different types of harvestable resources in the world, including dead creatures. Primitive tools will get you the basics, but you will need to build better tools to achieve better results and to gain access to rare materials. Creatures also increase in difficulty as you venture out, including boss encounters and other surprises.Using better tools and fighting harder creatures you also can run across rare resources that can used to create even more powerful weapons and tools.

Rulesets and Hosted Servers

Fragmented will be offering a variety of ruleset configuration options, catering to many different playstyles. This includes PvE and PvP options, both with casual, normal, and hardcore modes, all available on the official servers. If you wish to host your own server, you will have control over those options, as well as having more granular control over the other aspects of the game, such as food/thirst rates, damage, mob difficulty, experience gained and several others.

System Requirements

    • OS: 64-Bit OS Required, Windows Vista 64 Bit or Newer
    • Processor: Dual Core Processor
    • Graphics: DX10 GPU with 1GB VRAM: NVidia GTX 460/ AMD Radeon 5850
    • DirectX: Version 10
    • Storage: 10 GB available space
    • OS: 64-Bit OS Required, Windows 7, 8, 10
    • Processor: Quad Core Processor
    • Graphics: DX11 GPU with 3GB+ VRAM: NVidia GTX 970/ AMD Radeon 390
    • DirectX: Version 11
    • Storage: 10 GB available space
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