Porting Test Weekend & Alpha 2 Update

Hi, fellow gamer and MMO enthusiast!

There are times when game developers get estimates right (rare), and there are times when they get them wrong (frequent). Then there are those when they get them very wrong – the times everybody really hates, devs and community alike. Well, I guess we just stumbled upon one of the latter.

Back in August, we mentioned that we were busy porting Fractured from the old “alpha” integration between Unity and SpatialOS (our frontend and backend engines), no longer maintained, to its new, largely redesigned, way more performant version. We initially thought it would take us a couple weeks, then we warned you we had been wrong, and it would take us at least one month.

In the end, it actually took two, and some.

Today, I’m glad to announce we are finally done and moving to the implementation of new features and content – the knowledge system, carts, and a handful of new points of interests and creatures.

Before getting to test those, however, let’s see if the new tech passes the trial of player testing, shall we?

Porting Test Weekend

On Friday, October 11, at 4pm CEST (10amEDT) the doors of Fractured will be opened again for all backers with Alpha 1 access.

The test will last until the morning of Monday, October 14, and will be strictly focused on judging the soundness of the new tech. More in detail, we want to assess:

  • Client stability (should be stable as before)
  • Server stability (should be stable as before)
  • Launch issues (should be gone thanks to the new launcher)
  • World loading issues (should be gone thanks to improved world streaming)
  • Connectivity issues (should be gone thanks to the new communication protocols)

As stated, this is purely a tech test. If you’ve played Alpha 1- Test 2 in July and are only interested in new features / content, you can skip this – although we’d love for you to be there anyway!

If, on the other hand, you’ve experienced any of the problems listed above during Alpha 1, this is the chance to make things right!

Alpha 2 Launch

Even though we’ve run very late with the porting, the development speed advantage of the new tech is already visible, so we don’t have to delay Alpha 2 further.

We can now officially confirm that Alpha 2 – Test 1 is going to start in November – exact date to be announced!

Before Alpha 2 begins, we may run another testing weekend or two. Specifically, we are considering:

  • A stress test weekend, open to all registered users – including those without a pledge! We sorely need it to assess server stability under “real” heavy load, since simulated players can do only so much.
  • A feature pre-testing weekend, open to all backers with access to Alpha 1. A good way for us to iron out nasty bugs before launching Alpha 2, and a due reward for all of you who supported us early with high-tier pledges!

This was all for today. Stay tuned for the announcement of the next test weekends!



Roadmap To Alpha 2 & Gamescom

Hi, fellow gamer and MMO enthusiast!

It’s been a while since we’ve closed the door of Alpha 1 – Test 2 and released the new store. August is always a complex month for us, torn between the preparation for Gamescom and the due summer holiday time.

Nonetheless, a new update is here, including the much awaited roadmap to Alpha 2 – which is sadly going to suffer a little delay. Read on for all the news!


Yes: for the first time ever, Dynamight Studios will have its own booth at Gamescom!

The booth is located in the business area, within the Italian Games stand (Hall 3.2, Stand D010 E019). It will be accessible from Tuesday, August 20 to Thursday, August 22.

We understand those of you who are not game devs, press or influencers, likely won’t have purchased access to the business area. We’ll be around until Friday afternoon though – this last day in the consumer area, and we’d be glad to meet some of you for a chat, so if you’ll be there, check out this thread!

Alpha 2 Delayed

We are sorry to announce that the start of Alpha 2 – Test 1 is officially postponed from Q3 to Q4 2019.

There’s just one factor behind this delay – our bad estimate of the time required to port Fractured from the old integration between Unity and SpatialOS, labeled UnitySDK, to the newest one, called UnityGDK. We expected the process to take a couple weeks, but we were dramatically wrong: it’s going to take at least one month, likely even longer.

The superiority of the new tech is already visible now, during the early stages of the porting. Once completed, our devs think they’ll be twice as productive under most circumstances! The faster coding won’t be enough to recoup the time lost by the end of September however – so Q4 it is. We hope we’ll be able to keep the launch within October, moving some of the planned content further down the line if needed.

Access to Alpha 2 can be obtained by purchasing a Legend pack in the Fractured store.

Alpha 2 Roadmap

The scope of the Alpha 2 development cycle is to bring all the missing core features of the game to life. The three big ones are:

  • The Knowledge System;
  • Player towns;
  • Arboreus & Beastmen / Tartaros & Demons.

