Fractured State refines the RTS genre into fast-paced strategic urban combat where the machine driven imperialistic faction of the Laperian Imperial Army battle to remain in control against the Children of the Ancients, worshipers and masters of an ancient power.
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Apr 5, 2017
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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've been working on Fractured State for a number of years now and feel like we've gotten to the point where we're comfortable enough with the mechanics that we want feedback from the community. While RTS is typically considered a more "niche" genre we know from experience that the fanbase for these types of games are incredibly passionate. We also know that everyone's opinions on RTS mechanics and gameplay vary widely. We're trying some new things in Fractured State and we want to see what RTS fans think of what we've done.”

Approximately how long will this game be in Early Access?

“Given how fluid development is, and depending on the feedback we get from the community, we anticipate Fractured State being in early access for approximately 12 to 18 months. We're fully committed to being 100% transparent about our development efforts throughout the entire process and will have a public roadmap available on our site.”

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

“While the basic mechanics are in place right from the get-go the goal now is to add more content and polish. We'll be pushing updates with more maps and units until all the moving pieces are in place. At that point we'll focus on balancing and then the single player campaign which will introduce players to the world of Laperia and the violent conflict that is ripping the country apart. Not only do we want to make a great game; we want to tell a compelling story full of nefarious undertones and compelling characters and locales.”

What is the current state of the Early Access version?

“Fractured State is playable solo against the AI but a big part of our focus is on the multiplayer functionality (both LAN and Internet are supported) and map creation tools. We want our community to be able to play against each other and their friends either on our maps or ones they have created right out the gate. To that end, Fractured State ships with a fully integrated map editor and basic map sharing is supported right from the start.”

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

“Yes. Getting in on the ground floor around Early Access launch will be the cheapest you will find the retail price of the game. The price will go up as major updates get introduced then one last time when the game is final and makes its official launch out of Early Access as a full title.”

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

“There's a link to our forum right in the menu of the game. We'll be feverishly monitoring it and Steam to collect feedback from players and respond to their questions and concerns. This goes for content creators and modders as well. If there's a feature that this subset of the community wants then we're all ears!”
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Recent updates View all (6)

October 24

Update 20170912 is up!

GENERAL UPDATES & IMPROVEMENTS
  • Updated engine to 2017.1
  • Changed networking architecture from Unity to Photon Thunder
  • Territories with rally points now get an indicator at the edge of the map. This indicator changes to the color of the team that owns the territory. Clicking on it opens your recruitment panel and defaults new squads to that territory
  • Made the world reflection probe taller and the center higher to have better reflections and prevent weird lighting artifacts that happened on taller buildings when reflections were turned off
  • Improved world lighting
  • Added a static background to the world
UNIT/SQUAD UPDATES & IMPROVEMENTS
  • Reworked the skill bar so it works with any number of squads selected and displays the number of units/squads who can currently cast each ability
  • Added keyboard hotkeys to abilities
  • Removed Take Cover squad ability for both Laperia and CotA
  • Surgeon: Changed ability swapping to display a button over each unit's head in the world
  • Grenadier: Changed Place Mine ability so player picks a spot on the ground instead of it being placed at the Grenadier's location immediately
  • Transport: Changed Disembark ability to display a button over each unit's head in the world
  • Flamethrower: Added ground indicator to Canister Toss and gave it a max range
  • Ancient Fist: Changed Radiance ability so player picks a spot on the ground instead of it being placed at the Fist's location immediately
  • Warden: Changed Shield ability - It's now placed by the player; squad mates do not automatically move under it; it remains up until the player cancels it or it gets destroyed; updated graphics and effects; increased health of shield to 1500
  • Vicar: Changed Heal ability to display a button over each unit's head in the world
  • Ruhk: Changed Slam ability so player picks a spot on the ground instead of it being placed at the Ruhk's location immediately
  • General improvements to how the Surgeon works
BUG FIXES
  • Fixed a bug where multiple ragdolls spawned when a unit died
  • Fixed a bug in the lobby where new players would get incorrect information about which faction other players had selected
  • Fixed the scrolling speed on the color selector in the lobby
  • Fixed a sync error that could occur when a unit dies while exiting a building
  • Fixed a bug in the resolution dropdown in the Settings menu where it would apply the wrong resolution
  • Added logic so units can handle player orders to attack enemies in different world states. Now outside units told to attack inside units and vice versa will act accordingly instead of doing nothing or breaking themselves
  • Spaced out the spawn positions for new squads so units don't spawn on top of each other
  • Fixed a bug where unlocked units wouldn't lock again between matches
  • Fixed a bug where cover points would be permanently lost if the player told the unit to do something else before they reached the cover point
KNOWN ISSUES
  • LAN multiplayer is currently not working
If you discover any issues while playing the new build please let us know in the discussion or join us in the forums at http://forum.mechanicalmonocle.com/
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June 23

Update 20170622 is LIVE!

