Fractured Veil - samzenpus
Aloha Thrivers!

With your amazing help and support our Kickstarter campaign has already reached 78% of our goal but we need to keep the momentum going all the way to the finish line.

One thing we’ve heard from the community is that you want options focused on Steam keys and quick access. We heard you loud and clear and have introduced 3 simpler backer tiers, focused less on in-game items and more on keys.

We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. With the new options available we hope to see many more of you having fun surviving the horrors of the jungle and sharing your great ideas soon!

This was a busy week full of streams, and fixing bugs and implementing suggestions from our testers but we did include some updates to the PVE area and our AI. Check out what we’ve been working on below and some more beautiful shots submitted by our players since our last update.

New Content

PVE Area and Totem Updates
About a week ago we expanded the safe zone around the Thorcon power plant into a larger PVE zone to help provide an area for freshly restored clones to get the lei of the land and learn basic game mechanics.

It’s a temporary fix for a complex conversation about PvPvE we’re having with everyone we get the chance to have it with. There’s no silver bullet to solving it and the more voices we’ve got in the mix, the better. We hope you’ll add your thoughts to our discord chats and keep on asking the tough questions.



This week we continued to make improvements and made sure to fix a few small problems that popped up. Players in the PVE zone won’t have to worry about coconut grenades anymore since we’ve defused them.

Players don’t have to worry about others shooting out their walls while standing just on the other side of the PVE border now and surprise cannibals showing up in your base won’t be an issue anymore.

We also added a few adjustments to how totems work. Totem permissions are now greyed out unless the totem has energy. Players can only place one new totem in PVE zones and bases there can only consist of 4 totems total as well.

Like we’ve said before, we get that balancing mechanics both PVE and PVP players enjoy is one of the biggest challenges facing us ahead and we’re nowhere near done experimenting and testing things out.

We’re trying out a few ideas but with your help, we’ll arrive somewhere in Hawaii where everyone survives and thrives in a way they find the most fun.


AI and Seige Improvements
The mutants were unusually rowdy this week and we made a lot of improvements to how they move, spawn, and work together.



One of the big ones was AI navigation updates so the bunching issues that we were experiencing when large groups of mutants are charging towards you looking for a meal are a thing of the past.

With any luck, you won’t see mutants getting stuck on corners or failing to attack doors anymore. We’ve fixed a problem with AI not activating when a player is near and while it may seem obvious to you and me, we taught the mutants not to attack the stairs they are standing on now.

The AI spawning system got a little love this week too. We made some fixes to how the spawning system works so the mutants will stop spawning inside trees, walls, and rocks or on top of things. We tried asking nicely to get off the roof, but they just wouldn’t listen!



We also fixed how many mutants will show up for a siege since it seemed like many of them weren’t getting the invitation before, and we squashed a bug with AI spawning (or not spawning) in our dungeons. The dark and forgotten places on the map are a lot more fun to explore if there are actually things to fight there.

Here’s everything else new and improved and fixed this week.



Weapon and Loot Updates
  • Jumping will now cancel reloading
  • Players can no longer reload while in the air
  • Added loot drop area to the container screen
  • Sprinting is disabled while shooting guns
  • Increased loot volume counts on all Lahaina tile maps

Payer and inventory Improvements
  • Added nameplates for teammates
  • Added nameplates for non teammates when looking at them for 1.5 seconds
  • Changed incapacitated widget to continue to show the timer after a player presses N
  • Added brightness and sharpness variables to the icon generator
  • Updated arrow icon
  • Added new stamina and health images
  • Added tooltips to all inventory widgets

New Content and Improvements
  • Improved distant DoF
  • Updated Veil VFX
  • Lowered the amount of time a tree stump is alive for to help with cleanup
  • The drone's fuel now lasts twice as long and fills up twice as fast
  • Enemies will no longer show up on the radar or map as red triangles
  • Added replication to minimap markers
  • Increased interaction distance for vendors
  • Increased water fill rate of containers
  • Added the ability to recycle any placed item (chests, doors, totems, etc) for the player that placed them



Fixes
  • Fixed issue with guns sliding in player's hands when switching to and from ADS
  • Fixed female first-person hands having texturing artifacts
  • Fixed bug where multiple actions could be bound to the same key in the menu
  • Fixed bug where grenades could do damage in PvE zones
  • Fixed bug where bases in zone 1 could be damaged by players outside of zone 1
  • Fixes to container persistence
  • Fixed a bug where AI were returning the wrong navmesh trace response for movement tests. This also fixes an instance of AI getting stuck on corners
  • Fixed a severe AI activation bug where AI pending activation were not requesting a Nav Invoker even though AI activation required the navmesh to be present
  • Fixed a bug where the navmesh was not prioritizing generating tiles around AI pending activation
  • Fixed issue where containers were being added to inventory mgr too early
  • Fixed crash if a player loaded in with no totem permissions but they were on the totem
  • Fixed bug with AI summoned through siege system
  • Fixed bug with female character faces being distorted
  • Fixed bug where some stumps weren't sinking into the ground properly
  • Fixed bug where destroyed trees could eventually overflow replication channels
  • Fixed a typo that was causing AI activation to not be prioritized correctly
  • Fixed the 'AI pending activation' tag being applied to the wrong AI actor
  • Fixed a bug where the AI activation system could get stuck trying to activate the same AI over and over again
  • Fixed nameplates showing your name instead of the target
  • Fixed the torch being lowered in first person
  • Fixed the machete having inconsistent left-hand animations in first person
  • Fixed bug with trees respawning with 1 hp
  • Fixed bug where ADS was canceling reloads
  • Fixed crash when viewing pawns without a valid playerstate
  • Fixed spawning with invisible overflow item slots in the player inventory UI
  • Fixed bug where some items could be invisible in a player's inventory
  • Fixed AI being unable to attack constructed doors
  • Fixed our constructed doors not making use of the siege system's nav modifiers
  • Fixed additional issues with dying from bleeding rather than entering unconscious state
  • Fixed non-player-built water container initial spawns and filling when raining
  • Fixed conflict between yes/no keystrokes when quest dialogs and respawn dialogs are active at the same time
  • Fixed left control not being bindable to actions
  • Fixed AI occasionally attacking constructed staircases that they were standing on
  • Finished fixes for weapon attachments not loading correctly on corpses
  • Fixed another crash related to navmesh multi-threading in the editor
  • Fixed the Trophy Collector's head projectile occasionally causing log spam when the owning Trophy Collector died

Watch Fractured Veil Gameplay Footage
We had another really busy week full of streams including some new international friends.
We made our Brazilian debut (In Portuguese) with Ultimo Sobrevivente.