Of course, there’s also a mountain of minor features that still need to be implemented! Among them, three are a staple of any MMORPG:

  • Party & guilds;
  • Carts & wagons;
  • Mounts;

So, what of the above is coming is Alpha 2 – Test 1? Let’s find out!

Knowledge System

The Knowledge System is likely to be the most important core feature missing from the game as of today. It’s about time we get to it!

The first implementation won’t be 100% complete, but it will certainly feature:

  • The possibility to choose a background for your character during character creation. Each background provides a starter set of abilities and items, unrelated to attributes, and has no influence over character progression.
  • A “personal encyclopedia” menu that tracks the character’s progression in all fields of knowledge. Fighting creatures, studying plants, crafting items, etc, unlocks new abilities and provides Knowledge Points that can be used to learn the abilities unlocked.
  • The resting phase, that will allow you to choose a set of abilities to assign to your hotbar among the ones you’ve learnt.

For more information regarding the Knowledge System, check out this classic feature spotlight. It’s slightly outdated (menu screenshots in particular), but largely still valid.


Enchanting is one of the key parts of equipment progression and customization. It allows you to add modifiers to a piece of equipment in a predictable way, with a minor RNG component.

Let’s explain it in brief bullet points:

  • Reagents are items that function as “fuel” for an enchanting procedure. They can be harvested from plants and trees, mined from mineral deposits, looted from monster corpses, or crafted from other materials. Each reagent comes with different properties, called “power aspects”, and an intensity for each property. There are three categories of aspects: “primal” (mind, body, soul), “manipulation” (create, destroy, negate, transform, transfer) and “universal” (air, earth, fire, water, death, life, chaos, order, time, energy, knowledge)
  • To enchant a piece of equipment, the item must be put into an “enchanting station” together with up to 5 reagents. The combined type and intensity of the aspects of the reagents determines the modifier(s) assigned to the item. All reagents are consumed when enchanting.

Thanks to enchanting, all creatures and plants already implemented will finally have useful items to loot / harvest!

Heavy Material Carts

You’ve been very vocal asking for this long-planned feature – for good reasons! So, here it comes.

In Alpha 2 – Test 1 you’ll be able to build a handcart in your claim, carry it around and put heavy materials such as logs and stones in it. This will make building your home a lot less cumbersome than it was in Alpha 1 – a must, considering that larger houses will also be implemented.

World Building

Together with the new features, we’re going to keep working on world building.

Once again, we’ll be picking a biome / point of interest and populating it with unique art assets and groups of creatures, each one featuring specific characteristics, abilities, and loot. Last time it was the Deadwoods, this time it’s the Goblin Territories

…with their pesky inhabitants:

  • Goblins
    • Cutthroat
    • Enforcer
    • Trapper
    • Warchief
    • Fire Shaman (Boss)
  • Wolves
    • Trained Wolf
    • Warg

Goblins mostly use existing Warfare and Assassination abilities, with a few additions:

  • Marksmanship
    • Net Trap
  • Abjuration
    • Protection from Fire
  • Conjuration
    • Totem of Wildfire
  • Invocation
    • Firebolt

After the Goblin Territories, we’ll be working on the ruins of Heartwood, located in the very center of Myr.

Once one of the most important temples of Tyros on Elysium, the mystical energy lingering in the air and in the earth still animates the ancient guardians of the holy place:

  • Plants
    • Sproutling
    • Tangler
    • Treant
    • Whipping Vines (Summon)
  • Elementals
    • Earth Elemental
    • Greater Earth Elemental
  • Spirits
    • Woodland Whisp

As magical creatures, they come with a ton of new magic abilities too!

  • Warfare
    • Battle Stop
    • Concussive Strike
  •  Alteration
    • Entangling Roots
    • Petrify
    • Shroud of Thorns
    • Slow
    • Verdant Regrowth
  • Conjuration
    • Acid Sphere
    • Relocate
    • Whipping Vines
  • Illusionism
    • Confusion
  • Invocation
    • Earthquake
    • Shocking Lash
    • Tectonic Outburst
  • Restoration
    • Minor Healing

As mentioned before, it’s possible we’ll have to cut down on planned new content for this test, which means some of the creatures listed above might not be going live.

That’s it. We hope we’ve been able to give you a good overview of the exciting additions to come!

Got any comment? Let your voice be heard!



