October Update – 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! 🙂

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’t 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’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 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 – also 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 – it 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 – we 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!



Going Worldwide – Regional Servers & Localization




Hi, fellow gamer and MMO enthusiast!

Today, we’re going to tackle another topic which has been discussed aplenty, with lots of sensitive feedback from the community: regional servers and localization.

As some of you may recall, our initial plan was to have one single game server that players from all over the world would connect to. This decision was not due to technical reasons, but a specific game design choice – we wanted to create a unified, truly international experience, without splitting our userbase.

Well, it turned out this was a very clear situation where our vision conflicted with that of our community. Many of you reported to us unsatisfying experiences in other online games that adopted the same solution, and more stories of the like.

Hence, we started revising our plans. We tested out the smoothness and playability of the game, deploying servers in the US and connecting from the EU, where Dynamight is based. We touched base with Improbable – which, if you don’t know, is the company behind SpatialOS, our amazing backend engine and hosting platform. We even mentioned the topic to a couple of the publishers interested in Fractured.

The feedback was unanimous: in an RPG with action combat, where quick reflexes and skillshots lie at the core of combat, latency matters. Surprising, right? (*sarcasm*). Hence, here we go with our new plan!

Regional Servers

SpatialOS relies on the Google Cloud for hosting, which features centers in the following locations:

If Google does, so does SpatialOS – and it’s available to us already, which means we can make use of it in Alpha 1 – Test 1 if we want to. Cool right?

Of course, the fact we can deploy servers to all these locations doesn’t mean that we should. Splitting the userbase too much would have negative consequences on gameplay – a bit of latency is better than an empty world. Hence, the plan follows.

If the playerbase is somewhat low, we’ll start Alpha 1 with a single game server, located in US East, which is a good compromise for NA, SA and EU players.

Once the userbase grows (or from the start, if large enough), we can start deploying regional servers. The first obvious split is from US East to US Central + EU Central, but that’s really up to player demand. Eventually, we could have a full server layout as such:

  • US West
  • US East
  • Europe West
  • Europe East
  • South-East Asia
  • South America
  • Australia

The fact our own backend for player data is also based on the Google Cloud allows us to potentially move a whole game world overnight. The fact we’re going to have time-limited testing phases while in development allows us to adjust everything before the start of each according to demand and data from the previous one. Hurray!

Game Localization

Our plans on localization were never a secret. However, we hadn’t approached the matter organically before we started working on Alpha 1.

Today, we can finally confirm that Fractured will be localized in the following languages:

  • Portuguese
  • Russian
  • Polish
  • Spanish
  • French
  • German
  • Italian

Although Portuguese and Russian are considered high priority, that doesn’t mean we’ll get those done first, then the others later on. In fact, the most likely route is that we’ll tackle the localization matter all at once during Alpha 1.

Since we started working on Alpha 1, we’ve built the management of in-game texts to be translation-ready. We’ve recently reached out to a couple localization agencies too – haven’t reached an agreement yet, but we’re getting there. On top of that, we’re planning to get additional help from of our awesome community (which has already done many translation miracles!) through web tools like CrowdIn.

Of course, that doesn’t mean the languages above are the only ones we’re going after. Right now, 90% of our non-English community comes from countries speaking those languages, hence the pick. In the future, more may come!

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. 9 days to go, we can make it happen!



July 16th Crafting & Building Q&A Livestream




Hi, fellow gamer and MMO enthusiast!

Got a few questions about crafting and building in Fractured? Interested in having Dynamight CEO Jacopo Gallelli replying to them, live? You’re in luck – the 3rd Fractured live Q&A is coming!

The livestream will take place on YouTube on Monday, July 16th, from 10pm CEST (4pm EDT / 1pm PDT)!

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

We’ve chosen this topic as we think it’s the best preamble to the much awaited spotlights on player-made towns!. If you want to get your questions ready before the stream, you can leave them in this forum thread or simply as a comment to this update.

Thank you and… see you soon!



Development Roadmap – From Alpha To Release




Hi, fellow gamer and MMO enthusiast!

Since we started our Kickstarter campaign, a development roadmap has been one of the updates most requested by the community. In the beginning, we were wondering whether to focus on Alpha 1 or provide an overview from now till full release. In the end we came to a conclusion: why not both?

So, without further ado, let’s get to the point – with a small clarification first!

Development Phases VS Testing Phases

The development of Fractured from now till full release is split into 4 large periods of time, called development phases (or cycles). In chronological order, they’re named Alpha Phase 1, Alpha Phase 2, Beta Phase 1, Beta Phase 2.

Here’s a recap of the cheapest pledge packs you can buy to get access to the game within each development phase:

  • Knight (€200 / €150 Early Bird): Alpha Phase 1
  • Patron (€100 / €90 Early Bird): Alpha Phase 2
  • Founder (€60 / €50 Early Bird): Beta Phase 1
  • Recruit (€25 / €20 Early Bird): Beta Phase 2

Within each development phase, we’re going to run several time-limited tests, spaced out by some downtime during which we can focus on integrating feedback and completing new features.

The phase we’re currently under is (quite obviously) Alpha Phase 1. The first test planned for this phase is Alpha 1 – Test 1, and it’s coming soon: December this year!

Testing Roadmap

Below you can find an infographic with the expected starting dates of each testing phase from today until full release.


Before moving on to the next point, a couple caveats on the info displayed above.