Our friend and longtime supporter Sajón Arco returned to explore Hawaii (In Spanish)

Big thanks to our Community leader Fernando Fernandes for taking the lead in both Spanish and Portuguese with both of these two. We could never do this without the help of our amazing mods!

And for French speakers, @Dr_Horse played for the first time!

We also spent some time with TangoTek and Br0dyman.

We had a blast building with The Late Shift featuring BurkeBlack and CrReaM

And a run through the jungle with AllFunNGamez

Don’t forget to check out these videos from
BigfryTV talking about survival
exploring the island with eNtaK
And some laughs with Anarchy HD.



Community Spotlight
From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. We implemented a ton of great player suggestions and fixes recently.

Player Suggestions and fixes
  • [CRSD] Bloody Bob - players with permissions on Totems should have the ability to pick up and move furniture even the Totem
  • Ferdinandus - broken fence in Thorcon area
  • Kitski - thrown spears are instakilling
  • Ferdinandus - mutants never hit if you keep moving while shooting bow
  • Logoes - body never disappearing after death
  • _Adam - Mutants getting stuck together during seige
  • Logoes - Cannibals spawning into base
  • Baigs - random door placement after logging out
  • blazemonger - NPCs not lootable after you die
  • Kyttaen - game crashed after chopping down tree
  • Logoes - construction tool bugged
  • KerryAnneKay - persistence problems after crashing
  • MostlyEvil/Logoes - can't loot body after death
  • Jake Arver/Shadowflame - cannibals in the Thorcon
  • MJMPlays - loot screen not showing loot
  • GrAmPa-UtoPiAn™❤(De enige échte) - deer stuck in bridge
  • Kyttaen - stack of stone bugged
  • MostlyEvil - bugged beach
  • Logoes - Items disappearing from boxes
  • MostlyEvil - HUD not showing up after respawn
  • MJMPlays - logged in dead
  • Logoes - Mutants spawning on top of base
  • Twerlinger - logging into safezone wall trapping you
  • Najo/Logoes/colt - disappearing doors and missing items in chests
  • Turt Renolds/KerryAnneKay - using a sleeping bag or bed puts you in god mode
  • MJMPlays - can't recover arrows
  • Logoes - door only has 1hp after login
  • MJMPlays - recycled metal not showing up in inventory
  • The1rishOne/OneGunSalute - can't repair base
  • MJMPlays - recycled items getting "stuck" in inventory
  • Mrbathsalts - Car doors opening in the wrong direction
  • TheLefty2319 - not getting coconut shells after I consume them
  • Gagtech - Bows are crafting with a visual ammo count of 1000/1000
  • Cr4zy4ce - Flare gun doesn't reload or shoot
  • MJMPlays - player body not in "dead state" after death
  • Kyttaen - when in a party, the other person/leader, shows your own name
  • Shadowflame - Mutants unable to cross the bridge
  • Ferdinandus - Can't always see what's in a sleeping players inventory
  • PCTrojan - I am only able to buy from the vendor on the second level or the clothing vendors
  • Shadowflame - Doors are stronger than the door frames
  • 𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 - when using the pistol and aiming down sights, the ironsights are not aligned with the center of the crosshairs

Our testers also put together some amazing builds while exploring the map, here’s a look at some of our favorite shots they shared this week.





























Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil



Fractured Veil - samzenpus
Aloha Thrivers!

Our Kickstarter campaign began this week and we couldn’t be more excited and humbled by all the love and support the community has shown us.

We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. But we’re not quite there yet. We’re counting on you to help spread the word to your friends and family, far and wide. Let’s keep the momentum going and ride this wave all the way to the Lahaina of our dreams...or nightmares depending on which mutant you encounter along the way!

To help celebrate Kickstarter week we thought we’d share some of the work we’ve done improving the horrors of the jungle, some veil travel concepts, and some beautiful shots of the incredible bases that were built by our players since our last update.

Mutant Updates
The mutants are always ready to feast, just don’t forget to light their bodies on fire or else you’ll be on the menu. We made a number of improvements and fixes to ensure that players have something to fear from the local monster population but also don’t just have a mutant spawn right next to them out of nowhere. Everyone loves a good sneak attack, but it wasn’t a fair fight for some players so we squashed that bug.

We also went ahead and fixed some issues with AI navigation, updated how and where they can spawn in, improved ranged AI, and reduced the length of the Kasha’s ringing noise after a scream to avoid stunning players in real-life. You will notice we fixed an issue with Green Snatchers getting caught in burrow-unburrow loops that must have been awful for their claws, and made some updates to the island’s cannibals (aka neck-brace Annabelles as we like to call them).



Veil travel
The Fracture wiped out civilization and devastated life on the planet but we’ve always planned on letting players rebuild the system in the game and travel between worlds to experience slightly different environments and loot.

Since launching the Kickstarter, we’re working hard to further develop and show off how players will be able to travel between unique worlds. Like we also say, actions in Fractured Veil have consequences, so it's important for us to demonstrate that what players do in the game wouldn’t just affect themselves, their surroundings, and their server anymore, but a whole multiverse of interconnected servers. We’re not nearly there yet, but it’s an exciting time and the early stages of how and what that multiverse travel will be.



Our idea is that each world can have its own culture, ecology, and history eventually. Players will be able to trade between worlds, not just communities, and find realities perfect for playing with their friends and play styles, assuming of course that the whole thing doesn’t come crashing down again. Here’s an exclusive peek at concept art of what it might look like when the veils open up.


Veilcorp is not responsible for any deviations from early concepts or injuries resulting from Veil travel. Void where prohibited.