Last Week For Pledge Packs

Hi, fellow gamer and MMO enthusiast!

A few weeks ago, we anticipated that July would be the last month for Kickstarter-replica pledge packs. Well, July’s endings, and it’s time for packs to say goodbye!

On August 1, the Fractured store will be overhauled as follows:

  • Current pledge packs will be phased out and three founder packs will be added. The cost of access will be the same as current non-sale prices (€25 for Beta 2, €50 for Beta 1, €90 for Alpha 2), but the new packs will be less value-oriented (less Gold, VIP time, etc). Alpha 1 access won’t be available in the new store!
  • You’ll be able to buy Dynamight Gold…
  • …and spend it on cosmetics (pets, housing decorations, skins, etc).

State Of The Store

For your convenience, here’s a recap of what’s left in the current, soon-to-be-gone store:

  • All the 2.5k and 5k packs are gone, aside from a single Warlord of Tartaros. Poor lonely pack, will it find a home?
  • All Aristocrat and Creator packs were also gone, but we’ve been contacted by some community members who really regretted not being able to grab one. Therefore, we’ve decided to add a few units of each for this last week!
  • Governor packs are over, but town-ownership offers might make it back to the new store one day.

Testing Weekends

If you have Alpha 1 access, you won’t have to wait for the start of Alpha 2 to play Fractured again: testing weekends are coming!

To be run in August and September, they’ll give you the chance to preview:

  • The Knowledge System. Yes, it’s finally coming!
  • Enchanting: fine tune your equipment to fit your character’s build.
  • New areas & creatures: Goblins Territories & Heartwood.
  • Carts for moving heavy materials: the most requested minor feature!
  • The outcome of the porting of Unity and SpatialOS to their latest versions and the switch to new networking protocols: better framerate and hopefully no more failed login / disconnect issues.

We’re soon going to detail all of the above in an upcoming proper roadmap post.

Once again, we’d like to remind you that Alpha 1 access won’t be purchasable in the new store. You want it, there are only a few days left to get it 🙂

This is all for today. Stay tuned for the roadmap to Alpha 2!



Alpha 1 – Test 2 Is Live!

Dear Fractured followers,

rejoice: Alpha 1 – Test 2 has started!

Want to have a quick look at all the content that was added? Check out the video below!

Here’s a more detailed recap of what’s new to test out:

  • Chests;
  • Indoor & outdoor decorations;
  • Tanning Tub (leather curing);
  • Workbench;
  • Leather armor set;
  • Move / Destroy functions for items in claims;
  • Blueprint / item rotation;
  • Improved blueprint snapping;
  • Weapon poisoning;
  • Monsters: Spiderling, Giant Spider, Black Widow, Crawling Horror, Ghoul;
  • Spells: Paralyzing Strike, Poison Strike, Heavy Blow, Mage Armor, Cobweb, Entangling Web, Ice Spikes, Poison, Chilling Touch, Fireball, Magic Missiles, Paralyzing Touch.

…and of what was included in our roadmap but sadly hasn’t made it:

  • New house types (to be patched in soon);
  • Item quality / durability;
  • Relinquish Claim function;
  • Monsters: Spider Lich, Zombie, Skeleton, Skeletal Warrior, Skeletal Mage;
  • Spells: Absorb, Weaken, Fear, Deep Freeze, Frost Blast, Blight, Mana Drain;
  • The porting to the latest version of Unity and the latest Unity/SpatialOS integration.

All of the missing content listed above hasn’t been discarded – it will be there in the next release!

Too Many Bugs

Before moving on to the standalone client, we’d like to extend an apology to all of you for the number of bugs in the build – definitely higher than what’s acceptable.

As vacation time for many of you was (likely) approaching and the release date for test 2 was already a couple weeks late, we’ve decided to go live even if some of the new features hadn’t been tested in depth. More specifically, we’re talking about new content related to land parcels, such as blueprint moving / rotation and tanning tubs. This has proven to be a very bad idea. The lesson is learnt and the mistake won’t be repeated.

Of course, we’re already hard at work to create a hotfix patch for the most critical bugs, which we hope to release this week already!

Standalone Client

We’re aware of the issues some of you had in Test 1 with the SpatialOS launcher. That is why we have been working on a “classic” installer for the game, which is also going to feature a proper patcher in the future.

