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 ūüôā

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! ūüôĀ

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 РTest 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 ūüėČ

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 РTest 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 ‚Äď 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 ūüôĀ 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!



October Update ‚Äď On GIP, Pre-Alpha & More

Hi, fellow gamer and MMO enthusiast!

October is almost gone, and we’ve been a little silent while we sprint towards the upcoming launch of the Fractured Pre-Alpha, which we are now glad to announce is really behind the corner.

That’s not the only great news this month has brought, however. Let’s cover them all!

Games Innovation Program

It’s happened! Dynamight Studios has officially joined Improbable‘s Games Innovation Program!

What is it about? In the words of Improbable:

Thanks to our partnership with Google Cloud, any games that are built upon the SpatialOS platform by members of the SpatialOS Games Innovation Program will receive subsidies that will substantially or completely cover the costs of cloud-based online development. The program awards SpatialOS credits that will cover SpatialOS and Google Cloud usage costs, including underlying server fees, during development. This is the largest development subsidy of its kind.

We find that really cool for two reasons:

  • We can run¬†large scale deployments of our world, featuring thousands of creature AIs and simulated players, to test the scalability and stability of our backend. We can use all the CPU, memory, storage and bandwidth needed without paying for it – which, given our tight budget, is truly a blessing. Thanks to the Games Innovation Program, we can make sure Fractured will be ready to sustain the (hopefully) large influx of players at the start of Alpha 1 and beyond!
  • As the name suggests, projects included in the Games Innovation Program are ones the people at Improbable find innovative and think have a strong potential. A much welcomed sign of trust and appreciation!

Want to find out more about Improbable and SpatialOS? Check out their website!¬†ūüôā

Pre-Alpha Launch

For all of you who don’t know about it yet, the Fractured Pre-Alpha is a time-limited testing phase to be run before the start of Alpha 1.

Access to the Pre-Alpha will be granted to the players with the best ranking in The Foundation, specifically those who sit in the TOP 100 Leaderboard, plus a few others selected among those who have won one or more weekly drawings. Access to the Pre-Alpha is limited to that testing phase, unlike access to Alpha 1 and beyond, which is permanent and can be purchased on our store.

The are a couple significant news about the Pre-Alpha which you should really know about, so here we go!

First of all, the Pre-Alpha was set to start 1-2 months before Alpha 1, as explained in our Playtesting FAQ. Since Alpha 1 is planned for December this year, the Pre-Alpha should have been October/November. However, in our development roadmap¬†we’ve been a little too optimistic and announced specifically October as the launch month, while right now it’s pretty clear we won’t make it. Apologies for the confusion and the false hopes. We can confirm now that November is the month!

Secondly, while we’re planning to let over 100 players in the Pre-Alpha, invites won’t be sent out all at once but gradually over the course of a couple weeks or longer. The selection order won’t be based on ranking but on our own discretion.

To conclude, I know some of you are now asking yourselves “will this delay on the Pre-Alpha have an impact on the launch date of Alpha 1?”. The answer is: we’re not sure yet. As of today, Alpha 1 is still planned for December, but a 1-month delay or so on that too is not to be ruled out. Only the Pre-Alpha will tell!

Other Updates

Lich Transformation

The unlocking of our stretch goals is moving on at a steady pace. This month, the Lich Transformation has been reached! Like Beastmen and Demons, Humans will also have the chance to evolve their race – in their case, without being locked into an Evil or Good alignment.


Want to find out more about what it means to be a Lich? Check out this wiki entry, an extract of the info we released during our Kickstarter campaign!

Content Pills

In the last few weeks, we’ve had some internal discussions on how to keep you all up to date with the development of Fractured now that the team is 100% focused on the production of Alpha 1.

Writing news posts like this one has proven not to be a feasible route – it takes way too long, also considering each article is coupled to a press release and a newsletter, which makes it even more time-consuming. It’s something we can do once a month, not once a week or more as you deserve.

The solution we came up with is to open a channel on our Discord and a series of¬†forum threads labeled Content Pills, where we’re going to post screenshots and short videos on a regular basis, with a brief caption explaining what you’re seeing (if needed). There are separate threads for discussion, and we’ll try to reply to as many questions as we can there!

State Of The Community

A new milestone has been achieved: Fractured now has over 40,000 registered users!