Updates and Improvements

  • Added visibility checks to the loot menu
  • Tool quest and twine quest added and updated
  • Removed ladder sphere overlap checks and updated code to support traces
  • Improved the AI's navigation

Weapon/Combat Improvements
  • Cleaned up third-person bow animations for the homemade bow and compound bow
  • Adjusted all melee weapon hand positions in third person
  • Added flare gun firing sound
  • Projectiles that get stuck in enemies will no longer show the pickup particle effect
  • Improved aim offset smoothness



    Fixes
  • Potentially fixed AI spawning on top of cars and other areas by further improving the navmesh check used to determine if an AI is ready for activation
  • Fixed AI occasionally being activated right next to a player which would cause them to be unexpectedly attacked
  • Fixed vendor bounds issue preventing proper interaction traces
  • Fixed floating hair on dead bodies
  • Fixed not being able to loot corpses
  • Fixed not being able to open the 127 converter UI
  • Fixed clothing vendors not being interactable
  • Fixed eating a coconut not granting a coconut shell
  • Fixed totem UI not updating upkeep cost or time
  • Potentially fixed a bug where Green Snatchers were unburrowing in a location that got them stuck
  • Fixed a bug where Green Snatchers would unburrow and then immediately burrow again without attacking or being alerted by a fire
  • Fixed performance issue in the Throcon due to lights casting dynamic shadows
  • Fixed bug where players couldn't use the jump key while on ladders to get off
  • Fixed a bug where ranged AI were unable to properly predict movement velocity if the velocity had negative values in it
  • Fixed the 127 Detector floating between the player's legs
  • Fixed coconut canteen alignment in third person.
  • Fixed skar weapon animations having the mag visible on the floor in third person
  • Fixed crash when clients would receive quest information before being fully loaded
  • Fixed bug where multiple key bindings were set to LeftAlt
  • Fixed arms bending into the torso for multiple animations in third person
  • Fixed ukupoon not playing sounds
  • Fixed jumping animations cancelling attack or reload animations
  • Disabled actor pushing from large fallen trees to fix a severe performance issue that could occur when performing overlap checks

Watch Fractured Veil Gameplay Footage
If you missed the action live this week, watch us have some fun with these fine folks:
Playing with 1cePrime
Our time with skinnedteen
Celebrating our Kickstarter launch with StandardDamage
Building with SajonArco
Surviving with j0hnbane
And check out these videos from
BigfryTV talking about survival and
exploring the island with eNtaK.

Community Spotlight
From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Our testers put together some amazing builds while exploring the map, here’s a look at some of our favorite shots they shared this week.









































Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil






Fractured Veil - samzenpus
Aloha Thrivers!

Our Kickstarter campaign is less than 24 hours away and we couldn’t be more excited! To help kick things off we thought we’d share all the work we’ve done over the weekend smoothing out gameplay and adding a few new features. Read below to see everything we’ve finished in the last few days.

PVE areas
We expanded the safe zone around the Thorcon power plant into a larger PVE area and added a message in the HUD informing players if they are in a PVP or PVE zone. We made some adjustments to totems in the PVE area so they can only be modified by the owner and made a few other PVE related improvements.



We’ve all experienced what it’s like to get steamrolled by a bunch of griefers when you're just starting out, and this should allow newly restored clones time to get familiar with their surroundings and learn the controls.

Quests
We also just added the first round of quests in the game and placed more vendors inside the Thorcon Power Plant.



The addition of quests, on top of everything else there is to do in the game, should be enough to keep all the idle hands busy and eventually lead players to new places to explore for great rewards and XP.

Content Updates and Improvements
    Weapon Improvements
  • Adjusted 1911 ADS view to line up with the model better
  • Updated construction damage values for weapons

    AI improvements
  • Reworked parts of the AI's movement tracking code to potentially fix a bug where AI were able to clip through walls
  • Added slight buffs to AI further out from Thorcon



    Map Improvements
  • Improved landscapes around river transitions
  • Add missing river in 3x4 and rebaked rivers in all tiles
  • Updated Industrial area
  • Added Bank to top of comm tower

    Loot Updates
  • Replaced broken loot boxes with destructible ones in the industrial area
  • Adjusted loot tables to avoid spawning quite as many things in a single container



    Construction Updates
  • Gave door frames more health than doors
  • Significantly reduced the chance to get randomly sieged
  • Arrows and non-weapons will now break when thrown against a construction piece
  • Thrown weapons will now lose 25% durability when thrown at a construction piece

    Fixes
  • Fixed construction quests not working.
  • Fixed starter quest chain
  • Fixed bug where dead player pawns weren't being cleaned up and were just accumulating as invisible pawns
  • Fixed a bug where AI were unable to attack certain construction pieces that were blocking them
  • Fixed the MasterVolume value being multiplied by 100x. Restored the Kasha's scream and the Siege's 'siege start' sound to their original volumes
  • Fixed bug with inactive pawns not loading inventory properly on server restart
  • Fixed float rounding error with construction attachments that was making weapons do too much damage
  • Fixed performance issue in the Throcon due to lights casting dynamic shadows
  • Fixed bug with water catchers triggering quick loot events
  • Fixed the item wheel appearing empty on first load

Watch Fractured Veil Gameplay Footage
If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva
Building bases with NerdParade
Our time with StandardDamage
Exploring with SteelRain27
Our stream with Rockzillah
Playing with Mammoth
A streamer party featuring wak4863
Derbee02 FireSpark81 and BlinkBlinkGames
Our adventures with The Flagship including BadNewsBaron, MikeTheBard, DeejayKnight, Smashley, DanieltheDemon, and skinnedteen

Community Spotlight
From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next

Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil




Fractured Veil - samzenpus
Aloha Thrivers!

We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7. In addition to a bunch of updates and bug fixes, we thought we’d show off the big collection of screenshots that players have submitted to us. They built and defended dozens of bases, killed hundreds of mutants, and explored miles of Maui this week.