While that wasn’t immediately available due to a last-minute technical issue, it is now! If you have access to this testing phase, you can find it on the usual Play page! Enjoy!

See you in game!



Alpha 1 – Test 2 Launch Day Revealed

Dear Fractured followers,

we’re a little late, but we’ve made it: Alpha 1 – Test 2 is almost ready to ship!

It’s therefore our pleasure to officially announce the start day of the second (and last) testing Phase of Alpha 1. It’s Wednesday, July 10, at 4pm CEST (10am EDT)

While the scope of Test 1 in April was to get your feedback on basic game mechanics and assess server stability, work for Test 2 was largely focused on adding new content to the game. As described in the roadmap, content added consists of new creatures, spells, and crafting / housing / equipment options.

According to community feedback, Fractured was deemed to be already (relatively) polished in Test 1. Nonetheless, we’ve managed to get rid of over 30 bugs in the last couple months. That should guarantee you an even smoother testing experience!

So… Are you ready to draw your swords once again? Read on for more info!

Alpha 1 – Test 1 FAQ

1. Who has access to Alpha 1 – Test 2?

All players who have purchased (or will purchase!) a Knight pack or higher in our store have access to Alpha 1 – Test 2 and all future testing phases.

We’d like to remind you that current Kickstarter-like packs, which include Alpha 1 access, are now on sale and will be phased out at the end of Alpha 1 – Test 2

2. I have access! How do I get my key?

You don’t need to redeem a key. Your account is automatically granted access to the game!

3. How long is the test going to last? Are servers going to be up all the time?

Our plan is for Test 2 to last for one week, just like Test 1. Servers should be online most of the time.  

4. What happens after?

We’ll collect your feedback and your bug reports, wipe the world and all characters, and start working towards Alpha 2, planned for Q3 2019.

Public servers won’t be available in the meantime, with the exception of a few “testing weekends” open to players with Alpha 1 access, which can be purchased on our store before the end of Alpha 1 – Test 2.

5. Did you manage to implement all that was planned?

Almost all of it! More info on the matter will be revealed in a “what’s new” mini-trailer before the test begins.

6. How do I download the game?

We’re going to add a download page on the website right on launch day. This time there will be a proper installer – no more SpatialOS launcher!

7. Is Alpha 1 covered by an NDA?

It’s not. You can stream, make videos, post screenshots, write articles, anything you like!

See you soon in game!



Pledge Packs Are Going… With A Sale!

Hi, fellow gamer and MMO enthusiast!

All good things must come to an end… and so do the Kickstarter-replica Pledge Packs currently available in the Fractured Store.

You’ve asked this question frequently, now the answer is official: pledge packs are going to be removed from the store at the end of the next Alpha test. This means they’re going to be available for approximately 1 month longer (mid July), then they’ll be gone for good!

Why removing them now? Here’s a couple reasons:

  • They’re meant to be exclusive for early supporters of the project. Having them last for almost 1 year after Kickstarter was already much longer than originally planned.
  • Most of the Limited packs have been sold.
  • Alpha 1 is ending with the next test (more on this later)!

What Comes After?

After pledge packs are phased out, two things are going to happen:

  • We’ll release 3 new basic packs that grant access to Beta 2, Beta 1 and Alpha 2 respectively.
  • We’ll create a new store section where various rewards (and perhaps merchandise!) can be purchased singularly.

The cost of access will stay the same (€25 for Beta 2, €50 for Beta 1, €90 for Alpha 2), but the new packs will be less value-oriented. They’ll contain some rewards on top of game access, but won’t include amounts of Dynamight Gold and VIP time as crazy as today’s pledge packs.

Going… With A Sale!

To celebrate this big change, we’ve decided to apply a discount to current pledge packs. Say hi to the Crowdfunding End Sale!

The sale means the next 30 days are not only your last chance to get Kickstarter replica pledges – they’re also an occasion to get them cheaper!

Creating a promotion for pledge packs structured like ours is not so straightforward, so let’s clarify things a bit:

  • All pledges featuring an Early Bird option used to have many Early Bird units still available. The new discounted prices for those pledges are the same as the Early Bird prices.
  • If you upgrade your pledge to a higher one, you pay the difference between the price of the new pledge and what you paid for your pledge. To exemplify: if you have a Proprietor pack you paid €135 for, you can upgrade to Knight spending only €15 (€150 – €135), even if the Proprietor pack is now cheaper!