At the time of the last update on the matter in June, our community members came from 128 different countries, with the TOP 10 being claimed by the United States, Brazil, Germany, Russia, Italy, United Kingdom, Canada, France, Poland and Vietnam.

Today, our followers come from¬†150 different countries – that’s over 3/4 of the countries of the whole world! The TOP 10 is pretty much identical, the only difference being Vietnam that lost the 10th spot in favor of Spain.

That’s it for today.

See you soon and, as always, don’t forget to let us hear your voice on our community boards and social media!



The Fractured Store Is Live!

Hi, fellow gamer and MMO enthusiast!

The long wait is over: crowdfunding for Fractured is up and running again through the Fractured Store!

As we hinted after we successfully completed our¬†Kickstarter campaign, we decided to include all the Early Bird offers and the other limited packs¬†for all of you who didn‚Äôt manage to pledge for technical reasons or just arrived late to the party. They’re available in a much more limited quantity compared to Kickstarter though, so make sure you get yours before they’re sold out!

Got any question on the store? Check out the answers below!

Quick FAQ

1. How can I see my current pledge?

Just open your account menu.

2. I pledged on Kickstarter but it says “PLEDGE PACK: NONE”, how comes?

There are two possible reasons for that:

  • You‚Äôve forgotten to reply to the Kickstarter¬†survey¬†we‚Äôve sent out a few weeks ago, where we requested your Fractured username.
  • You‚Äôve typed your¬†username¬†wrong in the survey.

Either way, please get in touch with us though a Kickstarter private message or by sending an email to support@dymstudios.com. Make sure to specify your correct Fractured account username in the message, and we’ll take it from there.

3. Can I upgrade my pledge?

Yes you can! Just buy a higher one – you’ll only pay the difference between the price of the new pledge and what you paid for your current one (through Kickstarter or through our store).

Please notice that if your current pledge is an Early Bird, the price for the upgrade is calculated subtracting the Early Bird price, not the Standard price.

4. Can I downgrade my pledge?

No, that’s not possible, sorry.

5. Can I sell my pledge?

Trading your pledge is not allowed. Account trading is not allowed either. For more information on the matter, check out Section 8 of our Terms of Service.

6. Can I buy a pledge pack for a friend?

That’s not possible yet, but we’ll surely add the feature later on!

7. What is Xsolla?

Xsolla is our payment gateway of choice, already used by a ton of companies in the game industry. It’s safe, reliable, and¬†supports a ton of different payment methods!

8. I’d like to pay with a very obscure payment method which is not available…

If a payment method is not available, it means that either Xsolla doesn’t support it, or we decided to disable it because it was subject to very high processing fees. You can give us a shout¬†to¬†support@dymstudios.com, but please be aware it’s unlikely it can be added.

9. Are current pledge packs going to stay forever?

No. Current packs are a replica of the pledges of our Kickstarter campaign, and will eventually be phased out to be replaced by different offers. Some of the most exclusive rewards, such as lifetime VIP, will stop being available once we hit Alpha.

10. Are we still funding for the Kickstarter Stretch Goals?

Yes you are! We’re soon going to release a page to track the total game funding, what stretch goals have been unlocked so far and the ones still to be reached!

That’s it for today.

Got any feedback on the store? Let your voice be heard!



Alpha 1 Map & Pledge Integration

Hi, fellow gamer and MMO enthusiast!

After a long hiatus in updates due to summer vacation and the total focus of the team on the production of Alpha 1, it’s time to get back on track!

A couple weeks ago, we’ve asked you to cast your preference on the topics to be prioritized in the upcoming feature spotlights. The Alpha 1 map was the clear winner there – so here it is!

(click here to download)

A couple words of warning before reading on:

  • Most location names are temporary. Several are going to be named after the deities and other characters in the Fractured lore that those of you who purchased the Creator pack or above are going to design with us.
  • The website has undergone a small graphical update (a new navbar and new fonts). If you have any visualization issue or malfunctioning, try hitting CTRL+F5 to refresh your browser cache first.

And now, let’s add some more info to this map!

What Is Myr?

Myr is one of the three continents of Syndesia. Its size is about 40 km2, roughly 1/4 of the total land area currently designed for the planet.

Being located in a favorable location of an already temperate world, Myr has a very mild climate all around. On one hand, that’s a blessing, as it makes it easier to forage and run cultivations, plus it lessens the need to produce specific clothing to deal with harsh temperatures. On the other hand, it means it’s deprived of several unique resources that can be found in the more extreme biomes available on the other continents.