Updates and Improvements

Animations
  • Imported updated reload animations for the micro uzi
  • Added the ability for weapons to supply their own custom jump animations
  • Improved prone moving animation blending
  • Added custom top half animation overrides per item
  • Updated drop item animation speed and triggers
  • Added new 1911 animations
  • Added new skar animations
  • Added new melee animations
  • Improved first-person equip and unequip animations for the homemade bow
  • Improved homemade bow nocking, charging, and firing animations and feel
  • Third person zipline animations are now forced to the proper rotation

    Item Updates
  • Players can now pick up clothing items and equip them if they are encumbered
  • Added recipes health pistol
  • Added health pistol weapon

    AI
  • AI will now attempt to prevent their mesh from excessively clipping through walls
  • Further increased the Kasha's aggro distance
  • Regenerated spawn points for all of the AI Spawner Volumes around Lahaina
  • AI Modules now have a generic function for hiding their owning character without conflicting with other actor hiding systems
  • AI will now remain hidden and inactive until they are able to detect any valid reachable destination.
  • Optimized the memory performance of the AI Distance Update loop
  • Improved the Melee AI attack and movement overlap distances
  • Adjusted our AI's net update and tick rates

    Construction
  • Added the ability to snap foundation pieces half grid height up or down
  • Added hologram arrow mesh when placing construction walls and door frames
  • Added improved slot opening and closing for construction
  • Restored auto upgrading construction pieces to the last selected upgrade type with the upgrade tool

    Gameplay and Player Improvements
  • Improved attach location of the hands when ziplining
  • Improved a Decay Service hitch by having the system loop smaller actor lists
  • Restored old player movement and braking values
  • Reduced the volume of the siege starting sound
  • Setup scaled up meshes for female hair and clothing
  • Updated UI for new knockdown (incapacitated) processing, hooked up timer in UI
  • Changed corpse decay time from 15 mins to 45 mins
  • Added the ability to auto-start new quests once the previous one is completed
  • Added 6 starting quests
  • Hold 'F' to burn bodies will now only function if the body has no items in it



Fixes
  • Fixed various crashes in weapon code
  • Fixed totems forcing net updates too often
  • Fixed two AI crashes that were caused by the AI Controller assuming they always had a pawn
  • Fixed bug where the player's hands would go invisible after placing or holding a placeable item
  • Fixed a bug where dead AI could block the player's collision
  • Potentially fixed a bug where dead AI would remain in their idle animation
  • Fixed players getting stuck at the top of the zipline
  • Fixed micro uzi using new animations with the old mesh
  • Fixed weapon ammo counts showing wrong values
  • Fixed bug where an item could be recycled multiple times at once
  • Fixed server crash when hitting an actor without a valid component with a projectile
  • Fixed quests triggering NetMultiCast functions on the player controller which could cause other players to experience all types of random things
  • Fixed triangle and square foundations being able to place in the same spot
  • Potentially fixed a bug where AI Spawner Volumes were ticking outside of the editor
  • Fixed a persistent 1.5-4ms frame cost related to cloth simulation stat tracking
  • Fixed a server crash that could occur due to an invalid container inventory component
  • Fixed issue where AI wasn’t damaged by fire actors
  • Fixed bug with turn in quests not granting rewards
  • Fixed randomizable car doors opening rotations
  • Fixed house containers not filling with spawned items
  • Fixed issue where logging out controller/pawn can fail to swap active pawn for inactive
  • Fixed bug with item based quests giving double credit
  • Fixed bug with the turn in place animations canceling upper body animations
  • Fixed damage indicators not working
  • Fixed bug with foundation pieces breaking the instant they were placed



Watch Fractured Veil Gameplay Footage
If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva
Building bases with NerdParade
Our time with StandardDamage
Exploring with SteelRain27
Our stream with Rockzillah
Playing with Mammoth
A streamer party featuring wak4863,
Derbee02, FireSpark81, and BlinkBlinkGames


Community Spotlight
From the early days, we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Here’s a look at just a few of the player-submitted shots we’ve received recently.



































Our Kickstarter campaign is coming up quickly and we couldn’t be more excited to fill the game with more content and Hawaiian themed items and places to explore.

Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil

Fractured Veil - samzenpus
Aloha Thrivers!

We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7.

Players will notice we’ve added a few more terrors of the jungle this week to keep folks on their toes as they explore Maui. We also made huge improvements to a handful of game features, fixed a bunch of bugs, and implemented a mountain of your great suggestions.

New Content

Meet the New Neighbors
It’s Never Boar-ing in Hawaii


Growing huge from the lingering radiation and eating mutant flesh, the island’s Boars definitely don’t have the Aloha spirit and will attack you even when you're just trying to have a nice day at the beach.

Veil Hounds


Did you ever want a giant hairless dog with wet skin who could chew through the side of a house when you were a kid? Well, you got a bunch of them now. The Veil Hounds hunt anything they can catch and do not enjoy belly rubs.

Kashas


These first horribly unsuccessful attempts at restoring clones are not shy about using their words. They don’t do much damage themselves but their screams attract other mutants and can daze players, making them more susceptible to attacks. We still have some cosmetic work to do on them but these mutant Karen’s can be a headache.

Green Snatchers


A combination of everything terrible you can think of, the snatchers can be found all over the map. They lie in wait just below the surface of the ground before springing out to attack anyone who gets too close. If that wasn’t bad enough we plan on improving their camouflage so they blend in better with the plant life around them. Luckily, they’re most active at night and like all nightmares, fire or bright lights can scare them away….at least until the Green Lady arrives to command them.

Siege Improvements

Since we added a bunch of new threats to your survival, we decided to update one of the oldest dangers to you and your base, the siege system.

Many of you told us that you would like to be able to force a siege on your base. Now you can!



We’ve added a new totem UI that offers the option to make a horde come and attack your base. The number of times you can do this per day is limited by the current tier of your totem, and each subsequent wave is bigger than the last, so be careful what you wish for.



New Updates and Improvements
Animations
We added a bunch of new animations this week
  • Wrench
  • Shark-toothed pan (Killet)
  • Player hit reactions
  • Homemade bow and ADS view
  • Prone transition
  • Unarmed prone
  • Micro-uzi
  • Ukupoon

AI
Numerous Improvements to AI navigation around other actors, building pieces, terrain, and height differences.