End Of Alpha 1

According to our roadmap, Alpha 1 was meant to cover the first half of 2019 and include more than 2 tests. Since we are a bit behind schedule, we’ve decided to cut the number of full-fledged tests down to 2 to stick to the timeline, and have Alpha 2 start in September as planned.

To compensate for the missing “long” tests, we’re going to run one or more testing weekends in July and August whenever we have a new build with significant changes available. We can already anticipate today what the largest new feature to test is going to be: the Knowledge System!

Please note: the weekend tests will be part of Alpha 1, so they’ll be open only to owners of a Knight pledge or higher.

Website Changes

Since we were already changing the store, we took the chance to refine other portions of the website:

  • We’ve improved the layout of the media section and uploaded all the missing screenshots and videos. It was tremendously outdated!
  • There are now 2 categories under the News sections, one for feature spotlights and one for development updates.

Plus, we’ve applied minor touches here and there to make information on the game more accessible.

Stretch Goals

Rejoice: the last of the Kickstarter stretch goals, Animal Taming, has been reached within the end of Alpha 1!

As mentioned in the page, we’re not planning to add new stretch goals for the time being. We know they are exciting, but Fractured is already an ambitious project and we need to focus our resources on the development of the core of the game.

Is it always going to be this way? Not necessarily: if we manage to collect an exceptional amount of funding in the future, we’ll consider adding new ones!


1. Will access to July/August test weekends be purchasable once current packs are gone?

No. Those tests are part of Alpha 1. Once current packs are gone, there will be no way of getting access to what’s left of Alpha 1.

2. Are current rewards exclusive to current pledges?

Most of them, such as titles, skins, pets and the lifetime VIP status are exclusive, yes. They won’t be obtainable in the future!

Some more generic rewards, such as the “mule mount and wagon” or guild / character name reservation, will be available in the new store too.

3. I have one of the current pledges. If future packs will feature new cosmetic rewards, will I get those too?

Yes! If a future access pack has new cosmetic rewards and you have bought one of the current pledges of equal or higher value, you’ll get the new cosmetic rewards too!

4. Can current pledges be upgraded when new packs are released?

Yes. Let’s say you have a Founder pack (€50). If in the future you’ll want to upgrade to the new €90 option, you’ll be able to do so for €40. It just won’t be as good as the current €90 option 😉

5. No chance for permanent VIP after?

I know many of you are going to ask since we’ve received this question often already, so let’s repeat: Lifetime VIP is an exclusive of the Immortal pack or higher. It won’t be available in the new store!



Roadmap To Alpha 1 – Test 2

Hi, fellow gamer and MMO enthusiast!

Alpha 1 – Test 1 has come and gone, and it’s been glorious! While content, as announced, was very limited, we’ve received great feedback on the basic mechanics of the game, and are truly glad to know they’ve been appreciated by most of the community. We’re also happy there were no critical bugs, just a bunch of minor annoyances we’ll quickly get rid of 🙂

The only notable exception to the above were the login issues related to the SpatialOS launcher and game loading. In this regard, we’d like to extend an apology to all of you who were affected. We’re already working on a proper launcher & patcher and a different login system, and will be inviting testers with issues to try them out before the next phase begins.

Speaking of when it begins, Alpha 1 – Test 2, is set to start in June – exact day to be revealed. Aside from the obvious bug fixes and QOL changes, here’s a roadmap of what we’ll be working on in the next two months!


Our first focus for A1-T2 is the expansion of the existing crafting and building systems, which have earned plenty of positive feedback so far.

While in A1-T1 you could only claim a land parcel and build a house in it, in the next test you’ll be able to progress much further and keep yourself busy for a few days. Below you can find a brief list of the new content planned.

  • Housing
    • Log & stone houses of different size;
    • New house types (not guaranteed);
  • Storage
    • Chests! Yes, this was a really basic missing feature.
  • Decorations
    • Outdoor (fences, braziers, …);
    • Indoor (rugs, head trophies, tables, beds);
  • Crafting
    • Tanning Tub (leather curing);
    • Workbench (leather armor crafting);
  • New Functionalities
    • Item quality;
    • Item durability;
    • Move/Destroy (for items in claims);
    • Blueprint/Item rotation;
    • “Relinquish claim”;
    • Advanced snapping.

