About Fractured State
Fractured State is an urban combat Real Time Strategy game depicting the brutal civil war of the nation of Laperia. Players must choose to wield the industrial war machines of the Laperian Imperial Army or the mysterious ancient relics idolized and weaponized by the Children of the Ancients.
Battle maps are split up into territories. Occupy the most structures in a territory in order to keep control of it. Territories provide army-wide bonuses and increase the number of troops you can control. Reinforcements you request arrive via your controlled territories. Controlling territories and denying your enemy a foothold are the keys to victory.
Buildings represent important strategic points; this is primarily an urban war after all. Some buildings unlock abilities, new units, passive bonuses, or squad refreshes. Storm buildings to uproot and destroy entrenched enemy forces. You have full control of your units whether they are inside or outside.
Weapon Accuracy and Reloading
Your soldiers must keep a mental count of their ammo, or else they could lack it at a crucial moment. No soldier hits his mark 100% of the time, and no weapon is completely accurate. Distance plays a role. Closing down on your target is dangerous but can yield better results.
The most common cause of death for soldiers of the Laperian conflict is exposure. And bullets. And exposure to bullets. Cover makes your units harder to hit. Troops in cover can be dispatched more easily by flanking and rear attacks. Troop placement and cover management are critical to your success.
Blog and Development News
August 21, 2014
I figured it was about time to do an update on our progress towards an Alpha release. My original intention when I started working on this game – before it was even called Fractured State – was to create a fully moddable RTS framework in Unity and to enable content…
June 20, 2014
It has been a bit since we last posted. We have been pushing in a more planned manner towards the alpha (or at least we are attempting organization). A result of this is that I have had to design some menu UI for various screens that Matt wanted to implement….
May 15, 2014
I’ve seen a fair number of people posting on the Unity user forums over the years about how to implement some type of shroud or fog of war system. We were on the fence about whether or not we wanted it at all for Fractured State but after a couple…
May 9, 2014
Ages ago I posted the concept for the Laperian Transport. I finally have the “equivalent” unit concept for the Children of the Ancients. Meet the Warden. While not directly equal to the Laperian Transport he functions in a similar protective role. He offers less overall protection, but can move far…
April 25, 2014
We are at the point now where we are able to start making somewhat complex maps to play test on (and for me to stare at when I should be sleeping). A pleasant byproduct of this is that I can show off some screenshots with new props scattered about, many…
April 10, 2014
Hey guys, Ryan here. Last time I gave you a look into how I tackled modeling characters for Fractured State. This time around, I will let you see how I deal with a more environmental piece, and one I have a lot more room to play with. You have seen…