Inventory Updates
  • Added slot and carrying capacity bonuses to clothing items
  • Added a scroll bar to the main inventory widget
  • Added stamina bar to the player inventory screen
  • Filtering items in the inventory will now grey them out instead of hiding them
  • Added hotbar wheel to multiple container interaction screens
  • Added recycle button to item description widget
  • The crafting bench will now try to take ingredient items from the player's inventory

Character Updates
  • Increased stamina regen speed
  • Reduced starving state to 10% hunger from 30%.
  • Going prone will now unequip all items



Fixes
  • Fixed player corpses not always being lootable
  • Fixed AI corpse inventories not showing up in the UI
  • Fixed a bug where AI were unable to attack barricades and barriers
  • Fixed totems forcing net updates too often
  • Fixed bug where triangle foundations couldn't be placed on their own
  • Fixed potential crash when swapping between a melee weapon and a gun really quickly
  • Fixed throw animations looking jittery in third person
  • Fixed default FOV always being set to 50 instead of 60
  • Fixed a bug where the new AI spawning system would occasionally spawn grouped AI inside of nearby actors
  • Fixed construction meshes not loading on login
  • Fixed players sometimes not being able to snap construction pieces together
  • Fixed crash when placing attachments on walls.
  • Fixed players not being able to upgrade torches into lanterns.
  • Fixed a bug where it was possible to nock an arrow without triggering the ADS zoom
  • Fixed a bug where projectile weapons were returning an ever-increasing charge time even when they
  • were not actively being charged
  • Fixed the 1st person camera clipping into the player's body when jumping and holding crouch with bows
  • And when transitioning from sprinting to standing
  • Fixed bug with totems not upgrading properly
  • Fixed crash when trying to recycle a stack of items
  • Fixed fabricated objects not reloading properly
  • Fixed not being able to pickup items that were tightly stacked on top of each other
  • Fixed being able to build water catchers in no build zones
  • Fixed multiple issues in the main menu where the player mesh could become incorrect and have the wrong clothes and meshes attached
  • Fixed default audio setting volumes being too low
  • Fixed numerous AI navigation bugs
  • Fixed weapon damage and weight not showing up properly in item stats
  • Fixed bank rai not working at vendors
  • Fixed bug where items in a high container slot couldn't be swapped into a player's inventory
  • Fixed default resolution not working properly with vertical monitors
  • Fixed the respawn screen not showing up if the UI was hidden



Watch Fractured Veil Gameplay Footage

If you missed the action live, watch us have some fun with these fine folks:
An adventure with Ser Winter
Building bases with NerdParade
Our time with StandardDamage
Exploring the island with RockyNoHands

Community Spotlight

Mahalo to our testers for helping us hunt down bugs when they pop up and for most importantly for all of their great suggestions. We implemented a ton of great player suggestions recently, and we can’t thank you enough for helping us make the game better every day.

Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We implemented a ton of great player suggestions recently.

Player Suggestions
  • Hop - Add more interactables/lootables throughout the world
  • spitfire - Open car trunks like the doors
  • Polarbear - At the vendor, when we click on an object before buying it, we should see the statistics
  • Hop - Tweak the panting loudness and consistency
  • Bain - Make POI map pins more easily distinguishable
  • _Adam - Vehicles that have openable doors should have a chance of containing loot
  • Polarbear- Add improvised grenades.
  • Pistoling - Either have a hotkey for showing stats or have them represented by icons instead.
  • StabbyMcStomp - Add a LOT more dips and hills (player height) so that you cant see quite so far through the trees on the flat ground
  • Pistoling - Transportation options for the player
  • zxqv8 - Add autorun option we can keybind
  • Polarbear - Change the blueprint icon which is the ammunition icon by a plan or a document
  • _Adam - Desaturate a bit /remove the bright color from leaves outline, it makes me want to interact with it like its usable object
  • Hop - Storage box slot UI indication. So we can see how many items a small/large chest can hold
  • Ancolius - Road flares, just like a torch but stack-able and timed
  • Pistoling - Implementation of mini-game type system.
  • WeatheredMachine - Making it so if you hover over the Daily Upkeep and Upgrade Cost it tells you what items that are required
  • 𝑨𝒛𝒔𝒉𝒊𝒓𝒆 𝒕𝒉𝒆 𝑮𝒓𝒆𝒂𝒕™ - Make the item font a little bit bigger and easier to see and read
  • JD - Add headshot hit marker indicator
  • spitfire - Add a few more variety to the vehicles, deformed school buses on the roads, semi trucks, and maybe a crashed 747 in the woods
  • Briston 574 - Make the inventory for containers more distinct
  • ItsTom - when you can't craft something because you are missing an item or multiples of them it would be nice to get an indicator
  • Kitski - Have the bed do something to make it worth the extra cost from the sleeping bag, perhaps something like negating the respawn penalty
  • spitfire - Chat box with white lettering on cloudy sky is really hard to read.. may i suggest contrasting background color in chat box
  • xstephx - Have a different char stance/animation for 3pp non-ADS into 1st person ADS
  • zaccsi - Give spiked barricades a slight overlap so we can place them closer to each other, and maybe give them snap points for foundations/walls
  • BamaGuy - Add Coconut Canteens and Coconut Lamps
  • spitfire - Deer running animation could look a lot more realistic
  • Hop - Larger variety of clothing, and make them all different tiers
  • EmeraldKnight - Naming chests so you know what items are in them by looking at them
  • spitfire - Compound Bow - increase projectile speed and elongate trajectory arch
  • cywraith - Autostack additional items that are harvested or looted if a partial stack of that item is already in your inventory
  • ItsTom/ Drag0n - Adding tooltips on hover of the craftables and items in inventory to better understand what item it is and what is needed
  • Kitski - Lower arrow weight
  • AzureAssaulter - Have the food truck serve SSHAMwiches and SSHAMburgers
  • The Cheez Man - Fence walls. Full and half variants. Basically a wall that acts as a barrier, blocking players and explosives while allowing you to shoot out of and in through gaps in the fence
  • Shadowflame - It may be helpful to add silhouettes of each clothing piece in the empty slots to help them pop more when you first start out/identify what can be equipped there
  • Logoes - Let stamina refill a bit quicker
  • Ser Winter- Show *'s instead of the actual numbers when inputting code in combination lock



From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next.

Our Kickstarter campaign is coming up quickly and we couldn’t be more excited to fill the game with more content and Hawaiian themed items and places to explore.

Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil
Fractured Veil - Fractured Veil
Aloha Thrivers,

This is part two of our jammed pack update because last week there were so many improvements that we had to split the update in two parts!