World Building

Many of your pointed out that the continent of Myr, while large and environmentally varied, is quite uninteresting to explore due to the lack of points of interest and unique creatures. We couldn’t agree more!

That’s why, one by one, we’re picking a biome / point of interest and populating it with unique art assets and groups of creatures, each one featuring specific characteristics, abilities, and loot. During A1-T2, all the abilities will be added to the spellbook of new characters, while in the future you’ll be able to learn them by defeating the creatures that have mastered them!

And now let’s get to the first region we’re focusing on: the Deadwoods!


The Deadwoods biome can be found in two distinct areas of Myr:

  • The Whispering Woods, a large region that has to be crossed before reaching the Vale of Shadows;
  • The Creeping Woods, a smaller region in the North-West of the continent.


The region has a dark, gloomy look and is infested by two groups of creatures: undeads and spiders – including a couple terrifying… undead spiders!


Here are all the new foes you’ll be facing:

  • Spiders
    • Giant Spider
    • Spiderling
    • Brood Mother
    • Crawling Horror
    • Spider Lich
  • Undeads
    • Zombie
    • Skeleton
    • Skeletal Warrior
    • Skeletal Mage
    • Ghoul

…and a list of the new abilities mastered by such horrors, categorized by school of magic:

  • Assassination
    • Paralyzing Strike
    • Poison Strike
  • Warfare
    • Heavy Blow
  • Abjuration
    • Absorb
    • Mage Armor
  • Alteration
    • Weaken
  • Conjuration
    • Cobweb
    • Entangling Web
    • Ice Spikes
    • Poison
  • Enchanting
    • Fear
  • Invocation
    • Chilling Touch
    • Deep Freeze
    • Frost Blast
    • Magic Missiles
  • Necromancy
    • Blight
    • Mana Drain
    • Paralyzing Touch

It is not guaranteed all of them will be included in A1-T2, but we’ll do our best!


Last but not least, in May we’ll be facing one of the most annoying things a dev can face: technology upgrades! 🙁

Specifically, here’s a list of the systems we’ll have to migrate:

  • Unity 2018.1 -> Unity 2018.4
    • Massive usability improvements…
    • …that include many breaking changes, thus tools to be updated and adapted.
  • SpatialOS Unity SDK -> SpatialOS Unity GDK
    • Switching from an old, almost-abandoned tech to the latest integration between Unity and SpatialOS…
    • …which should totally lead to a more stable game and faster development speed…
    • …at the cost of a (likely) very time-consuming, cursing-riddled porting.
  • Raknet -> KCP/TCP
    • Networking shenanigans;
    • Lower latency and more stable connections!

That’s it. We hope we’ve been able to give you a good overview of the exciting changes to come!

Got any comment? Let your voice be heard!



Alpha 1 Launch Announced

Dear Fractured followers,

the time has come: we’re finally ready to announce the opening day of Alpha 1!

The first testing phase, labeled Alpha 1 – Test 1, is starting on Wednesday, April 10, at 4pm CET (10am ET), and is expected to last for one week.

As you know, this is the very first public test of the game, coming 8 months after our Kickstarter campaign. While we apologize for being a little behind schedule, we believe it’s still a good time frame for an MMO project – particularly one developed by an 8-people team!

The scope of A1-T1 (and of Alpha 1 in general) is to allow you to evaluate the foundation of the game. Plenty of bugs and missing features are to be expected 😉

We can’t wait to receive all the feedback from the lucky ones with access to Alpha 1 who have the chance to help us shape the future of Fractured!

Ready to draw your swords? Read on for more info!

Alpha 1 – Test 1 FAQ

1. Who has access to Alpha 1 – Test 1?

All players who have purchased (or will purchase!) a Knight pack or higher in our store have access to Alpha 1 – Test 1 and all future testing phases.

2. I have access! How do I get my key?

You don’t need to redeem a key. Your account is automatically granted access to the game!

3. Are servers going to be online all the time?

Yes! A few hours of downtime during the deployment of new patches is to be expected though.

4. What happens after?

We’ll collect your feedback and your bug reports and start working towards Alpha 1 – Test 2, also planned for Q2 2019. Public servers won’t be available in the meantime.

5. What are the most notable missing features in Alpha 1 – Test 1?

The Knowledge System is likely the largest one. Instead of being able to learn new abilities, you’ll be given a spellbook with a couple dozens already available for testing purposes. The other big absentee are Towns, Governors & Politics: for now, you’re just able to claim your own personal plot of land.

