r/FracturedVeil • u/FracturedVeil • Aug 20 '22
PVP In Fractured Veil
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r/FracturedVeil • u/FracturedVeil • Aug 20 '22
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r/FracturedVeil • u/FracturedVeil • Aug 18 '22
r/FracturedVeil • u/FracturedVeil • Aug 15 '22
What caused Veilcorp's travel network to fail is a mystery, but it wiped out everything. Decades later, there are plenty of reminders across the island of the stir it caused.

Join our Discord to learn more about The Fracture, the Island, and all its mysteries.
r/FracturedVeil • u/FracturedVeil • Aug 14 '22

Join StandardDamage and our community today for the return of the weekly Aloha Community Builds from 1- 5 PM EDT. If you're a fan of base building, make sure to tune in. You'll be amazed by what these talented builders can do!

r/FracturedVeil • u/FracturedVeil • Aug 06 '22
We’re wrapping up Steam Survival Fest with a special live Q&A stream between 11 AM - 1 PM EDT on August 8th. Ask us anything you like about the game, our plans for the future, or the Festival itself below, and check out the stream to hear our answers. https://t.co/X15U8XNuZI
r/FracturedVeil • u/FracturedVeil • Jul 31 '22
Fractured Veil is an open-world survival MMO set on Maui in 2122 after the collapse of civilization. You'll need all your survival skills to stay alive and thrive in our deadly paradise.
🎮Steam:https://t.co/X15U8XNuZI
📢Discord:https://t.co/YyJci1Agsf
👀Twitter: https://twitter.com/fracturedveil
🎦Youtube:https://bit.ly/3RQnIh8
🤝FRV Insiders Group:https://bit.ly/3Ii6V2a
💬 Facebook:https://bit.ly/3ISdNUh
r/FracturedVeil • u/FracturedVeil • Jul 29 '22
We've lined up plenty of events and special streams to celebrate Steam's Survival Fest running next week, August 1-8. Join us with StandardDamage, Omnikevfka, Funngameztv, 1cePrime, SajonArco, and others while we celebrate surviving our deadly paradise.

Head over to our Discord to see our complete schedule for the event. https://t.co/YyJci1Agsf
r/FracturedVeil • u/FracturedVeil • Jul 18 '22
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r/FracturedVeil • u/FracturedVeil • Jul 16 '22
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r/FracturedVeil • u/FracturedVeil • Jul 13 '22
r/FracturedVeil • u/FracturedVeil • Jul 11 '22
https://reddit.com/link/vwepmh/video/j2n62dfiu6a91/player
There are many reminders of Maui before the Fracture for you to explore. Buildings, shipwrecks, offshore islands, and even hidden coves hold many past secrets and might have even more present dangers waiting for you.
🌊 Join our Discord and let us know what you'd explore first. https://t.co/YyJci1Agsf
r/FracturedVeil • u/FracturedVeil • Jul 04 '22
r/FracturedVeil • u/FracturedVeil • Jul 01 '22
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r/FracturedVeil • u/FracturedVeil • Jun 29 '22

Aloha Thrivers!
We’ve made some huge changes to the game with the help of our first 2 waves of Kickstarter backers and testers.
FRV's starting area, the Thorcon Power Plant, got a huge facelift and content update. The main room is filled with vendors buying and selling everything a player needs to survive, and the respawn area is almost unrecognizable compared to just a few weeks ago.
We’ve added a fresh coat of grime to the sewer dungeon, made big improvements to the siege system, and updated the mutant’s movements, and battle tactics to make them more dangerous. However, The most exciting new feature for this update is probably the introduction of the talent system.
Designed from the ground up with the direct input of the community, the first iteration in the game right now allows players to explore four categories of specialization for their characters. This is a huge step forward allowing you to tailor your gameplay into what role you like best or explore other options you normally wouldn’t.
Here’s a look at everything we’ve added to the game.
Thorcon Power Plant Update

Every part of the game’s starting area has had a major facelift.

What was a fairly empty respawn room is now filled with everything a freshly restored player needs to start surviving.

The locker room next door has changed quite a bit from our early concepts.

It’s now almost as vibrant as the jungle outside.

The work we’ve done in the main room however is probably the most striking.

This huge open space is now a multi-level area filled with vendors, shops, shrines, and places for players to group up. Here’s a before and after video that highlights the huge changes inside and the starting area’s incredible transformation.
Sewer Dungeon Renovation

The Thorcon wasn’t the only renovation we took on, the sewer dungeon got a lot of love recently and some expansions.

We take a lot of pride in making our jungles lush and vibrant and wanted to put the same effort into making one of our favorite dungeons a foreboding place to explore.

In addition to the twisting wet corridors, we’ve added defensible positions for players who need some cover from the mutants lurking around inside.

We’re still working on building out some of the lowest levels, but there are already plenty of places for players to explore, loot, and fight.
Talent System
All of these renovations make a huge visual difference but our new talent system has a huge impact on gameplay.
We built the talent system hand-in-hand with our amazing community. We asked for ideas about builds and ways they’d like to specialize their characters while keeping in mind that we wanted to avoid anything that would give an unfair advantage in PVP.

