So we’re three weeks into Early Access (nearly four now I suppose). It’s been a long, strange road to this point. I started this game by myself in an attempt to satiate an urge for a fully moddable RTS. In a way, I suppose, I was hearkening back to my days in high school and college plunking around in data files for old Westwood and EA titles; trying to coax the engines into this or that. In all honesty, I didn’t think we’d create something as unique as Fractured State is; even at this early point in its life. Heck I didn’t think there’d even be a we. But there is – since Todd came on in June of 2012 we’ve Ryan in Pennsylvania and Joe and George in the UK. We’ve signed a publishing agreement with John in Texas. As I write this, Todd is in the process of moving his entire life across the country with his soon-to-be wife. Mechanical Monocle will be officially bi-coastal and trying to meet with people internationally will require additional math. But we’ll make it work.
Todd and I have tried to do this before. We spent a year of our lives working on a turn based deck building game called Grid Fighter. We didn’t know what we were doing and we got burned out and it sort of collapsed like a house of cards. We didn’t speak for some time after that; not because we were angry or anything, more I think we were exhausted. I will be forever grateful that he agreed to attempt this ridiculous process again. I don’t think I could ask for a better creative partner; but don’t tell him I said that.
Currently we’re in the process of ripping out the fifth large system. Here’s the first “official” post for Fractured State (there were a few before this) showing a Map Editor that was more inspired by StarCraft or Command and Conquer. We threw this out and completely re-wrote the game from scratch 5 months later. Originally we had to build a navmesh by hand for a map. We threw that out and replaced it with a grid graph that generated automatically at run time. Later we simultaneously replaced our entire networking architecture and upgraded the visuals to include reflections and better lighting. Now we’re revamping all of our menus and pregame lobbies.
Just a few other housekeeping notes.
We launched a forum to gather player feedback and bug reports so take a second go register.
And thanks again to anyone who’s purchased the game thus far. We hope you like it and will continue to support us going forward!Back to main page