Of course, there are plenty of other relevant parts of the game missing: the party system, guilds, (most) monster loot, (most) monster abilities, trading between players, etc.  

6. How do I download the game?

We’re going to add a download page on the website right on launch day.

7. Is Alpha 1 covered by an NDA?

It’s not. You can stream, make videos, post screenshots, write articles, anything you like!

See you soon in game!



State Of The Game #2 – On 2018, Alpha 1 & Unity

Hi, fellow gamer and MMO enthusiast!

2018 has come and gone, Alpha 1 is behind the corner, and it’s been a while since we’ve released a complete overview of progress made in the development of Fractured. Well, here it comes!

Warning: if you haven’t been included (yet) in the Fractured Pre-Alpha, you’ll find plenty of game footage “leaks” in this post – so get ready to get excited!

The World

As announced in the September 2018 Alpha 1 Map update, the first alpha test of Fractured will take place on Myr, one of the continents of the Human planet Syndesia. Its size is roughly 60km2 – quite a large territory to explore!

Compared to our Pre-Alpha Gameplay video from April 2018, you might notice (we hope you do!) a large, all around graphical improvement. Textures, models, shaders – it’s literally all new!

Let’s get to it!


The building blocks of the world of Fractured are biomes – environments with coherent morphological features, containing resource nodes and creatures that are often unique to it.

As of today, 6 core biomes are in the making for the continent of Myr:

  • Grassland
  • Dry Plain
  • Hill
  • Mountain
  • Coast
  • Marsh

The uniqueness of resources in different biomes is an important drive for exploration, and is expected to generate heavy trading between towns located in different areas of the world. You can recognize at a glance when you’re transitioning from one to another; here’s a comparison of two flat areas, a Grassland and a Dry Plain:

Moreover, there can be visible differences even within the same biome. Here’s an example of a Birch Forest and an Oak Forest sub-biome within a Grassland biome:


During the second half of 2018, we’ve greatly expanded the number of creatures players are able to find in the world and what they can do. While previously they only had access to 1 melee attack each, making them quite repetitive and predictable, they’re now able to perform different attacks (melee or ranged, with multiple animations each), apply Status Effects, and cast (almost) all the spells available to players.

Below is a recap of all the creatures we have available so far – about 40, split into temporary categories.

  • Animal
    • Wolf
    • Dire Wolf
    • Brown Bear
    • Grizzly Bear
    • Boar
    • Deer Doe
    • Deer Stag
    • Rabbit
    • Fox
    • Giant Rat
    • Giant Snake
    • Giant Spider
  • Undead
    • Zombie
    • Skeleton
    • Ghoul
    • Mummy
    • Vampire
  • Humanoid
    • Goblin
    • Hobgoblin
    • Kobold
    • Troll
    • Cyclop
    • Werewolf
    • Ogre
    • Orc
    • Harpy
  • Lizard
    • Mountain Dragon
    • Dragonide
    • Wyvern
    • Hydra
    • Lizard Warrior
  • Other
    • Demon Lord
    • Manticora
    • Hateful Gazer
    • Chimera
    • Gryphon
    • Golem
    • Ent

It’s unlikely we’ll be able to use them all, since we have to give each of them a meaningful loot. A couple dozens should make it to the game though, which we believe is a decent amount for a first alpha version!


We’ve discussed land claiming, town management and politics in Fractured in a large update during our Kickstarter campaign. In our Development Roadmap, we’ve also explained that the first test is set to include building only, while the more complex managerial and political features are planned to be implemented later in the Alpha 1 development cycle.

Work on land claiming and building is almost completed at this point, so let’s have a look at what you can do so far!

Land Claiming

To claim a piece of land for yourself and contribute to the rebirth of civilization on Syndesia, just explore the wilderness until you find a small cluster of ruins like this one:

Once claimed, you gain full rights over the parcel of land. Time to clean it and fill it!


Erecting a building in Fractured requires multiple steps. First, you must lay the foundations of the house, then you can construct the walls and floors to finally have access to the roof.

Each step requires carrying heavy resources by hand, so we suggest you team up with friends for the job. You can share the house after!

Done? Now it’s time to decorate it and put together some crafting stations! Most items you can add have a specific purpose beyond their purely decorative side.