New Features and Content


Coconut Grenades
For the past several months we’ve had one player request more than any other by a wide margin, it’s not even close. You’ve told us, many, many times how badly you wanted exploding coconuts in the game.

We heard you loud and clear...coconuts can now go BOOM.



Main Screen Redesign


If you haven’t logged in for a while you’re in for a nice surprise. We’ve completely redesigned the starting screen.

Not only does it look better but you can check out some interesting character statistics like number of kills, time played, number of people you’ve eaten, distance traveled, quests completed, and chests opened.

Character Customization Update

BEFORE: Some of our OG testers will remember this character screen

AFTER: The new screen has a bit more color and texture to it, making it more Hawaiian and fun. There’s still numerous body type options, but now you can adjust the background and lighting options and turn off the UI to get a better look at your character during the design phase.



You can adjust overall body hair, size, muscle tone, and there are now facial feature options too numerous to count.

There’s even a section to choose what underwear and fanny pack (aka bum bag) options best fit your personal survival style.

Crafting Redesign

We’ve completely redesigned the crafting screen and UI.

BEFORE: Old timers will remember when creating weapons and tools looked like this.


AFTER: The new look/UI is much more intuitive and easier to use.

Research Bench Redesign

We also made some big improvements to the research bench design for all your crafting needs.

The research system still works in pretty much the same way. Take an item you want to be able to craft, add it, the required amount of Rai (money), and energy to the research bench. Wait while the item is being analyzed….

And out pops a blueprint which you can study and learn how to make that item. The process looks better and is a lot easier to navigate and organize now.

Weapon Vendor

We love a good throwback and shared this concept drawing of a gunsmith which will be inside the Thorcon Power Plant, the game’s starting area and future NPC settlement.

There aren’t a lot of options for your gun repair and modification needs after the Fracture, but we still want the Thorcon Gunsmith to run a quality establishment and have been working on the tools of her trade.


We’ve put together drill presses and grinders from ruined pieces and spare bits.


Dismemberment System


The new dismemberment system gives your mutant head-shots a satisfying and gory ending but that’s not all.



You can also blast off arms...and legs if your aim is true.



Clearing the island of mutants has never been more fun or bloody.



New Industrial Area


Hawaii offers us so many different types of environments to play with - mountains, jungle, and shores with sandy beaches. But this is the apocalypse people, so it’s time to add a new industrial area where future mutants will emerge and toxicity could be a thing.




Mines Dungeon
Finally, we made some big improvements to another one of our dungeons, the Mines.


We’ve updated the lighting and textures, added props and loot, built some new rooms to explore and added some survivor graffiti to the place




A bunch of mutants have taken over the old tunnels offering a big challenge for anyone trying to explore the upper tunnels or caverns below.



It’s still a work in progress but the top level can be a lot of fun to explore as long as you bring some friends and a lot of bandages.



Fixes
Character Fixes
  • Fixed the player inventory mesh not updating clothing changes in real time
  • Fixed bug where a circle would appear on the HUD while using an item
  • Fixed Ihe weapon not lining up properly with the player's hand when throwing
  • Fixed bug where equipped items could be invisible to other players
  • Crafting multiple items at once will now split them up properly
  • Fixed recipes that required energy always returning that the player was unable to afford it

Gameplay and AI Fixes
  • Fixed a crash that could occur when a player landed from a fall
  • Fixed odd mesh with world grid being left after hanging body destruction
  • Fixed some text being truncated in the main menu
  • Fixed construction sounds and destruction effects not playing for clients
  • Fixed projectiles showing up as machetes
  • Fixed character icons not updating after creating a new character
  • Fixed bug where fire actor would sometimes stay alive on pawns that died or vanished
  • Fixed crash when opening a house container
  • Fixed not being able to purchase items at vendors
  • Fixed the research bench not playing the complete animation properly
  • Fixed vendor names not showing in the vendor UI
  • Fixed a bug where the order in which ingredients were listed in a recipe could cause the recipe to appear affordable when it otherwise wasn't
  • Fixed AI failing to be blocked by barricades- stuck in walls-small objects

Item Fixes
  • Fixed bug where attaching and detaching items could break the UI
  • Fixed bug where viewing multiple chests would show incorrect items if too many chests were present
  • Fixed stack and sort button not working
  • Fixed canteen sizes not updating in the inventory UI
  • Fixed item durability not rendering correctly in multiple widgets
  • Fixed the Coconut Grenade 'flickering' out of existence on impact
  • Fixed metal, spiked, and concrete barricades not properly applying a navmesh modifier
  • Fixed VFX not showing up when a grenade detonates another grenade
  • Fixed flare going out on impact
  • Fixed positioning of 1911 when prone
  • Fixed a bug where hit clothing items were taking durability damage twice
  • Fixed first person offset bug with the coconut grenade
  • Fixed upgrade tool not functioning

If you want to learn more about Fractured Veil check out our Discord server, visit our Reddit page or join our Facebook group.

More About Fractured Veil




Fractured Veil - samzenpus
Aloha Thrivers!

We’ve been hard at work updating the game and integrating your suggestions. Our Kickstarter campaign is just around the corner and we’re excited to share where we see the game heading with the backing of your support. In the meantime, we’ve added a huge amount of new content and upgrades to keep the momentum going. We are breaking up the amount of stuff we’re showing off so we’ll have another update early next week just to cover everything.

Your feedback is super important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next.

Here’s a look at just some of the biggest improvements players will see and all the fixes we’ve made thanks to our testers.

New Features and Content
Ammo Vendor


We’re adding a bunch of vendors to the game's starting area, The Throcon Power Plant. Our goal is to make everything a player might need to survive and thrive for a price available through various vendors.


Here’s a look at one of the latest, an ammo vendor.



We tried out a few different configurations to see what would fit best.


Here is a mock-up of what it would look like inside.

Inventory UI
We’ve completely overhauled the inventory to make it better looking and the UI easier to use and more intuitive.


BEFORE: Some of our original testers will recognize the look and feel between the old inventory


AFTER: After getting some feedback, and talking a lot about what works best, this is the new version.

Vendor UI
We also updated our vendor screens. After showing mockups and hearing the community’s thoughts, we settled on this design for handling all of your vendor dealings and transactions.