The map, as you’ve surely noticed, is already large – likely more than you expected. The reason is that travel and exploration are key components of the Fractured experience, and that requires distances to be meaningful. At the same time, we don’t want the world to feel empty – that is why we’re going to adjust the number of points of interest based on player population to avoid excessive dispersion.

Of course, the Pre-Alpha and Alpha 1 will be crucial in defining whether we got everything right, so worry not – we’re ready to make all the adjustments needed!

Town Spots

Each black dot on the map represents a so-called¬†“town spot”, a location where a player-run settlement can be started.

The average size of a town spot is 256 m2, which means it can host well over 100 buildings – perhaps even 200 with careful planning. This means a medium-to-large guild can have all its members living in the same town, while it’s convenient for smaller guilds to band together and share the same settlement.

As you can see, town spots are located far apart from each other – you have to travel for at least 1km to move from one town to the other, and that’s only in the very best cases. Usually it’s twice or more than that.

Running for 1km takes about 5 minutes on rough terrains (assuming a realistic player behavior and a non-straight path), slightly less on a proper road that grants bonus movement speed. This means that a town-to-town trip is often a little adventure that requires some preparation, and it could turn into an actual challenge when travelling through unfriendly biomes and/or at night.

With such distances and such wide spots, you might be wondering whether large guilds should focus on owning multiple towns or focus on a single one. The answer is definitely the latter. A town needs several public buildings to be 100% functional, and there are serious benefits in making it as populated as possible Рalso related to how well it can be defended. Running multiple settlements instead is demanding, and they can easily be lost to your enemies!


Mines are the primary source of minerals in the universe of Fractured. While minerals can theoretically be found anywhere on Syndesia thanks to events such as falling meteorites, the latter are rather rare occurrences, unable to sustain the needs of an organized group of players.

Mines are (almost) always located close to a town spot to which they are connected by easily walkable paths. A town can’t claim control of a mine directly – everyone can potentially enter it and dig minerals. However, the ores extracted are a heavy resource that can only be carried by hand or in handcarts and wagons, just like the wood logs you can see in the Syndesia Kickstarter teaser. Moreover, ore can only be processed in specific town buildings – not in temporary crafting stations in the wild, nor in personal land plots. This means that a mine can de facto be exploited only by the citizens of the closest town.


Roads are predefined paths on the ground that connect town spots and other important world locations. Walking on a road grants a movement speed bonus that changes according to the type of road (paved vs unpaved) and its condition.

Since the planets of Fractured are large open worlds, we’ve designed roads to be quite straight and easy to navigate – no need to make them unrealistically convoluted to slow players down.

In Alpha 1, the implementation of roads is basic – they can’t be improved and don’t decay over time. Later on, we’re planning to expand the system to include the active participation of players in the creation and maintenance of the road infrastructure of the planet.


As you might have noticed looking at the map, Myr includes plenty of rivers, and most town spots are located close to one of them.

Rivers in the plains of Myr are often shallow and quiet, featuring plenty of fords that can be crossed by players who aren’t carrying heavy loads. This makes it easier for explorers to move around, while still requiring merchants to follow the main roads that feature large bridges.

As of today, swimming is not planned, and sailing is not in the list of topics for Alpha. However, the proximity of towns and rivers is definitely not a coincidence! Transportation of players and materials through boats is something we’ve planned to implement later on – and when we do, it’s going to shake the worlds of commerce and warfare!

Kickstarter Pledge Integration

Yes, yes, it was about time. Kickstarter pledges are finally integrated with Fractured accounts!

Want to make sure yours has been imported correctly? Just have a look at your account menu Рit will tell you what your pledge pack is.

You’ve pledged but the menu still says “none”? Well, there are two possible reasons for that:

  • You’ve forgotten to reply to the Kickstarter survey we’ve sent out a few weeks ago, where we requested your Fractured username.
  • You’ve typed your username wrong in the survey.

Either way, please get in touch with us though a Kickstarter private message. Make sure to specify your correct Fractured account username in the message, and we’ll take it from there.

As for the rewards associated with each pack (such as forum titles), we’re going to get those working in the coming months, before Alpha 1 begins. We’ll likely couple their implementation with an update of The Foundation, which badly needs some new content!