The bulk of house building is completed, but interiors decoration still needs development, and the whole UI work is admittedly a tad behind schedule. We’re working hard to complete the whole system before we hit Alpha 1!


Characters are another side of Fractured that has seen a dramatic improvement in 2018, particularly since we hired a dedicated character artist in the second half of the year. Let’s have a look at what changed.


Our characters have been completely reworked since the days of our Kickstarter campaign – along with most of our other game assets, as explained in the beginning of this article. Here are a couple screenshots of how they look like today:

Both male and female are shown wearing furs, but other armor sets have been completed (rugged clothes, leather), and more are in the making.


We sadly don’t have much to report here, since for now character creation only features the selection of attributes. We’re soon going to expand it allowing you to choose a background for your character, which provides you with a suggested set of attributes that you can change as you like during character creation.

As for the customization of your character’s look, we’ll try to sneak that into Alpha 1 as well, although it’s not guaranteed we’ll make it.


As previously announced, during Alpha 1 – Test 1 armor and weapon crafting will be largely restricted to primitive items, since more advanced forms of crafting require tools and processes that are still under development.

Worry not, however: you’ll have enough content to keep yourself busy for the duration of the test!


Progression is the last and hardest point for us at the moment. The Knowledge System is one of the core features of the game, but it’s also a particularly challenging one to develop. Plus, it requires a lot of game content for the “learning” part to feel right.

Right now, we’re working on a simplified version of the system that can realistically give you an idea of how the complete version will feel. If it turns out to be good enough, we’ll include that in Alpha 1 – Test 1. If not, it will be moved to Alpha 1 – Test 2.

Additional Info

Unity vs Improbable

You likely know about the Unity vs Improbable quarrel, as it’s been featured everywhere on gaming media. If not, we explained that in brief in a forum thread when the news broke.

After some heated exchanges on the press, Unity changed its Terms of Service to allow any Third Party Service (such as SpatialOS) to use their engine as a server and re-instated the Improbable licenses. Case closed.

In the end, it was all just a big scare. We are still working with Unity, SpatialOS, and the awesome integration between the two that is allowing us to build an ambitious MMO like Fractured without a AAA-sized team!

Test 1 ETA

That’s why you’ll be happy to hear that while the Unity vs Improbable quarrel has slowed us down a little, we’re still set on Q1 2019 for the start of Alpha 1.

As for the last two waves of invites for the Pre-Alpha, the first will likely be sent out in the second week of February, the other one a couple weeks later. We’ll keep you up to date if any development issue that might slow us down arises.

See you soon in game!



The Fractured Pre-Alpha Is Coming!

Hi, fellow gamer and MMO enthusiast!

The long awaited news has arrived: the Fractured Pre-Alpha is starting on Friday, November 30, at 6pm CET (12pm ET)!

The first wave of testers allowed in the Pre-Alpha is limited to a dozen players, while many more will be added throughout December and January. Email invites for this wave have already been sent!

Want to know more? Here’s a list of useful FAQ!


1. Who has access to the Pre-Alpha?

All players who are in the top 100 of The Foundation at the time of writing of this post are guaranteed access unless specifically deemed not suitable. You can find the final list here.

Additionally, players who enter the top 100 during the Pre-Alpha and those who have won one or more weekly drawings will also have a chance to be included in one of the future waves of invites.

2. How many testers will be added as testers in future waves?

We can’t tell yet, but they will definitely be larger than wave 1. The total number of tester will eventually be between 100 and 150 players.

3. Will Pre-Alpha servers be always online?

No, frequent downtimes are planned.

4. How do I recognize a genuine invitation email?

Our only official email domains are @fracturedmmo.com and @dymstudios.com. Personal emails are plain text only. We never ask for your password or link you to a website that asks you to input your password.

If you think an email is suspicious, please report it to support@dymstudios.com right away!

5. My rank in The Foundation is very high, why am I not in wave 1?

As stated above, the number of testers included in wave 1 is very small. There are many of you who could have been worthy but were unlucky 🙁 Also, it’s possible our email ended up in the spam/junk folder of your email inbox. Have a look there just in case!

6. When is the second wave of invites coming?

Most likely during the second week of December.

7. Is Alpha 1 officially postponed to January then?

At this point we can say that yes, Alpha 1 is postponed to early 2019 – the end of January being the new target period. Apologies for letting you down. We’ll elaborate more on the reasons of this delay in a future update.

See you soon in game!