Flare Gun
We’ve introduced flare guns in the game. They’re great for signaling other players or distracting the drone if it is focused on you when you’re trying to be stealthy.


They do attract mutants and other players can see them but that can work to your advantage if you have people sneaking around your base with bad intentions during the night.


Of course, if you’re more concerned about aesthetics than tactics, there are very few things more beautiful than being chased by a group of burning mutants.


Breakable Loot and Bodies
We’ve made looting a lot more fun by adding a breaking system to the items you find exploring the map.


Bags fall apart.


Crates break up.


Bodies explode into parts and potentially useful items when you hack at them now.


Even the hanging bodies you find around the map fall apart when you damage them enough.


We’re not encouraging you to do it, and you may not like the treats inside, but hitting one of the “mutant pinatas” will make stuff drop out now.

Construction Destruction
While we were busy making things break in new and interesting ways we decided to add a destruction feature to player constructions because sometimes tearing stuff down can be just as fun as building something up.


Attacks on your base won’t cause your construction pieces to disappear anymore; they actually fall apart.


Sometimes the results can be very dramatic, just look at how much air this piece of foundation gets.


Sewer Dungeon
Lastly, we’ve given our sewer dungeon a big facelift and added a few more passages to explore.


The place has come a long way since the days when everyone had one choice of clone.






We’ve improved lighting and textures, added more dangers and rooms to explore, and put a fresh coat of slime on the walls to make your time down there as enjoyably horrifying as possible.


Mahalo to our testers who help us find what’s not working and what can be improved in the game. Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! Here’s everything you found and we fixed this week.

  • Kitski - Player items disappearing bug
  • [GOONS]RedbeardYarr - Can't loot body after dying
  • Tempus Thales - Creating a Character name that starts with special characters causes the game to crash
  • Acro - Spawned in with god mode active and I can't equip anything
  • [uRxP]D3coy - Clothes disappear after logging out
  • [EBC] Yala - Logging in and finding no inventory besides the default
  • Maikowl/Bored/spitfire - Throwing any item turns it into a machete
  • Bain - Cant build anywhere within my totem zone
  • spitfire - Road paint on my barrier
  • Jake Frost - Logged in and torso is bleeding
  • Bain - Trying to get into totem permissions kicks me from game and duplicates totem
  • spitfire - Pick up other players barricades regardless of inside or outside of totem areas
  • Pistoling - Sawtooth axe attack and hold throw animation don't match the 3rd person animations
  • spitfire - tool bar not displaying
  • Pistoling - Permissions on totems erased on server restart, claim lines change drastically after re-adding your player to them.
  • ItsTom - Hotkey bar is a bit mixed with multiple zeros
  • Pistoling - Water catchers and water barrels spawned by the server do not currently function
  • spitfire - Pick animation broken
  • writeplace - Doors disappearing and reappearing
  • spitfire - Torch animations broken
  • [FRV] Brandan - Spike barricade is labeled as arrows when interacting with it up close
  • chickdrummer88 - Crafted items disappear when made and use materials
  • spitfire - Stuck in floor
  • [FRV] Ryan - Crossbow/bow/compound bow doesn't decay with use
  • Lavim - Everything inside base despawned, smelter, boxes, firepit
  • Jman - When attempting to pick up crafting bench by holding F, it dumps you straight into crafting menu instead of picking up
  • Ferdinandus - The designation of Campfire when we open its menu is SMELTER
  • TheLefty2319 - Bananas disappear when dropped for another player
  • Ferdinandus - Weapon vendor appears when opening a crate

If you want to learn more about Fractured Veil check out our Discord server, visit our Reddit page or join our Facebook group.

More About Fractured Veil






Jul 16, 2021
Fractured Veil - samzenpus


Aloha Thrivers! We’re excited to share our progress and the latest updates in the game. We worked on vendors, a new beach area, an overhaul of the foliage and the neighborhood around the Comm Tower, storm effects and lots more.

If you’re interested in telling us what you think about the latest updates or sharing any ideas you may have for the game, head over to our discord and let us know! We love talking about what we have planned next and hearing your ideas.

Here’s a look at the biggest improvements and news about the latest features you’ll find in the game.

New Features and Content

New Beach Area



We built out a beautiful new beach area for players to explore.



With abandoned research buildings on the beach



And the jungle.



There are even ruins of an old neighborhood, perfect for exploring or taking shelter from mutants and the elements.

Foliage Update



We’ve made some big improvements to the foliage including more realistic-looking meadows bordering the jungle.



Player’s will find new types of plants and trees to harvest across the map



And we even added coconuts.

Vendor Stalls

We continue to build out a survivor marketplace inside the game's starting area, The Thorcon Power Plant. Our goal is to have a thriving safe zone where players can get everything they need to help them make it outside the walls of the building. Here’s a look at a clothing stall we’ve been working on from the original drawing to a final paint-over.







Map Improvements



The area surrounding the comm tower got a makeover recently



The top of the tower has one of the best views in the game now.

Storm Effects



With all the beauty work we’ve done we decided it was time to grunge a few things up.



Beaches will now show the effects of storms



With more debris washed up on shore and an occasional reminder of those who didn’t win the struggle to survive.

Respawn Bed Update



Our Thorcon overhaul moved up a level into the spawning area this month. We're giving our restoration beds a facelift taking into consideration what a player could find combing the ruins for parts.



Here’s a before and after showing the difference between a new respawn bed and the lightly used jury-rigged version.

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil






Fractured Veil - samzenpus
Aloha Thrivers! We’re back with another update and are happy to share that this month we made some customization improvements based on your feedback, added some new vendors, and made Maui a little more deadly in some areas and harder to survive.

If you’re interested in telling us what you think about the latest updates or sharing any ideas you may have for the game, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next.

Here’s a look at the biggest improvements and news about the latest features you’ll find in the game

New Features and Content

Character Customization Updates: New Clothing and Improvements



We started this month by removing the old Hawaiian shirt, cargo pants, and bucket hat outfit that was the standard issue since the early days of alpha. A lot of players asked us when we were going to give folks more options.



So we added a bunch of new clothing options and even glasses so you can better see the bullets coming.