The reason we’re being so slow in rolling these updates out is that we’re almost 100% focused on the production on Alpha 1 to meet the tight deadlines we’ve given ourselves, so the whole “web part” of Fractured can’t get the love it deserves. We’ll do our best to follow both properly anyway!

Account Guard

With pledge integration completed and the launch of our store upcoming, we can say the value of a Fractured account has grown considerably. Several of you have requested additional protection measures for when this day would come – so here they are!

The Account Guard protects your account from being stolen if someone gets hold of your password by asking you to authorize each new device or browser you use to login. To authorize the device and complete the login process, you are required to input a code sent to your email.

This feature requires cookies to be active in your browser to work correctly, otherwise you’ll be asked to authenticate the same device over and over each time you log in. It can be disabled from your account menu, but we highly recommend you bear the little annoyance and keep it active!

The Store

It’s ready! But not live yet, as you can see. The reason is we’re waiting for the almost 100 people who didn’t respond to Kickstarter surveys to get in touch, and to see whether everything works fine with the new website updates. Yes, we’ve haven’t just added a new navbar and the Account Guard, there’s also been some code rewriting being done in the background.

A small anticipation that will surely be appreciated by many of you who missed our Kickstarter campaign, could not pledge or had Kickstarter fail to withdraw money from the bank account: the Fractured Store will also include a few units of the Kickstarter Early Birds!

That’s it for today.

As always, let us know what you think of this update… and brace yourselves for the Store!



Kickstarter Is Over! What’s Next?

Hi, fellow gamer and MMO enthusiast!

Our Kickstarter campaign is over, and it’s been a success. It started with a massive wave of pledges on day 1 and ended with an equally awesome push in the last 2 days. Eventually, we’ve hit the goal, and even got over 10% overfunded.

Even better than the pledges collected, there’s the fact you were always there to sustain us with your enthusiasm, passion and insightful feedback. I know it’s a very predictable thing to say, but we would have gone nowhere without you.

Thank you once again, and let’s see what comes next!

Pledge Integration

For us to be able to deliver your rewards, we first need to integrate pledges with Fractured accounts. Here’s how it’s going to happen.

First, all backers must have a Fractured account. It’s very likely most of you do so already – if not, just hit the Register button in the navbar or click here.

Then, we have to wait for¬†14 days¬†from the end of the campaign. That’s the time it takes Kickstarter to finalize the collection of pledges.¬†Once that is done, we’ll send out a so-called “Kickstarter survey” to all of you backers, asking for the email address you’ve used to register your Fractured account. You’re going to receive an email notification from Kickstarter when the survey has been sent. That’s likely going to happen around August 8-10.

That’s it. Once most backers have filled the survey, we’re going to integrate your pledge in your Fractured account!¬†That’s likely going to happen around August 13-15.

The Fractured Store

Yes, we know. Many of you didn’t manage to pledge because you don’t have a Mastercard/Visa card. Some of you want to upgrade your pledge. Some others just came late to the party and would like to back us now.

Whatever your reason, we have the answer – the Fractured Store, where you’ll¬†be able to buy all the pledge packs featured on Kickstarter (minus the ones sold out). Purchases will be handled by a gateway with over 700 payment methods available. You’ll definitely find the one that suits your needs!

As of today, we’re waiting for Dynamight to be cleared by the company managing payments. Once the bureaucratic stuff is done, we’ll release the store, coupled with a small website update. That should be in a few days hopefully!

Regarding Early Bird packs, we’ve been contacted by many of you who didn’t manage to pledge for technical reasons, and feel left out on the good deals. We are considering releasing some Early Bird packs on the store, in a much more limited quantity than on Kickstarter. Still have to make up our minds on if/how exactly.

Alpha 1 – Test 1

The first testing phase for backers who pledged at Knight¬†level or above is scheduled for December this year. It will be preceded by another phase known as the Pre-Alpha, dedicated to the most active users in the community, which is likely to start in October – although that’s just an estimate.

Alpha 1 – Test 1 will be focused on crafting and building, although other basic systems will be there as well, such as PvE/PvP combat and survival elements. We’ve spoken about the whole Alpha 1 cycle extensively when we released our roadmap, so¬†check it out¬†if you haven’t already!


GamesCom 2018 is approaching, and the Fractured CEO will be around for some business-y stuff. You’ll be there as well?

Check this thread out!

Vacation Time

Yes, that happens sometimes for game devs as well. In Italy in particular, we have a thing for going on vacation all together in August to make sure we get the best traffic jams, insanely expensive flight tickets, and fully booked hotels. Clever, eh?