Yes, it takes time to build an MMO. Whoever is telling you “we’re making an ambitious MMO and it’s going to hit full release in one year!” is either overly optimistic or downright lying. Or is a AAA studio that has deployed a 100+ people team on the project since the start, but that’s a different story. We’re taking the honest route: it’s going to take 3 years more to get Fractured to full release. While it may seem long, we’re committed to making the game already enjoyable in Alpha 1, which is doable – more on this in the next section!

Also, the time estimates above are based on a multitude of forecasts – from revenue streams and team size at any given time to various technical factors. While we’re trying to be as precise and realistic as possible, some predictions may prove to be wrong, causing changes in the schedule (negative or positive). Were those to happen, we promise to be totally open to you on the reasons why and on everything that’s going on behind the scenes.

Alpha Phase 1

And now, let’s get into the details of Alpha 1 – what it means for us and what you should expect from it if you’ve purchased the Knight pack or higher in our Kickstarter campaign.

In a nutshell, the aim of Alpha 1 is to complete all the core features of Fractured, which will become playable over time in 4 planned testing phases. It’s a pivotal period in the development of the game, where features will be iterated on until they play smoothly and find the approval of the community. By being part of it, you’ll have the unique occasion to be able to shape the foundation of the game through your feedback!

Our aim for the very first testing phase, planned for December this year, is to have an MVP (Minimum Viable Product) that can already provide a meaningful experience to you and to the publishers that have shown interest in Fractured. You’ll be able to gather resources, craft, build, enjoy PvE and PvP – in two words: have fun!

Races & Planets

As stated in the first SOTG update, Humans and Syndesia have been the primary focus of our work so far. This is because Syndesia is the most varied of all planets (in terms of possible biomes), and it’s the middle ground between the PvE/cooperative ruleset of Arboreus and the PvP/competitive one of Tartaros.

For the first testing phase in December this year, it’s indeed likely you’ll be able to play as a Human only. We’re going to implement a unique temporary ruleset for Syndesia as long as it’s the only planet, leaning on the cooperative side, to make the testing of crafting, towns and PvE easier.

Over the course of Alpha 1, we’re going to bring all the three planets and races to life, building on what you were already able to see in the first teaser video and the Kickstarter video. Given how many of you are here because you’re enticed by the Three Races, Three Gameplays paradigm, which is undoubtedly one of the most unique features of Fractured, you can be sure it will be given the due priority!

Survival Elements

We’ve spoken about them at length in the last Q&A livestream linked above.

This feature will already be live in Test 1!


Crafting in Fractured can be roughly divided into two sections:

  • Primitive/Survival. Includes all the items (mostly primitive weapons and basic tools) that can be crafted directly from your inventory, or through simple crafting stations that can be placed anywhere in the world. It’s central for new players who aren’t part of a town or haven’t claimed any land yet, but also if you happen to die and resurrect in a faraway location, allowing you to quickly get back on your feet.
  • Advanced. Includes all the items that are created through complex processes that require crafting stations which can only be placed in claimed areas. Metalworking is likely the most representative example of advanced crafting.

The former will be quite complete in Test 1 already, the latter more simplified, to be expanded during Alpha 1.

Player-Run Towns

Together with crafting, town building will be king in Test 1 of Alpha 1. It can roughly be divided into the three sections:

  • Construction. The possibility to erect public buildings, NPC shops, and player houses.
  • Governorship. The powers of a Governor to control a town and the political system that comes with it.
  • Conflict. Town conquests, sieges, open-field battles – the whole competitive Guild VS Guild package.

Points 1 and 2 will be there in Test 1 (the latter in a minimalist fashion), with lots to be expanded later on during Alpha 1. The conflict side will likely see the light towards the end of Alpha 1.

The Knowledge System

The Knowledge System is another big reason why many of you are following Fractured – we know that.

As much as we’d love to have it already in Test 1, that’s hardly possible, since it requires all the other systems to be in place (with a decent amount of content) to make sense. You need plenty of creatures to interact with, locations to explore, and so on. Therefore, it will be implemented later during the Alpha 1 cycle.

That’s it. We hope we’ve been able to give you a good overview of what’s coming in the next, exciting months.

Stay tuned for the spotlights on player-run towns and keep up the awesome support for our Kickstarter – 57% funded, 12 days to go… We can make it happen!



Survival & Travel Q&A – Full Recording & Recap




Hi, fellow gamer and MMO enthusiast!

Missed yesterday’s Q&A on survival elements and the importance of travel in Fractured? Worry not – the recording is available on YouTube in its full 1.5 hours length!

Video Recap

In the first part of the Q&A, Dynamight CEO Jacopo Gallelli provides an overview on the topic, covering matters such as:

  • The difference between a survival game and Fractured – a full-fledged MMORPG with survival elements.
  • The difference between Endurance and Life and between the knocked-out state and character death.
  • The Hunger and Fatigue bars – Fractured’s take on two classic survival elements.

After the introduction, plenty of answers are given to questions posted in the Q&A dedicated forum thread and to those asked real-time in the YouTube chat. The answers touch a ton of very significant topics, such as:

  • Moving goods and resources, carry limits and the role of player inventories.
  • The character’s world map.
  • The impact of day/night cycles, weather and temperature.
  • Stargates and travel between planets.
  • Planet size and mounts.
  • Fast travel options.
  • Crafting food and primitive tools.
  • Logout timers and resurrection.

As perfect complement to this Q&A, we suggest you have a look at one of our first Feature Spotlights: Universe, Planets & Travel!

What’s next?

Given the very positive reaction of the community to this event, another one will take place next week – topic to be announced!

Stay tuned and… enjoy Fractured!