We Improved the look and feel of the first-person meshes and animations as well.



There are many more options for making your character look unique now and we included a feature that can make your facial hair color match the hair on your head.

New Content: Vendors


The lone vendor in the Thorcon Power Plant has some competition now. New outfits and an array of weapons and gear (such as various clothing options) are purchasable from these three.



Vendors can be found across the map now for your survival needs. At the top of the tallest towers, to the worst neighborhoods in Lahaina.



Wherever you are, there is a sometimes friendly vendor location near you.

New Feature: Sleep



When a player logs out they no longer disappear into a void, they go to sleep. All your stuff will persist when you’re not playing the game, but your body is vulnerable while you sleep. So, you have to make good choices about where you decide to lay your head if you want to keep it.

New Content: Tree Classes and Tool Requirements



We’ve created a tiered system for trees and different tool requirements for harvesting them.



Your trusty shark-toothed pan (Killet) and stone axe are enough to harvest small and medium-sized trees.



You’ll need a metal axe to handle large trees.



The ancient vine-covered giants require a saw-toothed axe to topple now.

New Feature: AI Zones and Updates



This month we introduced zones radiating out from the Thorcon that get more dangerous the further you explore. The area around the power plant remains mostly safe for players, but the island’s other inhabitants get more dangerous as you move away from the starting area.



The zone closest to the Thorcon is filled with cannibals. They’re not too hard to manage as long as you burn everything you kill and don’t let them eat a corpse to power up.



Trophy Collectors are added to the mix in the next zone. They try to pin down players by throwing rotting heads that explode into clouds of toxic gas.



Move out a little further and you’ll start finding butchers and groups of mutants.



The groups get bigger and the mutants get tougher the further you go.



We also updated the toughest mutant currently shuffling around the island, Big Bob.



Bob’s attributes got an overhaul and we increased his charging speed.



Don’t let the cane fool you. He’s spry enough to catch just about anything if he’s hungry enough.

Miscellaneous Updates

Environmental Updates
  • Improved foliage distribution and collision
  • Improved rain occlusion

Harvesting Update
  • Adjusted drop rate of coconuts and bananas

Game Update
  • Added safe zone message when logging out and 'Teleporting, please wait...' after initial login

AI Update
  • Improved AI movement, pushing, and avoidance system

Player Update
  • Increased Stamina recharge rate while crouching
  • The Respawn Penalty no longer affects the player's carrying capacity



If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil
Fractured Veil - samzenpus
Aloha Thrivers! Spring is in the air and we’re hard at work helping the flowers and mutants bloom across the island. We spent a lot of hours on playtests and tweaking gameplay based on your feedback last month, but we still had time to include a bunch of new content for you!

Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next.

Here’s a look at some of the biggest improvements and news about the latest features you’ll find in the game.

New Features and Content

Thorcon Improvements
Many of you told us how hard it was to get started in the game’s starting area.



Finding your way out of the Thorcon Power Plant and into the world was a headache.



We added arrows, decals, and lighting to help you find your way out.



Normally we wouldn’t suggest following a shark but in this case the graffiti points the way to freedom.

Massive Foliage Update



Back in 2017 this was the original concept for the jungle of our dreams.



This is what the wild’s looked like a few weeks ago.



And this is what the jungle looks like now.



As you can see it’s a huge improvement.



The difference around the starting area is night and day.





The plants are not only bigger and more vibrant



But they now sway in the wind when a storm is about the roll through.

New Harvesting and Crafting Content: Coconuts and Canteens



Players have a chance to find coconuts when they harvest trees now.



This offers a healthier meal option than decades-old canned food or cannibalism.



You can also craft them into a handy all-natural canteen perfect for a late-night cocktail.

New Starting Area Content: Power Lines and Substation



The Thorcon Power Plant got wired up this month to help tell the story of how this iconic building used to power the island before the Fracture wiped out civilization.



We added walls to help secure the substation and keep the mutants from getting stuck on a transformer.



You can find the Veilstation on the other side of the map if you follow the powerlines.



Even though it’s huge, Veilcorp’s main facility is much harder to find through the new lush foliage.

New Construction Features: Tiered Totems and Offline Shields



Currently, totems help players claim a plot of land to build on and can prevent your base from decaying if you keep them filled with resources.



We added tiered totems and totem shields to make them more useful if you’re willing to spend the resources.



There are now 6 different tiers of totems that players can build inside their bases.



Totem shields create an invisible force that attackers have to wear down before they can access or damage your totem or even surrounding building pieces when you are offline.



Totems get tougher as you upgrade and they provide buffs to construction pieces attached to the foundation in a radius surrounding them at the expense of energy consumption. One of our first steps towards balancing base building and offline raiding

New Content: Thorcon Dungeon



Last summer we added a dungeon area inside the Thorcon.



It remained empty with some placeholders for a while why we worked on more important things like making the game run at a playable frame rate without crashing.



Now that we’ve achieved that goal we went back to work on the Thorcon dungeon.



Things are looking a little different inside now.



There’s still work to be done but it’s a fun place to run around with a group as we work on upgrades and other hidden places for players to explore.

New Feature: Character Customization



For a really long time, your character was just another face in the crowd with no customization options other than taking off a piece of clothing.



Your character may be a clone in the game, but you don’t have to look like one anymore.



There are a few clothing choices currently available from our vendors and we plan to unveil more “Apocalypse Casual” options soon.

Miscellaneous Updates

Combat Updates
  • Adjusted sprint stamina usage and increased recovery while standing, crouching, or going prone
  • Increased damage output of shotgun
  • Added movement speed modifier to all weapons
  • Updated melee distances
  • Updated melee weapon damages
Construction Updates
  • Changed Thatch doors to use wood resistance values
  • Doors are now part of the totem damage mitigation
  • Lowered the structural damage pans do
Loot Updates
  • Added SSHAM cans to loot tables across the map
  • Made some trash smeltable
Harvesting Updates
  • Pickaxe can now be used to harvest meat from bodies
  • Increased harvest rate of axes
  • Added tree classes and tool requirements to harvest large and huge trees
  • Doubled wood dropped by a tree and stone from rocks
  • Increased sulfur, iron, and twine drop rate


If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

More About Fractured Veil


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