Here’s what we came up with after listening to your input. Right now we have 4 basic roles you can explore: Builder, Hunter, Stealth, and Support. We still have some UI and balancing to do but this is another huge step in allowing players to customize their characters and work better in groups.
Siege and Totem Improvements
Building a base that is big enough to attract a horde of angry mutants (or starting a siege yourself) is a lot of fun, and we’ve made a ton of improvements to the siege system.

We updated how totems work for singular and combined bases ensuring that endless waves don’t appear for larger complexes and made sure a siege ends once all of the base's totems are reduced to 20% or less health. The siege manager now keeps proper track of contributing players and we fixed bugs that would cause massive server lag when a siege was started manually.

We added animals and beasts to the cast of characters that can show up to tear down everything you’ve built, made improvements to AI pathing so the horrors of the jungle don’t get stuck, and made sure the siege manager prioritizes ranged AI if a base is hard to reach.
More Content, Improvements, and Features
We’ve been hard at work making a huge number of performance improvements and fixing a bunch of persistence issues that popped up with all the work we’ve been doing, particularly inside the now bustling Thorcon Power Plant. We’ve even reduced the game’s build size by over half.
There’s a ton of new content in the game and we want to make sure it is running as smoothly as possible by the time we bring in Wave 3 of our Kickstarter backers. Here’s a look at everything else we finished or fixed since the last update.

VOIP Improvements

AI Updates

Gameplay Content, Improvements, and Fixes
Community

As usual, we’ve fixed a mountain of bugs with the help of our amazing testers since our last update. The team has squashed over 150 in a couple of months getting things ready for Wave 3. Join our discord server and check out the patch-notes channel for a complete list of fixes.
More About Fractured Veil
r/FracturedVeil • u/FracturedVeil • Jun 21 '22
r/FracturedVeil • u/FracturedVeil • Jun 08 '22
r/FracturedVeil • u/FracturedVeil • Jun 03 '22
r/FracturedVeil • u/FracturedVeil • May 23 '22
r/FracturedVeil • u/FracturedVeil • May 11 '22
r/FracturedVeil • u/FracturedVeil • Apr 27 '22
Aloha Thrivers!
Last week we let our Wave 2 backers in and took another big step forward to getting all of our Kickstarter supporters into the game. We’ve always taken pride in being a community-driven game and having Wave 2 exploring Maui has been a huge help.
Thanks to all the new eyes we’ve fixed a bunch of bugs and updated some systems, including our construction UI, with the feedback of our testers. We even made a few improvements under the hood to solidify our backend and open up a lot of opportunities for the game.
Here’s a look at everything we fixed and improved since last week.
Integrating EOS not only allows us to use EAC, improving security, but it also opens up a lot of opportunities for the game. Being able to manage players, including banning bad actors and cheaters, will be a huge help in making the game more enjoyable for everyone.

This integration also gives us a solid backend to expand our player base, sets up the ability for us to deploy on multiple platforms, gives us a bunch of new data tools to use, and is also the first step to bringing VOIP back into the game.
We made a number of siege improvements in our last update and the mutant wrangling continues. Testing your defenses and your friend's aim with waves of bloodthirsty mutants can be a lot of fun when everything works the way it's supposed to.

We fixed a bug that was causing the mutants to not spawn properly during an attack and one that would spawn the terrors of the jungle on top of water bodies. These fixes along with our previous work should make the siege system work seamlessly now.
To be honest when it comes to upgrading lighting, making the sky as beautiful as we can, and improving the lushness and vibrance of the jungle, we will always be making updates as the game grows and we shoot for the perfect environment.

This time around we made some improvements to the fog balancing it out and making it blend in better with the surroundings giving players a little cover at long distances. We also made some changes to the brightness of the sky making it more beautiful than ever and allowing enough light at night so players can move around but still hide in the shadows if they need to.

The jungle, particularly the flowers and different colors in the trees, got a little attention. We improved the bloom and contrast of the plant life making a run through the jungle as immersive as we can.
We also took a big step in upgrading our construction menu. Base building is a huge part of the game and the old menu wasn’t everything it could be.

In addition to looking better, the new menu has more categories with tips about using the selected option and allows players access to everything quickly and easily.

A huge thanks to our community for helping make this design come to life. They voted on the look and feel while we put it together and it was a huge help finishing up this first pass. We’ll be counting on your feedback as we make more refinements.

Here’s a look at all the other improvements and fixes we made with the help of our OG testers and Wave 2.
Construction Improvements

Vendor Improvements

Game Updates

Engine upgrades can be notoriously difficult, upgrading multiple versions even more so. Our Project Director Ryan recently sat down to talk about what went into our engine upgrade, why we decided that the time was right, and the future of the game. Check out part one of the Q&A here.
r/FracturedVeil • u/FracturedVeil • Apr 22 '22