We’ve just published update 20170622 for version 0.2! Here’s the changelist:

Update 20170622:
  • Updated engine to 5.6
  • Removed XML based processing of menus (this basically meant re-doing all the menus)
  • Added RSS feed to landing page
  • Added options to change screen resolution
  • Added option to run game in windowed mode
  • Added lore to menus
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About This Game


"As the Children of the Ancients sweep through the mining operations of the Northern Provinces, destroying all in their path, the Executor flexes the industrial might of the State to quell local rebellions. Laperia burns and Kimmel, the charismatic leader of the Children, will stop at nothing until the empire is reduced to flinders."


Fractured State refines the RTS genre into fast-paced strategic urban combat where the machine driven imperialistic faction of the Laperian Imperial Army battle to remain in control against the Children of the Ancients, worshipers and masters of an ancient power. Choose a side then vie for control of each territory where taking over new buildings gives tactical advantage, provides the ability to recruit more specialized units and army wide bonuses, as well as impart overall dominance of the area.

Doing away with overly complex micromanagement and mass resource gathering, Fractured State focuses on battle strategies in an urban environment. The only real resources you must manage are your troops, building occupation and time. Each specialized unit requires a specific amount of time to prepare to enter the fray and each building you take control of determines map population, recruitment options and territorial control.

Created by modders for modders, Fractured State is being built from the ground up to embrace the modding community by focusing on mod-friendly design options throughout development.

In a land engulfed in a brutal civil war split between technical advancement and ancient ways, magic and machines, oppression and rebellion – which side will you choose in this fractured state?

TERRITORY CONTROL


Battle maps are split up into territories. Occupy the most structures in a territory in order to keep control of it. Territories provide army-wide bonuses and increase the number of troops you can control. Reinforcements you request arrive via your controlled territories. Controlling territories and denying your enemy a foothold are the keys to victory.

BUILDING OCCUPATION


Buildings represent important strategic points; this is primarily an urban war after all. Some buildings unlock abilities, new units, passive bonuses, or squad refreshes. Storm buildings to uproot and destroy entrenched enemy forces. You have full control of your units whether they are inside or outside.

WEAPON ACCURACY & RELOADING


Your soldiers must keep a mental count of their ammo, or else they could lack it at a crucial moment. No soldier hits his mark 100% of the time, and no weapon is completely accurate. Distance plays a role. Closing down on your target is dangerous but can yield better results.

COVER


The most common cause of death for soldiers of the Laperian conflict is exposure. And bullets. And exposure to bullets. Cover makes your units harder to hit. Troops in cover can be dispatched more easily by flanking and rear attacks. Troop placement and cover management are critical to your success.

EARLY ACCESS LAUNCH FEATURES

  • Map Editor – Create and share your own maps with the Fractured State community
  • 7 Playable Maps – includes 2, 3 and 4 Player Maps
  • Multiplayer - LAN and Online
  • 5 Unique Units per Faction - Children of the Ancients: Knight, Ancient Fist, Warden, Vicar and Ruhk, Laperian: Conscript, Grenadier, Transport, Surgeon and Flamethrower
  • Multiple Combat Styles - Open area, Occupied Structure and Cover Based

System Requirements

    Minimum:
    • OS: Windows 7 64-bit
    • Processor: 3 GHz Intel i3 or equivalent
    • Memory: 6 GB RAM
    • Graphics: GeForce GTX 570 or Radeon HD 7870 or equivalent DirectX11 card
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 10 64-bit
    • Processor: 3 GHz Intel i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 780 or Radeon R9 290X or equivalent DirectX 11 card
    • DirectX: Version 11
    • Storage: 500 MB available space
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