Therefore, in the upcoming first 2 weeks of August, the Dynamight office will be pretty much empty, and we’ll likely be quite silent when it comes to blog updates and forum / Discord activity. Worry not, we’ll be back with exciting updates soon after!

That’s it for today.

Enjoy Fractured!



July 23 & 24 Double Q&A Livestream




Hi, fellow gamer and MMO enthusiast!

Our Kickstarter campaign is now well over 90% funded, and we expect it will reach its 100k goal soon – perhaps within the day!

Let’s celebrate this astonishing progress with a DOUBLE Q&A LIVESTREAM from¬†Dynamight CEO Jacopo Gallelli!

The livestream schedule and topics are as follows:

Both will start at 10pm CEST (4pm EDT / 1pm PDT).

To tune in, just click on this YouTube link a few minutes before the time announced above Рwe can chat a little before the Q&A session begins!

Thank you and… see you soon!



Kickstarter Update – Stretch Goals Revealed




Hi, fellow gamer and MMO enthusiast!

As our Kickstarter campaign is now about 80% funded, the time has come to reveal our stretch goals!

As you can see from the image below, they’re split into two categories:

  • Pledge-based. They’re unlocked based on the total amount pledged. They consist of new secondary game features. The word “secondary” doesn’t mean they’re not very cool of course, but that all the core features of the game are already included in the basic goal. The funding for pledge-based stretch goals will continue on our website once the campaign is over if some of them don’t get unlocked now.
  • Backer-based. They’re unlocked based on the total number of backers. They consist of cosmetic rewards given for free to all our backers. They’re a Kickstarter exclusive – only for Kickstarter backers, and only unlocked during the campaign!


And now, let’s have an overview on a couple of the pledge-based stretch goals, the ones we know are very likely to trigger plenty of questions: the Labyrinth and Liches!

Labyrinth Dungeon Crawler

The Labyrinth is a type of dungeon that can be found in the insides of asteroids. It can be accessed by solo players or groups up to 5 people after completing a unique ritual in the world. The ritual is fairly complex, and has to be performed without holding any item – neither equipped nor in the inventory, aside from Labyrinth tokens.

Once the ritual is completed, the group is sent to the entrance of the Labyrinth, where players have a chance to exchange tokens for basic equipment by talking to the Guardian, or just proceed into the dungeon fully naked (ok, you can keep your underwear).

The dungeon is procedurally-generated from different rooms and instantiated for the group. It might feature multiple levels (once the stretch goals have been unlocked), each one using a unique set of rooms. It doesn’t contain only powerful hostile creatures and bosses, but also riddles, activities for stealth players, and resources that can be gathered to craft equipment and other items.

If a player dies in the Labyrinth, it can only be resurrected by a teammate. If all the members of a group are dead, the timer runs out, or vote for leaving, the adventure is over, and players are sent back to the entrance. If coming out alive, a player can bring home all he was wearing and all he has managed to fit in his inventory.

The biggest reward of the Labyrinth? Unique tokens that can be exchanged for weapon skins, armor skins, mount skins, pet companions and other cosmetic rewards – or used to boost the next Labyrinth challenge, as mentioned before!

Lich Transformation

It’s a well-known fact: the Human race craves for knowledge and power, and to get it they are ready to open doors that should better stay closed. The door of the Afterlife is one of them.

The path that leads a Human to turn into a Lich is long and tortuous, as much as the one leading from Beastman to Abomination and from Demon to Angel. It involves the collection of very rare resources, crafting of powerful artifacts to channel the magic, and Divine quests.

The final ritual of the Lich transformation sees the Human character join the embrace of Death to be reborn as a cadaverous, almost skeletal undead creature, with a whole new set of weaknesses and powers. Some are common to all undeads, such as weakness to fire, increased resistance to cold spells, and the need to feed oneself now gone. Others are more specific, such as a particular affinity for the Necromancy and Abjuration schools of magic.

One final word here. You thought a Lich has an Evil alignment? Just because it’s not technically alive anymore? Bad! Prejudice! A Human turning into a Lich preserves its Karma and Alignment – it’s no different from a regular Human in this regard!

That’s it for today.

As always, let us know what you think of this update and let’s keep the support for¬†our Kickstarter campaign¬†going strong. 7 days to go, we can make it happen!